three.core.js 1.4 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2026 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '185dev';
  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. * Represents material blending.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const MaterialBlending = 6;
  150. /**
  151. * A `source + destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const AddEquation = 100;
  157. /**
  158. * A `source - destination` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const SubtractEquation = 101;
  164. /**
  165. * A `destination - source` blending equation.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const ReverseSubtractEquation = 102;
  171. /**
  172. * A blend equation that uses the minimum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MinEquation = 103;
  178. /**
  179. * A blend equation that uses the maximum of source and destination.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const MaxEquation = 104;
  185. /**
  186. * Multiplies all colors by `0`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const ZeroFactor = 200;
  192. /**
  193. * Multiplies all colors by `1`.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const OneFactor = 201;
  199. /**
  200. * Multiplies all colors by the source colors.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const SrcColorFactor = 202;
  206. /**
  207. * Multiplies all colors by `1` minus each source color.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const OneMinusSrcColorFactor = 203;
  213. /**
  214. * Multiplies all colors by the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const SrcAlphaFactor = 204;
  220. /**
  221. * Multiplies all colors by 1 minus the source alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const OneMinusSrcAlphaFactor = 205;
  227. /**
  228. * Multiplies all colors by the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const DstAlphaFactor = 206;
  234. /**
  235. * Multiplies all colors by `1` minus the destination alpha value.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const OneMinusDstAlphaFactor = 207;
  241. /**
  242. * Multiplies all colors by the destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const DstColorFactor = 208;
  248. /**
  249. * Multiplies all colors by `1` minus each destination color.
  250. *
  251. * @type {number}
  252. * @constant
  253. */
  254. const OneMinusDstColorFactor = 209;
  255. /**
  256. * Multiplies the RGB colors by the smaller of either the source alpha
  257. * value or the value of `1` minus the destination alpha value. The alpha
  258. * value is multiplied by `1`.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const SrcAlphaSaturateFactor = 210;
  264. /**
  265. * Multiplies all colors by a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const ConstantColorFactor = 211;
  271. /**
  272. * Multiplies all colors by `1` minus a constant color.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const OneMinusConstantColorFactor = 212;
  278. /**
  279. * Multiplies all colors by a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const ConstantAlphaFactor = 213;
  285. /**
  286. * Multiplies all colors by 1 minus a constant alpha value.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const OneMinusConstantAlphaFactor = 214;
  292. /**
  293. * Never pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const NeverDepth = 0;
  299. /**
  300. * Always pass.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const AlwaysDepth = 1;
  306. /**
  307. * Pass if the incoming value is less than the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessDepth = 2;
  313. /**
  314. * Pass if the incoming value is less than or equal to the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const LessEqualDepth = 3;
  320. /**
  321. * Pass if the incoming value equals the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const EqualDepth = 4;
  327. /**
  328. * Pass if the incoming value is greater than or equal to the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterEqualDepth = 5;
  334. /**
  335. * Pass if the incoming value is greater than the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const GreaterDepth = 6;
  341. /**
  342. * Pass if the incoming value is not equal to the depth buffer value.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const NotEqualDepth = 7;
  348. /**
  349. * Multiplies the environment map color with the surface color.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MultiplyOperation = 0;
  355. /**
  356. * Uses reflectivity to blend between the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const MixOperation = 1;
  362. /**
  363. * Adds the two colors.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const AddOperation = 2;
  369. /**
  370. * No tone mapping is applied.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const NoToneMapping = 0;
  376. /**
  377. * Linear tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const LinearToneMapping = 1;
  383. /**
  384. * Reinhard tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const ReinhardToneMapping = 2;
  390. /**
  391. * Cineon tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const CineonToneMapping = 3;
  397. /**
  398. * ACES Filmic tone mapping.
  399. *
  400. * @type {number}
  401. * @constant
  402. */
  403. const ACESFilmicToneMapping = 4;
  404. /**
  405. * Custom tone mapping.
  406. *
  407. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const CustomToneMapping = 5;
  413. /**
  414. * AgX tone mapping.
  415. *
  416. * @type {number}
  417. * @constant
  418. */
  419. const AgXToneMapping = 6;
  420. /**
  421. * Neutral tone mapping.
  422. *
  423. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  424. *
  425. * @type {number}
  426. * @constant
  427. */
  428. const NeutralToneMapping = 7;
  429. /**
  430. * The skinned mesh shares the same world space as the skeleton.
  431. *
  432. * @type {string}
  433. * @constant
  434. */
  435. const AttachedBindMode = 'attached';
  436. /**
  437. * The skinned mesh does not share the same world space as the skeleton.
  438. * This is useful when a skeleton is shared across multiple skinned meshes.
  439. *
  440. * @type {string}
  441. * @constant
  442. */
  443. const DetachedBindMode = 'detached';
  444. /**
  445. * Maps textures using the geometry's UV coordinates.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const UVMapping = 300;
  451. /**
  452. * Reflection mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeReflectionMapping = 301;
  458. /**
  459. * Refraction mapping for cube textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const CubeRefractionMapping = 302;
  465. /**
  466. * Reflection mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularReflectionMapping = 303;
  472. /**
  473. * Refraction mapping for equirectangular textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const EquirectangularRefractionMapping = 304;
  479. /**
  480. * Reflection mapping for PMREM textures.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const CubeUVReflectionMapping = 306;
  486. /**
  487. * The texture will simply repeat to infinity.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const RepeatWrapping = 1000;
  493. /**
  494. * The last pixel of the texture stretches to the edge of the mesh.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const ClampToEdgeWrapping = 1001;
  500. /**
  501. * The texture will repeats to infinity, mirroring on each repeat.
  502. *
  503. * @type {number}
  504. * @constant
  505. */
  506. const MirroredRepeatWrapping = 1002;
  507. /**
  508. * Returns the value of the texture element that is nearest (in Manhattan distance)
  509. * to the specified texture coordinates.
  510. *
  511. * @type {number}
  512. * @constant
  513. */
  514. const NearestFilter = 1003;
  515. /**
  516. * Chooses the mipmap that most closely matches the size of the pixel being textured
  517. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  518. * to produce a texture value.
  519. *
  520. * @type {number}
  521. * @constant
  522. */
  523. const NearestMipmapNearestFilter = 1004;
  524. const NearestMipMapNearestFilter = 1004; // legacy
  525. /**
  526. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  527. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  528. * The final texture value is a weighted average of those two values.
  529. *
  530. * @type {number}
  531. * @constant
  532. */
  533. const NearestMipmapLinearFilter = 1005;
  534. const NearestMipMapLinearFilter = 1005; // legacy
  535. /**
  536. * Returns the weighted average of the four texture elements that are closest to the specified
  537. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  538. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  539. *
  540. * @type {number}
  541. * @constant
  542. */
  543. const LinearFilter = 1006;
  544. /**
  545. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  546. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  547. * center of the pixel) to produce a texture value.
  548. *
  549. * @type {number}
  550. * @constant
  551. */
  552. const LinearMipmapNearestFilter = 1007;
  553. const LinearMipMapNearestFilter = 1007; // legacy
  554. /**
  555. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  556. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  557. * is a weighted average of those two values.
  558. *
  559. * @type {number}
  560. * @constant
  561. */
  562. const LinearMipmapLinearFilter = 1008;
  563. const LinearMipMapLinearFilter = 1008; // legacy
  564. /**
  565. * An unsigned byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const UnsignedByteType = 1009;
  571. /**
  572. * A byte data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ByteType = 1010;
  578. /**
  579. * A short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const ShortType = 1011;
  585. /**
  586. * An unsigned short data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const UnsignedShortType = 1012;
  592. /**
  593. * An int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const IntType = 1013;
  599. /**
  600. * An unsigned int data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const UnsignedIntType = 1014;
  606. /**
  607. * A float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const FloatType = 1015;
  613. /**
  614. * A half float data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const HalfFloatType = 1016;
  620. /**
  621. * An unsigned short 4_4_4_4 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort4444Type = 1017;
  627. /**
  628. * An unsigned short 5_5_5_1 (packed) data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedShort5551Type = 1018;
  634. /**
  635. * An unsigned int 24_8 data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt248Type = 1020;
  641. /**
  642. * An unsigned int 5_9_9_9 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt5999Type = 35902;
  648. /**
  649. * An unsigned int 10_11_11 (packed) data type for textures.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const UnsignedInt101111Type = 35899;
  655. /**
  656. * Discards the red, green and blue components and reads just the alpha component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const AlphaFormat = 1021;
  662. /**
  663. * Discards the alpha component and reads the red, green and blue component.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBFormat = 1022;
  669. /**
  670. * Reads the red, green, blue and alpha components.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const RGBAFormat = 1023;
  676. /**
  677. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  678. *
  679. * @type {number}
  680. * @constant
  681. */
  682. const DepthFormat = 1026;
  683. /**
  684. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  685. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const DepthStencilFormat = 1027;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedFormat = 1028;
  698. /**
  699. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RedIntegerFormat = 1029;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGFormat = 1030;
  712. /**
  713. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGIntegerFormat = 1031;
  719. /**
  720. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBIntegerFormat = 1032;
  726. /**
  727. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGBAIntegerFormat = 1033;
  733. /**
  734. * A DXT1-compressed image in an RGB image format.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGB_S3TC_DXT1_Format = 33776;
  740. /**
  741. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT1_Format = 33777;
  747. /**
  748. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  749. *
  750. * @type {number}
  751. * @constant
  752. */
  753. const RGBA_S3TC_DXT3_Format = 33778;
  754. /**
  755. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  756. * compression in how the alpha compression is done.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGBA_S3TC_DXT5_Format = 33779;
  762. /**
  763. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_4BPPV1_Format = 35840;
  769. /**
  770. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGB_PVRTC_2BPPV1_Format = 35841;
  776. /**
  777. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_4BPPV1_Format = 35842;
  783. /**
  784. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGBA_PVRTC_2BPPV1_Format = 35843;
  790. /**
  791. * ETC1 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC1_Format = 36196;
  797. /**
  798. * ETC2 RGB format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGB_ETC2_Format = 37492;
  804. /**
  805. * ETC2 RGBA format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ETC2_EAC_Format = 37496;
  811. /**
  812. * EAC R11 UNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const R11_EAC_Format = 37488; // 0x9270
  818. /**
  819. * EAC R11 SNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  825. /**
  826. * EAC RG11 UNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RG11_EAC_Format = 37490; // 0x9272
  832. /**
  833. * EAC RG11 SNORM format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  839. /**
  840. * ASTC RGBA 4x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_4x4_Format = 37808;
  846. /**
  847. * ASTC RGBA 5x4 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x4_Format = 37809;
  853. /**
  854. * ASTC RGBA 5x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_5x5_Format = 37810;
  860. /**
  861. * ASTC RGBA 6x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x5_Format = 37811;
  867. /**
  868. * ASTC RGBA 6x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_6x6_Format = 37812;
  874. /**
  875. * ASTC RGBA 8x5 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x5_Format = 37813;
  881. /**
  882. * ASTC RGBA 8x6 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x6_Format = 37814;
  888. /**
  889. * ASTC RGBA 8x8 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_8x8_Format = 37815;
  895. /**
  896. * ASTC RGBA 10x5 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x5_Format = 37816;
  902. /**
  903. * ASTC RGBA 10x6 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x6_Format = 37817;
  909. /**
  910. * ASTC RGBA 10x8 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x8_Format = 37818;
  916. /**
  917. * ASTC RGBA 10x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_10x10_Format = 37819;
  923. /**
  924. * ASTC RGBA 12x10 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x10_Format = 37820;
  930. /**
  931. * ASTC RGBA 12x12 format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_ASTC_12x12_Format = 37821;
  937. /**
  938. * BPTC RGBA format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGBA_BPTC_Format = 36492;
  944. /**
  945. * BPTC Signed RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_SIGNED_Format = 36494;
  951. /**
  952. * BPTC Unsigned RGB format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RGB_BPTC_UNSIGNED_Format = 36495;
  958. /**
  959. * RGTC1 Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const RED_RGTC1_Format = 36283;
  965. /**
  966. * RGTC1 Signed Red format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const SIGNED_RED_RGTC1_Format = 36284;
  972. /**
  973. * RGTC2 Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const RED_GREEN_RGTC2_Format = 36285;
  979. /**
  980. * RGTC2 Signed Red Green format.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  986. /**
  987. * Animations are played once.
  988. *
  989. * @type {number}
  990. * @constant
  991. */
  992. const LoopOnce = 2200;
  993. /**
  994. * Animations are played with a chosen number of repetitions, each time jumping from
  995. * the end of the clip directly to its beginning.
  996. *
  997. * @type {number}
  998. * @constant
  999. */
  1000. const LoopRepeat = 2201;
  1001. /**
  1002. * Animations are played with a chosen number of repetitions, alternately playing forward
  1003. * and backward.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const LoopPingPong = 2202;
  1009. /**
  1010. * Discrete interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateDiscrete = 2300;
  1016. /**
  1017. * Linear interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateLinear = 2301;
  1023. /**
  1024. * Smooth interpolation mode for keyframe tracks.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const InterpolateSmooth = 2302;
  1030. /**
  1031. * Bezier interpolation mode for keyframe tracks.
  1032. *
  1033. * Uses cubic Bezier curves with explicit 2D control points.
  1034. * Requires tangent data to be set on the track.
  1035. *
  1036. * @type {number}
  1037. * @constant
  1038. */
  1039. const InterpolateBezier = 2303;
  1040. /**
  1041. * Zero curvature ending for animations.
  1042. *
  1043. * @type {number}
  1044. * @constant
  1045. */
  1046. const ZeroCurvatureEnding = 2400;
  1047. /**
  1048. * Zero slope ending for animations.
  1049. *
  1050. * @type {number}
  1051. * @constant
  1052. */
  1053. const ZeroSlopeEnding = 2401;
  1054. /**
  1055. * Wrap around ending for animations.
  1056. *
  1057. * @type {number}
  1058. * @constant
  1059. */
  1060. const WrapAroundEnding = 2402;
  1061. /**
  1062. * Default animation blend mode.
  1063. *
  1064. * @type {number}
  1065. * @constant
  1066. */
  1067. const NormalAnimationBlendMode = 2500;
  1068. /**
  1069. * Additive animation blend mode. Can be used to layer motions on top of
  1070. * each other to build complex performances from smaller re-usable assets.
  1071. *
  1072. * @type {number}
  1073. * @constant
  1074. */
  1075. const AdditiveAnimationBlendMode = 2501;
  1076. /**
  1077. * For every three vertices draw a single triangle.
  1078. *
  1079. * @type {number}
  1080. * @constant
  1081. */
  1082. const TrianglesDrawMode = 0;
  1083. /**
  1084. * For each vertex draw a triangle from the last three vertices.
  1085. *
  1086. * @type {number}
  1087. * @constant
  1088. */
  1089. const TriangleStripDrawMode = 1;
  1090. /**
  1091. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1092. *
  1093. * @type {number}
  1094. * @constant
  1095. */
  1096. const TriangleFanDrawMode = 2;
  1097. /**
  1098. * The depth value is inverted (1.0 - z) for visualization purposes.
  1099. *
  1100. * @type {number}
  1101. * @constant
  1102. */
  1103. const BasicDepthPacking = 3200;
  1104. /**
  1105. * The depth value is packed into 32 bit RGBA.
  1106. *
  1107. * @type {number}
  1108. * @constant
  1109. */
  1110. const RGBADepthPacking = 3201;
  1111. /**
  1112. * The depth value is packed into 24 bit RGB.
  1113. *
  1114. * @type {number}
  1115. * @constant
  1116. */
  1117. const RGBDepthPacking = 3202;
  1118. /**
  1119. * The depth value is packed into 16 bit RG.
  1120. *
  1121. * @type {number}
  1122. * @constant
  1123. */
  1124. const RGDepthPacking = 3203;
  1125. /**
  1126. * Normal information is relative to the underlying surface.
  1127. *
  1128. * @type {number}
  1129. * @constant
  1130. */
  1131. const TangentSpaceNormalMap = 0;
  1132. /**
  1133. * Normal information is relative to the object orientation.
  1134. *
  1135. * @type {number}
  1136. * @constant
  1137. */
  1138. const ObjectSpaceNormalMap = 1;
  1139. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1140. /**
  1141. * No color space.
  1142. *
  1143. * @type {string}
  1144. * @constant
  1145. */
  1146. const NoColorSpace = '';
  1147. /**
  1148. * sRGB color space.
  1149. *
  1150. * @type {string}
  1151. * @constant
  1152. */
  1153. const SRGBColorSpace = 'srgb';
  1154. /**
  1155. * sRGB-linear color space.
  1156. *
  1157. * @type {string}
  1158. * @constant
  1159. */
  1160. const LinearSRGBColorSpace = 'srgb-linear';
  1161. /**
  1162. * Linear transfer function.
  1163. *
  1164. * @type {string}
  1165. * @constant
  1166. */
  1167. const LinearTransfer = 'linear';
  1168. /**
  1169. * sRGB transfer function.
  1170. *
  1171. * @type {string}
  1172. * @constant
  1173. */
  1174. const SRGBTransfer = 'srgb';
  1175. /**
  1176. * No normal map packing.
  1177. *
  1178. * @type {string}
  1179. * @constant
  1180. */
  1181. const NoNormalPacking = '';
  1182. /**
  1183. * Normal RG packing.
  1184. *
  1185. * @type {string}
  1186. * @constant
  1187. */
  1188. const NormalRGPacking = 'rg';
  1189. /**
  1190. * Normal GA packing.
  1191. *
  1192. * @type {string}
  1193. * @constant
  1194. */
  1195. const NormalGAPacking = 'ga';
  1196. /**
  1197. * Sets the stencil buffer value to `0`.
  1198. *
  1199. * @type {number}
  1200. * @constant
  1201. */
  1202. const ZeroStencilOp = 0;
  1203. /**
  1204. * Keeps the current value.
  1205. *
  1206. * @type {number}
  1207. * @constant
  1208. */
  1209. const KeepStencilOp = 7680;
  1210. /**
  1211. * Sets the stencil buffer value to the specified reference value.
  1212. *
  1213. * @type {number}
  1214. * @constant
  1215. */
  1216. const ReplaceStencilOp = 7681;
  1217. /**
  1218. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1219. *
  1220. * @type {number}
  1221. * @constant
  1222. */
  1223. const IncrementStencilOp = 7682;
  1224. /**
  1225. * Decrements the current stencil buffer value. Clamps to `0`.
  1226. *
  1227. * @type {number}
  1228. * @constant
  1229. */
  1230. const DecrementStencilOp = 7683;
  1231. /**
  1232. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1233. * the maximum representable unsigned value.
  1234. *
  1235. * @type {number}
  1236. * @constant
  1237. */
  1238. const IncrementWrapStencilOp = 34055;
  1239. /**
  1240. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1241. * unsigned value when decrementing a stencil buffer value of `0`.
  1242. *
  1243. * @type {number}
  1244. * @constant
  1245. */
  1246. const DecrementWrapStencilOp = 34056;
  1247. /**
  1248. * Inverts the current stencil buffer value bitwise.
  1249. *
  1250. * @type {number}
  1251. * @constant
  1252. */
  1253. const InvertStencilOp = 5386;
  1254. /**
  1255. * Will never return true.
  1256. *
  1257. * @type {number}
  1258. * @constant
  1259. */
  1260. const NeverStencilFunc = 512;
  1261. /**
  1262. * Will return true if the stencil reference value is less than the current stencil value.
  1263. *
  1264. * @type {number}
  1265. * @constant
  1266. */
  1267. const LessStencilFunc = 513;
  1268. /**
  1269. * Will return true if the stencil reference value is equal to the current stencil value.
  1270. *
  1271. * @type {number}
  1272. * @constant
  1273. */
  1274. const EqualStencilFunc = 514;
  1275. /**
  1276. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1277. *
  1278. * @type {number}
  1279. * @constant
  1280. */
  1281. const LessEqualStencilFunc = 515;
  1282. /**
  1283. * Will return true if the stencil reference value is greater than the current stencil value.
  1284. *
  1285. * @type {number}
  1286. * @constant
  1287. */
  1288. const GreaterStencilFunc = 516;
  1289. /**
  1290. * Will return true if the stencil reference value is not equal to the current stencil value.
  1291. *
  1292. * @type {number}
  1293. * @constant
  1294. */
  1295. const NotEqualStencilFunc = 517;
  1296. /**
  1297. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1298. *
  1299. * @type {number}
  1300. * @constant
  1301. */
  1302. const GreaterEqualStencilFunc = 518;
  1303. /**
  1304. * Will always return true.
  1305. *
  1306. * @type {number}
  1307. * @constant
  1308. */
  1309. const AlwaysStencilFunc = 519;
  1310. /**
  1311. * Never pass.
  1312. *
  1313. * @type {number}
  1314. * @constant
  1315. */
  1316. const NeverCompare = 512;
  1317. /**
  1318. * Pass if the incoming value is less than the texture value.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const LessCompare = 513;
  1324. /**
  1325. * Pass if the incoming value equals the texture value.
  1326. *
  1327. * @type {number}
  1328. * @constant
  1329. */
  1330. const EqualCompare = 514;
  1331. /**
  1332. * Pass if the incoming value is less than or equal to the texture value.
  1333. *
  1334. * @type {number}
  1335. * @constant
  1336. */
  1337. const LessEqualCompare = 515;
  1338. /**
  1339. * Pass if the incoming value is greater than the texture value.
  1340. *
  1341. * @type {number}
  1342. * @constant
  1343. */
  1344. const GreaterCompare = 516;
  1345. /**
  1346. * Pass if the incoming value is not equal to the texture value.
  1347. *
  1348. * @type {number}
  1349. * @constant
  1350. */
  1351. const NotEqualCompare = 517;
  1352. /**
  1353. * Pass if the incoming value is greater than or equal to the texture value.
  1354. *
  1355. * @type {number}
  1356. * @constant
  1357. */
  1358. const GreaterEqualCompare = 518;
  1359. /**
  1360. * Always pass.
  1361. *
  1362. * @type {number}
  1363. * @constant
  1364. */
  1365. const AlwaysCompare = 519;
  1366. /**
  1367. * The contents are intended to be specified once by the application, and used many
  1368. * times as the source for drawing and image specification commands.
  1369. *
  1370. * @type {number}
  1371. * @constant
  1372. */
  1373. const StaticDrawUsage = 35044;
  1374. /**
  1375. * The contents are intended to be respecified repeatedly by the application, and
  1376. * used many times as the source for drawing and image specification commands.
  1377. *
  1378. * @type {number}
  1379. * @constant
  1380. */
  1381. const DynamicDrawUsage = 35048;
  1382. /**
  1383. * The contents are intended to be specified once by the application, and used at most
  1384. * a few times as the source for drawing and image specification commands.
  1385. *
  1386. * @type {number}
  1387. * @constant
  1388. */
  1389. const StreamDrawUsage = 35040;
  1390. /**
  1391. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1392. * many times by the application.
  1393. *
  1394. * @type {number}
  1395. * @constant
  1396. */
  1397. const StaticReadUsage = 35045;
  1398. /**
  1399. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1400. * many times by the application.
  1401. *
  1402. * @type {number}
  1403. * @constant
  1404. */
  1405. const DynamicReadUsage = 35049;
  1406. /**
  1407. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1408. * a few times by the application
  1409. *
  1410. * @type {number}
  1411. * @constant
  1412. */
  1413. const StreamReadUsage = 35041;
  1414. /**
  1415. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1416. * the source for WebGL drawing and image specification commands.
  1417. *
  1418. * @type {number}
  1419. * @constant
  1420. */
  1421. const StaticCopyUsage = 35046;
  1422. /**
  1423. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1424. * as the source for WebGL drawing and image specification commands.
  1425. *
  1426. * @type {number}
  1427. * @constant
  1428. */
  1429. const DynamicCopyUsage = 35050;
  1430. /**
  1431. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1432. * as the source for WebGL drawing and image specification commands.
  1433. *
  1434. * @type {number}
  1435. * @constant
  1436. */
  1437. const StreamCopyUsage = 35042;
  1438. /**
  1439. * GLSL 1 shader code.
  1440. *
  1441. * @type {string}
  1442. * @constant
  1443. */
  1444. const GLSL1 = '100';
  1445. /**
  1446. * GLSL 3 shader code.
  1447. *
  1448. * @type {string}
  1449. * @constant
  1450. */
  1451. const GLSL3 = '300 es';
  1452. /**
  1453. * WebGL coordinate system.
  1454. *
  1455. * @type {number}
  1456. * @constant
  1457. */
  1458. const WebGLCoordinateSystem = 2000;
  1459. /**
  1460. * WebGPU coordinate system.
  1461. *
  1462. * @type {number}
  1463. * @constant
  1464. */
  1465. const WebGPUCoordinateSystem = 2001;
  1466. /**
  1467. * Represents the different timestamp query types.
  1468. *
  1469. * @type {ConstantsTimestampQuery}
  1470. * @constant
  1471. */
  1472. const TimestampQuery = {
  1473. COMPUTE: 'compute',
  1474. RENDER: 'render'
  1475. };
  1476. /**
  1477. * Represents mouse buttons and interaction types in context of controls.
  1478. *
  1479. * @type {ConstantsInterpolationSamplingType}
  1480. * @constant
  1481. */
  1482. const InterpolationSamplingType = {
  1483. PERSPECTIVE: 'perspective',
  1484. LINEAR: 'linear',
  1485. FLAT: 'flat'
  1486. };
  1487. /**
  1488. * Represents the different interpolation sampling modes.
  1489. *
  1490. * @type {ConstantsInterpolationSamplingMode}
  1491. * @constant
  1492. */
  1493. const InterpolationSamplingMode = {
  1494. NORMAL: 'normal',
  1495. CENTROID: 'centroid',
  1496. SAMPLE: 'sample',
  1497. FIRST: 'first',
  1498. EITHER: 'either'
  1499. };
  1500. /**
  1501. * Compatibility flags for features that may not be supported across all platforms.
  1502. *
  1503. * @type {Object}
  1504. * @constant
  1505. */
  1506. const Compatibility = {
  1507. TEXTURE_COMPARE: 'depthTextureCompare'
  1508. };
  1509. /**
  1510. * This type represents mouse buttons and interaction types in context of controls.
  1511. *
  1512. * @typedef {Object} ConstantsMouse
  1513. * @property {number} MIDDLE - The left mouse button.
  1514. * @property {number} LEFT - The middle mouse button.
  1515. * @property {number} RIGHT - The right mouse button.
  1516. * @property {number} ROTATE - A rotate interaction.
  1517. * @property {number} DOLLY - A dolly interaction.
  1518. * @property {number} PAN - A pan interaction.
  1519. **/
  1520. /**
  1521. * This type represents touch interaction types in context of controls.
  1522. *
  1523. * @typedef {Object} ConstantsTouch
  1524. * @property {number} ROTATE - A rotate interaction.
  1525. * @property {number} PAN - A pan interaction.
  1526. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1527. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1528. **/
  1529. /**
  1530. * This type represents the different timestamp query types.
  1531. *
  1532. * @typedef {Object} ConstantsTimestampQuery
  1533. * @property {string} COMPUTE - A `compute` timestamp query.
  1534. * @property {string} RENDER - A `render` timestamp query.
  1535. **/
  1536. /**
  1537. * Represents the different interpolation sampling types.
  1538. *
  1539. * @typedef {Object} ConstantsInterpolationSamplingType
  1540. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1541. * @property {string} LINEAR - Linear interpolation.
  1542. * @property {string} FLAT - Flat interpolation.
  1543. */
  1544. /**
  1545. * Represents the different interpolation sampling modes.
  1546. *
  1547. * @typedef {Object} ConstantsInterpolationSamplingMode
  1548. * @property {string} NORMAL - Normal sampling mode.
  1549. * @property {string} CENTROID - Centroid sampling mode.
  1550. * @property {string} SAMPLE - Sample-specific sampling mode.
  1551. * @property {string} FIRST - Flat interpolation using the first vertex.
  1552. * @property {string} EITHER - Flat interpolation using either vertex.
  1553. */
  1554. /**
  1555. * Checks if an array contains values that require Uint32 representation.
  1556. *
  1557. * This function determines whether the array contains any values >= 65535,
  1558. * which would require a Uint32Array rather than a Uint16Array for proper storage.
  1559. * The function iterates from the end of the array, assuming larger values are
  1560. * typically located at the end.
  1561. *
  1562. * @private
  1563. * @param {Array<number>} array - The array to check.
  1564. * @return {boolean} True if the array contains values >= 65535, false otherwise.
  1565. */
  1566. function arrayNeedsUint32( array ) {
  1567. // assumes larger values usually on last
  1568. for ( let i = array.length - 1; i >= 0; -- i ) {
  1569. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1570. }
  1571. return false;
  1572. }
  1573. /**
  1574. * Map of typed array constructor names to their constructors.
  1575. * This mapping enables dynamic creation of typed arrays based on string type names.
  1576. *
  1577. * @private
  1578. * @constant
  1579. * @type {Object<string, TypedArrayConstructor>}
  1580. */
  1581. const TYPED_ARRAYS = {
  1582. Int8Array: Int8Array,
  1583. Uint8Array: Uint8Array,
  1584. Uint8ClampedArray: Uint8ClampedArray,
  1585. Int16Array: Int16Array,
  1586. Uint16Array: Uint16Array,
  1587. Int32Array: Int32Array,
  1588. Uint32Array: Uint32Array,
  1589. Float32Array: Float32Array,
  1590. Float64Array: Float64Array
  1591. };
  1592. /**
  1593. * Creates a typed array of the specified type from the given buffer.
  1594. *
  1595. * @private
  1596. * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array').
  1597. * @param {ArrayBuffer} buffer - The buffer to create the typed array from.
  1598. * @return {TypedArray} A new typed array of the specified type.
  1599. */
  1600. function getTypedArray( type, buffer ) {
  1601. return new TYPED_ARRAYS[ type ]( buffer );
  1602. }
  1603. /**
  1604. * Returns `true` if the given object is a typed array.
  1605. *
  1606. * @param {any} array - The object to check.
  1607. * @return {boolean} Whether the given object is a typed array.
  1608. */
  1609. function isTypedArray( array ) {
  1610. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1611. }
  1612. /**
  1613. * Creates an XHTML element with the specified tag name.
  1614. *
  1615. * This function uses the XHTML namespace to create DOM elements,
  1616. * ensuring proper element creation in XML-based contexts.
  1617. *
  1618. * @private
  1619. * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').
  1620. * @return {HTMLElement} The created XHTML element.
  1621. */
  1622. function createElementNS( name ) {
  1623. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1624. }
  1625. /**
  1626. * Creates a canvas element configured for block display.
  1627. *
  1628. * This is a convenience function that creates a canvas element with
  1629. * display style set to 'block', which is commonly used in three.js
  1630. * rendering contexts to avoid inline element spacing issues.
  1631. *
  1632. * @return {HTMLCanvasElement} A canvas element with display set to 'block'.
  1633. */
  1634. function createCanvasElement() {
  1635. const canvas = createElementNS( 'canvas' );
  1636. canvas.style.display = 'block';
  1637. return canvas;
  1638. }
  1639. /**
  1640. * Internal cache for tracking warning messages to prevent duplicate warnings.
  1641. *
  1642. * @private
  1643. * @type {Object<string, boolean>}
  1644. */
  1645. const _cache = {};
  1646. /**
  1647. * Custom console function handler for intercepting log, warn, and error calls.
  1648. *
  1649. * @private
  1650. * @type {Function|null}
  1651. */
  1652. let _setConsoleFunction = null;
  1653. /**
  1654. * Sets a custom function to handle console output.
  1655. *
  1656. * This allows external code to intercept and handle console.log, console.warn,
  1657. * and console.error calls made by three.js, which is useful for custom logging,
  1658. * testing, or debugging workflows.
  1659. *
  1660. * @param {Function} fn - The function to handle console output. Should accept
  1661. * (type, message, ...params) where type is 'log', 'warn', or 'error'.
  1662. */
  1663. function setConsoleFunction( fn ) {
  1664. _setConsoleFunction = fn;
  1665. }
  1666. /**
  1667. * Gets the currently set custom console function.
  1668. *
  1669. * @return {Function|null} The custom console function, or null if not set.
  1670. */
  1671. function getConsoleFunction() {
  1672. return _setConsoleFunction;
  1673. }
  1674. /**
  1675. * Logs an informational message with the 'THREE.' prefix.
  1676. *
  1677. * If a custom console function is set via setConsoleFunction(), it will be used
  1678. * instead of the native console.log. The first parameter is treated as the
  1679. * method name and is automatically prefixed with 'THREE.'.
  1680. *
  1681. * @param {...any} params - The message components. The first param is used as
  1682. * the method name and prefixed with 'THREE.'.
  1683. */
  1684. function log( ...params ) {
  1685. const message = 'THREE.' + params.shift();
  1686. if ( _setConsoleFunction ) {
  1687. _setConsoleFunction( 'log', message, ...params );
  1688. } else {
  1689. console.log( message, ...params );
  1690. }
  1691. }
  1692. /**
  1693. * Enhances log/warn/error messages related to TSL.
  1694. *
  1695. * @param {Array<any>} params - The original message parameters.
  1696. * @returns {Array<any>} The filtered and enhanced message parameters.
  1697. */
  1698. function enhanceLogMessage( params ) {
  1699. const message = params[ 0 ];
  1700. if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) {
  1701. const stackTrace = params[ 1 ];
  1702. if ( stackTrace && stackTrace.isStackTrace ) {
  1703. params[ 0 ] += ' ' + stackTrace.getLocation();
  1704. } else {
  1705. params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.';
  1706. }
  1707. }
  1708. return params;
  1709. }
  1710. /**
  1711. * Logs a warning message with the 'THREE.' prefix.
  1712. *
  1713. * If a custom console function is set via setConsoleFunction(), it will be used
  1714. * instead of the native console.warn. The first parameter is treated as the
  1715. * method name and is automatically prefixed with 'THREE.'.
  1716. *
  1717. * @param {...any} params - The message components. The first param is used as
  1718. * the method name and prefixed with 'THREE.'.
  1719. */
  1720. function warn( ...params ) {
  1721. params = enhanceLogMessage( params );
  1722. const message = 'THREE.' + params.shift();
  1723. if ( _setConsoleFunction ) {
  1724. _setConsoleFunction( 'warn', message, ...params );
  1725. } else {
  1726. const stackTrace = params[ 0 ];
  1727. if ( stackTrace && stackTrace.isStackTrace ) {
  1728. console.warn( stackTrace.getError( message ) );
  1729. } else {
  1730. console.warn( message, ...params );
  1731. }
  1732. }
  1733. }
  1734. /**
  1735. * Logs an error message with the 'THREE.' prefix.
  1736. *
  1737. * If a custom console function is set via setConsoleFunction(), it will be used
  1738. * instead of the native console.error. The first parameter is treated as the
  1739. * method name and is automatically prefixed with 'THREE.'.
  1740. *
  1741. * @param {...any} params - The message components. The first param is used as
  1742. * the method name and prefixed with 'THREE.'.
  1743. */
  1744. function error( ...params ) {
  1745. params = enhanceLogMessage( params );
  1746. const message = 'THREE.' + params.shift();
  1747. if ( _setConsoleFunction ) {
  1748. _setConsoleFunction( 'error', message, ...params );
  1749. } else {
  1750. const stackTrace = params[ 0 ];
  1751. if ( stackTrace && stackTrace.isStackTrace ) {
  1752. console.error( stackTrace.getError( message ) );
  1753. } else {
  1754. console.error( message, ...params );
  1755. }
  1756. }
  1757. }
  1758. /**
  1759. * Logs a warning message only once, preventing duplicate warnings.
  1760. *
  1761. * This function maintains an internal cache of warning messages and will only
  1762. * output each unique warning message once. Useful for warnings that may be
  1763. * triggered repeatedly but should only be shown to the user once.
  1764. *
  1765. * @param {...any} params - The warning message components.
  1766. */
  1767. function warnOnce( ...params ) {
  1768. const message = params.join( ' ' );
  1769. if ( message in _cache ) return;
  1770. _cache[ message ] = true;
  1771. warn( ...params );
  1772. }
  1773. /**
  1774. * Yields execution to the main thread to allow rendering and other tasks.
  1775. * Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame.
  1776. *
  1777. * @return {Promise<void>}
  1778. */
  1779. function yieldToMain() {
  1780. if ( typeof self !== 'undefined' && typeof self.scheduler !== 'undefined' && typeof self.scheduler.yield !== 'undefined' ) {
  1781. return self.scheduler.yield();
  1782. }
  1783. return new Promise( resolve => {
  1784. requestAnimationFrame( resolve );
  1785. } );
  1786. }
  1787. /**
  1788. * Asynchronously probes for WebGL sync object completion.
  1789. *
  1790. * This function creates a promise that resolves when the WebGL sync object
  1791. * signals completion or rejects if the sync operation fails. It uses polling
  1792. * at the specified interval to check the sync status without blocking the
  1793. * main thread. This is useful for GPU-CPU synchronization in WebGL contexts.
  1794. *
  1795. * @private
  1796. * @param {WebGL2RenderingContext} gl - The WebGL rendering context.
  1797. * @param {WebGLSync} sync - The WebGL sync object to wait for.
  1798. * @param {number} interval - The polling interval in milliseconds.
  1799. * @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.
  1800. */
  1801. function probeAsync( gl, sync, interval ) {
  1802. return new Promise( function ( resolve, reject ) {
  1803. function probe() {
  1804. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1805. case gl.WAIT_FAILED:
  1806. reject();
  1807. break;
  1808. case gl.TIMEOUT_EXPIRED:
  1809. setTimeout( probe, interval );
  1810. break;
  1811. default:
  1812. resolve();
  1813. }
  1814. }
  1815. setTimeout( probe, interval );
  1816. } );
  1817. }
  1818. /**
  1819. * Used to select the correct depth functions
  1820. * when reversed depth buffer is used.
  1821. *
  1822. * @private
  1823. * @type {Object}
  1824. */
  1825. const ReversedDepthFuncs = {
  1826. [ NeverDepth ]: AlwaysDepth,
  1827. [ LessDepth ]: GreaterDepth,
  1828. [ EqualDepth ]: NotEqualDepth,
  1829. [ LessEqualDepth ]: GreaterEqualDepth,
  1830. [ AlwaysDepth ]: NeverDepth,
  1831. [ GreaterDepth ]: LessDepth,
  1832. [ NotEqualDepth ]: EqualDepth,
  1833. [ GreaterEqualDepth ]: LessEqualDepth,
  1834. };
  1835. /**
  1836. * This modules allows to dispatch event objects on custom JavaScript objects.
  1837. *
  1838. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1839. *
  1840. * Code Example:
  1841. * ```js
  1842. * class Car extends EventDispatcher {
  1843. * start() {
  1844. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1845. * }
  1846. *};
  1847. *
  1848. * // Using events with the custom object
  1849. * const car = new Car();
  1850. * car.addEventListener( 'start', function ( event ) {
  1851. * alert( event.message );
  1852. * } );
  1853. *
  1854. * car.start();
  1855. * ```
  1856. */
  1857. class EventDispatcher {
  1858. /**
  1859. * Adds the given event listener to the given event type.
  1860. *
  1861. * @param {string} type - The type of event to listen to.
  1862. * @param {Function} listener - The function that gets called when the event is fired.
  1863. */
  1864. addEventListener( type, listener ) {
  1865. if ( this._listeners === undefined ) this._listeners = {};
  1866. const listeners = this._listeners;
  1867. if ( listeners[ type ] === undefined ) {
  1868. listeners[ type ] = [];
  1869. }
  1870. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1871. listeners[ type ].push( listener );
  1872. }
  1873. }
  1874. /**
  1875. * Returns `true` if the given event listener has been added to the given event type.
  1876. *
  1877. * @param {string} type - The type of event.
  1878. * @param {Function} listener - The listener to check.
  1879. * @return {boolean} Whether the given event listener has been added to the given event type.
  1880. */
  1881. hasEventListener( type, listener ) {
  1882. const listeners = this._listeners;
  1883. if ( listeners === undefined ) return false;
  1884. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1885. }
  1886. /**
  1887. * Removes the given event listener from the given event type.
  1888. *
  1889. * @param {string} type - The type of event.
  1890. * @param {Function} listener - The listener to remove.
  1891. */
  1892. removeEventListener( type, listener ) {
  1893. const listeners = this._listeners;
  1894. if ( listeners === undefined ) return;
  1895. const listenerArray = listeners[ type ];
  1896. if ( listenerArray !== undefined ) {
  1897. const index = listenerArray.indexOf( listener );
  1898. if ( index !== -1 ) {
  1899. listenerArray.splice( index, 1 );
  1900. }
  1901. }
  1902. }
  1903. /**
  1904. * Dispatches an event object.
  1905. *
  1906. * @param {Object} event - The event that gets fired.
  1907. */
  1908. dispatchEvent( event ) {
  1909. const listeners = this._listeners;
  1910. if ( listeners === undefined ) return;
  1911. const listenerArray = listeners[ event.type ];
  1912. if ( listenerArray !== undefined ) {
  1913. event.target = this;
  1914. // Make a copy, in case listeners are removed while iterating.
  1915. const array = listenerArray.slice( 0 );
  1916. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1917. array[ i ].call( this, event );
  1918. }
  1919. event.target = null;
  1920. }
  1921. }
  1922. }
  1923. 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' ];
  1924. let _seed = 1234567;
  1925. const DEG2RAD = Math.PI / 180;
  1926. const RAD2DEG = 180 / Math.PI;
  1927. /**
  1928. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1929. * (universally unique identifier).
  1930. *
  1931. * @return {string} The UUID.
  1932. */
  1933. function generateUUID() {
  1934. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1935. const d0 = Math.random() * 0xffffffff | 0;
  1936. const d1 = Math.random() * 0xffffffff | 0;
  1937. const d2 = Math.random() * 0xffffffff | 0;
  1938. const d3 = Math.random() * 0xffffffff | 0;
  1939. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1940. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1941. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1942. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1943. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1944. return uuid.toLowerCase();
  1945. }
  1946. /**
  1947. * Clamps the given value between min and max.
  1948. *
  1949. * @param {number} value - The value to clamp.
  1950. * @param {number} min - The min value.
  1951. * @param {number} max - The max value.
  1952. * @return {number} The clamped value.
  1953. */
  1954. function clamp( value, min, max ) {
  1955. return Math.max( min, Math.min( max, value ) );
  1956. }
  1957. /**
  1958. * Computes the Euclidean modulo of the given parameters that
  1959. * is `( ( n % m ) + m ) % m`.
  1960. *
  1961. * @param {number} n - The first parameter.
  1962. * @param {number} m - The second parameter.
  1963. * @return {number} The Euclidean modulo.
  1964. */
  1965. function euclideanModulo( n, m ) {
  1966. // https://en.wikipedia.org/wiki/Modulo_operation
  1967. return ( ( n % m ) + m ) % m;
  1968. }
  1969. /**
  1970. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1971. * for the given value. `a2` must be greater than `a1`.
  1972. *
  1973. * @param {number} x - The value to be mapped.
  1974. * @param {number} a1 - Minimum value for range A.
  1975. * @param {number} a2 - Maximum value for range A.
  1976. * @param {number} b1 - Minimum value for range B.
  1977. * @param {number} b2 - Maximum value for range B.
  1978. * @return {number} The mapped value.
  1979. */
  1980. function mapLinear( x, a1, a2, b1, b2 ) {
  1981. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1982. }
  1983. /**
  1984. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1985. * between the start and end point.
  1986. *
  1987. * @param {number} x - The start point
  1988. * @param {number} y - The end point.
  1989. * @param {number} value - A value between start and end.
  1990. * @return {number} The interpolation factor.
  1991. */
  1992. function inverseLerp( x, y, value ) {
  1993. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1994. if ( x !== y ) {
  1995. return ( value - x ) / ( y - x );
  1996. } else {
  1997. return 0;
  1998. }
  1999. }
  2000. /**
  2001. * Returns a value linearly interpolated from two known points based on the given interval -
  2002. * `t = 0` will return `x` and `t = 1` will return `y`.
  2003. *
  2004. * @param {number} x - The start point
  2005. * @param {number} y - The end point.
  2006. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2007. * @return {number} The interpolated value.
  2008. */
  2009. function lerp( x, y, t ) {
  2010. return ( 1 - t ) * x + t * y;
  2011. }
  2012. /**
  2013. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2014. * time to maintain frame rate independent movement. For details, see
  2015. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2016. *
  2017. * @param {number} x - The current point.
  2018. * @param {number} y - The target point.
  2019. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2020. * and a lower value will make the movement more gradual.
  2021. * @param {number} dt - Delta time in seconds.
  2022. * @return {number} The interpolated value.
  2023. */
  2024. function damp( x, y, lambda, dt ) {
  2025. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  2026. }
  2027. /**
  2028. * Returns a value that alternates between `0` and the given `length` parameter.
  2029. *
  2030. * @param {number} x - The value to pingpong.
  2031. * @param {number} [length=1] - The positive value the function will pingpong to.
  2032. * @return {number} The alternated value.
  2033. */
  2034. function pingpong( x, length = 1 ) {
  2035. // https://www.desmos.com/calculator/vcsjnyz7x4
  2036. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  2037. }
  2038. /**
  2039. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2040. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2041. * the `min` and `max`.
  2042. *
  2043. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2044. *
  2045. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2046. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2047. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2048. * @return {number} The alternated value.
  2049. */
  2050. function smoothstep( x, min, max ) {
  2051. if ( x <= min ) return 0;
  2052. if ( x >= max ) return 1;
  2053. x = ( x - min ) / ( max - min );
  2054. return x * x * ( 3 - 2 * x );
  2055. }
  2056. /**
  2057. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2058. * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`.
  2059. *
  2060. * @param {number} x - The value to evaluate based on its position between `min` and `max`.
  2061. * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
  2062. * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
  2063. * @return {number} The alternated value.
  2064. */
  2065. function smootherstep( x, min, max ) {
  2066. if ( x <= min ) return 0;
  2067. if ( x >= max ) return 1;
  2068. x = ( x - min ) / ( max - min );
  2069. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  2070. }
  2071. /**
  2072. * Returns a random integer from `<low, high>` interval.
  2073. *
  2074. * @param {number} low - The lower value boundary.
  2075. * @param {number} high - The upper value boundary
  2076. * @return {number} A random integer.
  2077. */
  2078. function randInt( low, high ) {
  2079. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  2080. }
  2081. /**
  2082. * Returns a random float from `<low, high>` interval.
  2083. *
  2084. * @param {number} low - The lower value boundary.
  2085. * @param {number} high - The upper value boundary
  2086. * @return {number} A random float.
  2087. */
  2088. function randFloat( low, high ) {
  2089. return low + Math.random() * ( high - low );
  2090. }
  2091. /**
  2092. * Returns a random integer from `<-range/2, range/2>` interval.
  2093. *
  2094. * @param {number} range - Defines the value range.
  2095. * @return {number} A random float.
  2096. */
  2097. function randFloatSpread( range ) {
  2098. return range * ( 0.5 - Math.random() );
  2099. }
  2100. /**
  2101. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2102. *
  2103. * @param {number} [s] - The integer seed.
  2104. * @return {number} A random float.
  2105. */
  2106. function seededRandom( s ) {
  2107. if ( s !== undefined ) _seed = s;
  2108. // Mulberry32 generator
  2109. let t = _seed += 0x6D2B79F5;
  2110. t = Math.imul( t ^ t >>> 15, t | 1 );
  2111. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  2112. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  2113. }
  2114. /**
  2115. * Converts degrees to radians.
  2116. *
  2117. * @param {number} degrees - A value in degrees.
  2118. * @return {number} The converted value in radians.
  2119. */
  2120. function degToRad( degrees ) {
  2121. return degrees * DEG2RAD;
  2122. }
  2123. /**
  2124. * Converts radians to degrees.
  2125. *
  2126. * @param {number} radians - A value in radians.
  2127. * @return {number} The converted value in degrees.
  2128. */
  2129. function radToDeg( radians ) {
  2130. return radians * RAD2DEG;
  2131. }
  2132. /**
  2133. * Returns `true` if the given number is a power of two.
  2134. *
  2135. * @param {number} value - The value to check.
  2136. * @return {boolean} Whether the given number is a power of two or not.
  2137. */
  2138. function isPowerOfTwo( value ) {
  2139. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  2140. }
  2141. /**
  2142. * Returns the smallest power of two that is greater than or equal to the given number.
  2143. *
  2144. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2145. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2146. */
  2147. function ceilPowerOfTwo( value ) {
  2148. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  2149. }
  2150. /**
  2151. * Returns the largest power of two that is less than or equal to the given number.
  2152. *
  2153. * @param {number} value - The value to find a POT for. Must be greater than `0`.
  2154. * @return {number} The largest power of two that is less than or equal to the given number.
  2155. */
  2156. function floorPowerOfTwo( value ) {
  2157. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  2158. }
  2159. /**
  2160. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2161. * defined by the given angles and order.
  2162. *
  2163. * Rotations are applied to the axes in the order specified by order:
  2164. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2165. *
  2166. * @param {Quaternion} q - The quaternion to set.
  2167. * @param {number} a - The rotation applied to the first axis, in radians.
  2168. * @param {number} b - The rotation applied to the second axis, in radians.
  2169. * @param {number} c - The rotation applied to the third axis, in radians.
  2170. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2171. */
  2172. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  2173. const cos = Math.cos;
  2174. const sin = Math.sin;
  2175. const c2 = cos( b / 2 );
  2176. const s2 = sin( b / 2 );
  2177. const c13 = cos( ( a + c ) / 2 );
  2178. const s13 = sin( ( a + c ) / 2 );
  2179. const c1_3 = cos( ( a - c ) / 2 );
  2180. const s1_3 = sin( ( a - c ) / 2 );
  2181. const c3_1 = cos( ( c - a ) / 2 );
  2182. const s3_1 = sin( ( c - a ) / 2 );
  2183. switch ( order ) {
  2184. case 'XYX':
  2185. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  2186. break;
  2187. case 'YZY':
  2188. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  2189. break;
  2190. case 'ZXZ':
  2191. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  2192. break;
  2193. case 'XZX':
  2194. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  2195. break;
  2196. case 'YXY':
  2197. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  2198. break;
  2199. case 'ZYZ':
  2200. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  2201. break;
  2202. default:
  2203. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  2204. }
  2205. }
  2206. /**
  2207. * Denormalizes the given value according to the given typed array.
  2208. *
  2209. * @param {number} value - The value to denormalize.
  2210. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2211. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2212. */
  2213. function denormalize( value, array ) {
  2214. switch ( array.constructor ) {
  2215. case Float32Array:
  2216. return value;
  2217. case Uint32Array:
  2218. return value / 4294967295.0;
  2219. case Uint16Array:
  2220. return value / 65535.0;
  2221. case Uint8Array:
  2222. return value / 255.0;
  2223. case Int32Array:
  2224. return Math.max( value / 2147483647.0, -1 );
  2225. case Int16Array:
  2226. return Math.max( value / 32767.0, -1 );
  2227. case Int8Array:
  2228. return Math.max( value / 127.0, -1 );
  2229. default:
  2230. throw new Error( 'THREE.MathUtils: Invalid component type.' );
  2231. }
  2232. }
  2233. /**
  2234. * Normalizes the given value according to the given typed array.
  2235. *
  2236. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2237. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2238. * @return {number} The normalize value.
  2239. */
  2240. function normalize( value, array ) {
  2241. switch ( array.constructor ) {
  2242. case Float32Array:
  2243. return value;
  2244. case Uint32Array:
  2245. return Math.round( value * 4294967295.0 );
  2246. case Uint16Array:
  2247. return Math.round( value * 65535.0 );
  2248. case Uint8Array:
  2249. return Math.round( value * 255.0 );
  2250. case Int32Array:
  2251. return Math.round( value * 2147483647.0 );
  2252. case Int16Array:
  2253. return Math.round( value * 32767.0 );
  2254. case Int8Array:
  2255. return Math.round( value * 127.0 );
  2256. default:
  2257. throw new Error( 'THREE.MathUtils: Invalid component type.' );
  2258. }
  2259. }
  2260. /**
  2261. * @class
  2262. * @classdesc A collection of math utility functions.
  2263. * @hideconstructor
  2264. */
  2265. const MathUtils = {
  2266. DEG2RAD: DEG2RAD,
  2267. RAD2DEG: RAD2DEG,
  2268. /**
  2269. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2270. * (universally unique identifier).
  2271. *
  2272. * @static
  2273. * @method
  2274. * @return {string} The UUID.
  2275. */
  2276. generateUUID: generateUUID,
  2277. /**
  2278. * Clamps the given value between min and max.
  2279. *
  2280. * @static
  2281. * @method
  2282. * @param {number} value - The value to clamp.
  2283. * @param {number} min - The min value.
  2284. * @param {number} max - The max value.
  2285. * @return {number} The clamped value.
  2286. */
  2287. clamp: clamp,
  2288. /**
  2289. * Computes the Euclidean modulo of the given parameters that
  2290. * is `( ( n % m ) + m ) % m`.
  2291. *
  2292. * @static
  2293. * @method
  2294. * @param {number} n - The first parameter.
  2295. * @param {number} m - The second parameter.
  2296. * @return {number} The Euclidean modulo.
  2297. */
  2298. euclideanModulo: euclideanModulo,
  2299. /**
  2300. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2301. * for the given value.
  2302. *
  2303. * @static
  2304. * @method
  2305. * @param {number} x - The value to be mapped.
  2306. * @param {number} a1 - Minimum value for range A.
  2307. * @param {number} a2 - Maximum value for range A.
  2308. * @param {number} b1 - Minimum value for range B.
  2309. * @param {number} b2 - Maximum value for range B.
  2310. * @return {number} The mapped value.
  2311. */
  2312. mapLinear: mapLinear,
  2313. /**
  2314. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2315. * between the start and end point.
  2316. *
  2317. * @static
  2318. * @method
  2319. * @param {number} x - The start point
  2320. * @param {number} y - The end point.
  2321. * @param {number} value - A value between start and end.
  2322. * @return {number} The interpolation factor.
  2323. */
  2324. inverseLerp: inverseLerp,
  2325. /**
  2326. * Returns a value linearly interpolated from two known points based on the given interval -
  2327. * `t = 0` will return `x` and `t = 1` will return `y`.
  2328. *
  2329. * @static
  2330. * @method
  2331. * @param {number} x - The start point
  2332. * @param {number} y - The end point.
  2333. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2334. * @return {number} The interpolated value.
  2335. */
  2336. lerp: lerp,
  2337. /**
  2338. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2339. * time to maintain frame rate independent movement. For details, see
  2340. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2341. *
  2342. * @static
  2343. * @method
  2344. * @param {number} x - The current point.
  2345. * @param {number} y - The target point.
  2346. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2347. * and a lower value will make the movement more gradual.
  2348. * @param {number} dt - Delta time in seconds.
  2349. * @return {number} The interpolated value.
  2350. */
  2351. damp: damp,
  2352. /**
  2353. * Returns a value that alternates between `0` and the given `length` parameter.
  2354. *
  2355. * @static
  2356. * @method
  2357. * @param {number} x - The value to pingpong.
  2358. * @param {number} [length=1] - The positive value the function will pingpong to.
  2359. * @return {number} The alternated value.
  2360. */
  2361. pingpong: pingpong,
  2362. /**
  2363. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2364. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2365. * the `min` and `max`.
  2366. *
  2367. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2368. *
  2369. * @static
  2370. * @method
  2371. * @param {number} x - The value to evaluate based on its position between min and max.
  2372. * @param {number} min - The min value. Any x value below min will be `0`.
  2373. * @param {number} max - The max value. Any x value above max will be `1`.
  2374. * @return {number} The alternated value.
  2375. */
  2376. smoothstep: smoothstep,
  2377. /**
  2378. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2379. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2380. *
  2381. * @static
  2382. * @method
  2383. * @param {number} x - The value to evaluate based on its position between min and max.
  2384. * @param {number} min - The min value. Any x value below min will be `0`.
  2385. * @param {number} max - The max value. Any x value above max will be `1`.
  2386. * @return {number} The alternated value.
  2387. */
  2388. smootherstep: smootherstep,
  2389. /**
  2390. * Returns a random integer from `<low, high>` interval.
  2391. *
  2392. * @static
  2393. * @method
  2394. * @param {number} low - The lower value boundary.
  2395. * @param {number} high - The upper value boundary
  2396. * @return {number} A random integer.
  2397. */
  2398. randInt: randInt,
  2399. /**
  2400. * Returns a random float from `<low, high>` interval.
  2401. *
  2402. * @static
  2403. * @method
  2404. * @param {number} low - The lower value boundary.
  2405. * @param {number} high - The upper value boundary
  2406. * @return {number} A random float.
  2407. */
  2408. randFloat: randFloat,
  2409. /**
  2410. * Returns a random integer from `<-range/2, range/2>` interval.
  2411. *
  2412. * @static
  2413. * @method
  2414. * @param {number} range - Defines the value range.
  2415. * @return {number} A random float.
  2416. */
  2417. randFloatSpread: randFloatSpread,
  2418. /**
  2419. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2420. *
  2421. * @static
  2422. * @method
  2423. * @param {number} [s] - The integer seed.
  2424. * @return {number} A random float.
  2425. */
  2426. seededRandom: seededRandom,
  2427. /**
  2428. * Converts degrees to radians.
  2429. *
  2430. * @static
  2431. * @method
  2432. * @param {number} degrees - A value in degrees.
  2433. * @return {number} The converted value in radians.
  2434. */
  2435. degToRad: degToRad,
  2436. /**
  2437. * Converts radians to degrees.
  2438. *
  2439. * @static
  2440. * @method
  2441. * @param {number} radians - A value in radians.
  2442. * @return {number} The converted value in degrees.
  2443. */
  2444. radToDeg: radToDeg,
  2445. /**
  2446. * Returns `true` if the given number is a power of two.
  2447. *
  2448. * @static
  2449. * @method
  2450. * @param {number} value - The value to check.
  2451. * @return {boolean} Whether the given number is a power of two or not.
  2452. */
  2453. isPowerOfTwo: isPowerOfTwo,
  2454. /**
  2455. * Returns the smallest power of two that is greater than or equal to the given number.
  2456. *
  2457. * @static
  2458. * @method
  2459. * @param {number} value - The value to find a POT for.
  2460. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2461. */
  2462. ceilPowerOfTwo: ceilPowerOfTwo,
  2463. /**
  2464. * Returns the largest power of two that is less than or equal to the given number.
  2465. *
  2466. * @static
  2467. * @method
  2468. * @param {number} value - The value to find a POT for.
  2469. * @return {number} The largest power of two that is less than or equal to the given number.
  2470. */
  2471. floorPowerOfTwo: floorPowerOfTwo,
  2472. /**
  2473. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2474. * defined by the given angles and order.
  2475. *
  2476. * Rotations are applied to the axes in the order specified by order:
  2477. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2478. *
  2479. * @static
  2480. * @method
  2481. * @param {Quaternion} q - The quaternion to set.
  2482. * @param {number} a - The rotation applied to the first axis, in radians.
  2483. * @param {number} b - The rotation applied to the second axis, in radians.
  2484. * @param {number} c - The rotation applied to the third axis, in radians.
  2485. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2486. */
  2487. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2488. /**
  2489. * Normalizes the given value according to the given typed array.
  2490. *
  2491. * @static
  2492. * @method
  2493. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2494. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2495. * @return {number} The normalize value.
  2496. */
  2497. normalize: normalize,
  2498. /**
  2499. * Denormalizes the given value according to the given typed array.
  2500. *
  2501. * @static
  2502. * @method
  2503. * @param {number} value - The value to denormalize.
  2504. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2505. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2506. */
  2507. denormalize: denormalize
  2508. };
  2509. /**
  2510. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2511. * (labeled x and y), which can be used to represent a number of things, such as:
  2512. *
  2513. * - A point in 2D space (i.e. a position on a plane).
  2514. * - A direction and length across a plane. In three.js the length will
  2515. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2516. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2517. * - Any arbitrary ordered pair of numbers.
  2518. *
  2519. * There are other things a 2D vector can be used to represent, such as
  2520. * momentum vectors, complex numbers and so on, however these are the most
  2521. * common uses in three.js.
  2522. *
  2523. * Iterating through a vector instance will yield its components `(x, y)` in
  2524. * the corresponding order.
  2525. * ```js
  2526. * const a = new THREE.Vector2( 0, 1 );
  2527. *
  2528. * //no arguments; will be initialised to (0, 0)
  2529. * const b = new THREE.Vector2( );
  2530. *
  2531. * const d = a.distanceTo( b );
  2532. * ```
  2533. */
  2534. class Vector2 {
  2535. static {
  2536. /**
  2537. * This flag can be used for type testing.
  2538. *
  2539. * @type {boolean}
  2540. * @readonly
  2541. * @default true
  2542. */
  2543. Vector2.prototype.isVector2 = true;
  2544. }
  2545. /**
  2546. * Constructs a new 2D vector.
  2547. *
  2548. * @param {number} [x=0] - The x value of this vector.
  2549. * @param {number} [y=0] - The y value of this vector.
  2550. */
  2551. constructor( x = 0, y = 0 ) {
  2552. /**
  2553. * The x value of this vector.
  2554. *
  2555. * @type {number}
  2556. */
  2557. this.x = x;
  2558. /**
  2559. * The y value of this vector.
  2560. *
  2561. * @type {number}
  2562. */
  2563. this.y = y;
  2564. }
  2565. /**
  2566. * Alias for {@link Vector2#x}.
  2567. *
  2568. * @type {number}
  2569. */
  2570. get width() {
  2571. return this.x;
  2572. }
  2573. set width( value ) {
  2574. this.x = value;
  2575. }
  2576. /**
  2577. * Alias for {@link Vector2#y}.
  2578. *
  2579. * @type {number}
  2580. */
  2581. get height() {
  2582. return this.y;
  2583. }
  2584. set height( value ) {
  2585. this.y = value;
  2586. }
  2587. /**
  2588. * Sets the vector components.
  2589. *
  2590. * @param {number} x - The value of the x component.
  2591. * @param {number} y - The value of the y component.
  2592. * @return {Vector2} A reference to this vector.
  2593. */
  2594. set( x, y ) {
  2595. this.x = x;
  2596. this.y = y;
  2597. return this;
  2598. }
  2599. /**
  2600. * Sets the vector components to the same value.
  2601. *
  2602. * @param {number} scalar - The value to set for all vector components.
  2603. * @return {Vector2} A reference to this vector.
  2604. */
  2605. setScalar( scalar ) {
  2606. this.x = scalar;
  2607. this.y = scalar;
  2608. return this;
  2609. }
  2610. /**
  2611. * Sets the vector's x component to the given value
  2612. *
  2613. * @param {number} x - The value to set.
  2614. * @return {Vector2} A reference to this vector.
  2615. */
  2616. setX( x ) {
  2617. this.x = x;
  2618. return this;
  2619. }
  2620. /**
  2621. * Sets the vector's y component to the given value
  2622. *
  2623. * @param {number} y - The value to set.
  2624. * @return {Vector2} A reference to this vector.
  2625. */
  2626. setY( y ) {
  2627. this.y = y;
  2628. return this;
  2629. }
  2630. /**
  2631. * Allows to set a vector component with an index.
  2632. *
  2633. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2634. * @param {number} value - The value to set.
  2635. * @return {Vector2} A reference to this vector.
  2636. */
  2637. setComponent( index, value ) {
  2638. switch ( index ) {
  2639. case 0: this.x = value; break;
  2640. case 1: this.y = value; break;
  2641. default: throw new Error( 'THREE.Vector2: index is out of range: ' + index );
  2642. }
  2643. return this;
  2644. }
  2645. /**
  2646. * Returns the value of the vector component which matches the given index.
  2647. *
  2648. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2649. * @return {number} A vector component value.
  2650. */
  2651. getComponent( index ) {
  2652. switch ( index ) {
  2653. case 0: return this.x;
  2654. case 1: return this.y;
  2655. default: throw new Error( 'THREE.Vector2: index is out of range: ' + index );
  2656. }
  2657. }
  2658. /**
  2659. * Returns a new vector with copied values from this instance.
  2660. *
  2661. * @return {Vector2} A clone of this instance.
  2662. */
  2663. clone() {
  2664. return new this.constructor( this.x, this.y );
  2665. }
  2666. /**
  2667. * Copies the values of the given vector to this instance.
  2668. *
  2669. * @param {Vector2} v - The vector to copy.
  2670. * @return {Vector2} A reference to this vector.
  2671. */
  2672. copy( v ) {
  2673. this.x = v.x;
  2674. this.y = v.y;
  2675. return this;
  2676. }
  2677. /**
  2678. * Adds the given vector to this instance.
  2679. *
  2680. * @param {Vector2} v - The vector to add.
  2681. * @return {Vector2} A reference to this vector.
  2682. */
  2683. add( v ) {
  2684. this.x += v.x;
  2685. this.y += v.y;
  2686. return this;
  2687. }
  2688. /**
  2689. * Adds the given scalar value to all components of this instance.
  2690. *
  2691. * @param {number} s - The scalar to add.
  2692. * @return {Vector2} A reference to this vector.
  2693. */
  2694. addScalar( s ) {
  2695. this.x += s;
  2696. this.y += s;
  2697. return this;
  2698. }
  2699. /**
  2700. * Adds the given vectors and stores the result in this instance.
  2701. *
  2702. * @param {Vector2} a - The first vector.
  2703. * @param {Vector2} b - The second vector.
  2704. * @return {Vector2} A reference to this vector.
  2705. */
  2706. addVectors( a, b ) {
  2707. this.x = a.x + b.x;
  2708. this.y = a.y + b.y;
  2709. return this;
  2710. }
  2711. /**
  2712. * Adds the given vector scaled by the given factor to this instance.
  2713. *
  2714. * @param {Vector2} v - The vector.
  2715. * @param {number} s - The factor that scales `v`.
  2716. * @return {Vector2} A reference to this vector.
  2717. */
  2718. addScaledVector( v, s ) {
  2719. this.x += v.x * s;
  2720. this.y += v.y * s;
  2721. return this;
  2722. }
  2723. /**
  2724. * Subtracts the given vector from this instance.
  2725. *
  2726. * @param {Vector2} v - The vector to subtract.
  2727. * @return {Vector2} A reference to this vector.
  2728. */
  2729. sub( v ) {
  2730. this.x -= v.x;
  2731. this.y -= v.y;
  2732. return this;
  2733. }
  2734. /**
  2735. * Subtracts the given scalar value from all components of this instance.
  2736. *
  2737. * @param {number} s - The scalar to subtract.
  2738. * @return {Vector2} A reference to this vector.
  2739. */
  2740. subScalar( s ) {
  2741. this.x -= s;
  2742. this.y -= s;
  2743. return this;
  2744. }
  2745. /**
  2746. * Subtracts the given vectors and stores the result in this instance.
  2747. *
  2748. * @param {Vector2} a - The first vector.
  2749. * @param {Vector2} b - The second vector.
  2750. * @return {Vector2} A reference to this vector.
  2751. */
  2752. subVectors( a, b ) {
  2753. this.x = a.x - b.x;
  2754. this.y = a.y - b.y;
  2755. return this;
  2756. }
  2757. /**
  2758. * Multiplies the given vector with this instance.
  2759. *
  2760. * @param {Vector2} v - The vector to multiply.
  2761. * @return {Vector2} A reference to this vector.
  2762. */
  2763. multiply( v ) {
  2764. this.x *= v.x;
  2765. this.y *= v.y;
  2766. return this;
  2767. }
  2768. /**
  2769. * Multiplies the given scalar value with all components of this instance.
  2770. *
  2771. * @param {number} scalar - The scalar to multiply.
  2772. * @return {Vector2} A reference to this vector.
  2773. */
  2774. multiplyScalar( scalar ) {
  2775. this.x *= scalar;
  2776. this.y *= scalar;
  2777. return this;
  2778. }
  2779. /**
  2780. * Divides this instance by the given vector.
  2781. *
  2782. * @param {Vector2} v - The vector to divide.
  2783. * @return {Vector2} A reference to this vector.
  2784. */
  2785. divide( v ) {
  2786. this.x /= v.x;
  2787. this.y /= v.y;
  2788. return this;
  2789. }
  2790. /**
  2791. * Divides this vector by the given scalar.
  2792. *
  2793. * @param {number} scalar - The scalar to divide.
  2794. * @return {Vector2} A reference to this vector.
  2795. */
  2796. divideScalar( scalar ) {
  2797. return this.multiplyScalar( 1 / scalar );
  2798. }
  2799. /**
  2800. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2801. * the given 3x3 matrix.
  2802. *
  2803. * @param {Matrix3} m - The matrix to apply.
  2804. * @return {Vector2} A reference to this vector.
  2805. */
  2806. applyMatrix3( m ) {
  2807. const x = this.x, y = this.y;
  2808. const e = m.elements;
  2809. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2810. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2811. return this;
  2812. }
  2813. /**
  2814. * If this vector's x or y value is greater than the given vector's x or y
  2815. * value, replace that value with the corresponding min value.
  2816. *
  2817. * @param {Vector2} v - The vector.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. min( v ) {
  2821. this.x = Math.min( this.x, v.x );
  2822. this.y = Math.min( this.y, v.y );
  2823. return this;
  2824. }
  2825. /**
  2826. * If this vector's x or y value is less than the given vector's x or y
  2827. * value, replace that value with the corresponding max value.
  2828. *
  2829. * @param {Vector2} v - The vector.
  2830. * @return {Vector2} A reference to this vector.
  2831. */
  2832. max( v ) {
  2833. this.x = Math.max( this.x, v.x );
  2834. this.y = Math.max( this.y, v.y );
  2835. return this;
  2836. }
  2837. /**
  2838. * If this vector's x or y value is greater than the max vector's x or y
  2839. * value, it is replaced by the corresponding value.
  2840. * If this vector's x or y value is less than the min vector's x or y value,
  2841. * it is replaced by the corresponding value.
  2842. *
  2843. * @param {Vector2} min - The minimum x and y values.
  2844. * @param {Vector2} max - The maximum x and y values in the desired range.
  2845. * @return {Vector2} A reference to this vector.
  2846. */
  2847. clamp( min, max ) {
  2848. // assumes min < max, componentwise
  2849. this.x = clamp( this.x, min.x, max.x );
  2850. this.y = clamp( this.y, min.y, max.y );
  2851. return this;
  2852. }
  2853. /**
  2854. * If this vector's x or y values are greater than the max value, they are
  2855. * replaced by the max value.
  2856. * If this vector's x or y values are less than the min value, they are
  2857. * replaced by the min value.
  2858. *
  2859. * @param {number} minVal - The minimum value the components will be clamped to.
  2860. * @param {number} maxVal - The maximum value the components will be clamped to.
  2861. * @return {Vector2} A reference to this vector.
  2862. */
  2863. clampScalar( minVal, maxVal ) {
  2864. this.x = clamp( this.x, minVal, maxVal );
  2865. this.y = clamp( this.y, minVal, maxVal );
  2866. return this;
  2867. }
  2868. /**
  2869. * If this vector's length is greater than the max value, it is replaced by
  2870. * the max value.
  2871. * If this vector's length is less than the min value, it is replaced by the
  2872. * min value.
  2873. *
  2874. * @param {number} min - The minimum value the vector length will be clamped to.
  2875. * @param {number} max - The maximum value the vector length will be clamped to.
  2876. * @return {Vector2} A reference to this vector.
  2877. */
  2878. clampLength( min, max ) {
  2879. const length = this.length();
  2880. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2881. }
  2882. /**
  2883. * The components of this vector are rounded down to the nearest integer value.
  2884. *
  2885. * @return {Vector2} A reference to this vector.
  2886. */
  2887. floor() {
  2888. this.x = Math.floor( this.x );
  2889. this.y = Math.floor( this.y );
  2890. return this;
  2891. }
  2892. /**
  2893. * The components of this vector are rounded up to the nearest integer value.
  2894. *
  2895. * @return {Vector2} A reference to this vector.
  2896. */
  2897. ceil() {
  2898. this.x = Math.ceil( this.x );
  2899. this.y = Math.ceil( this.y );
  2900. return this;
  2901. }
  2902. /**
  2903. * The components of this vector are rounded to the nearest integer value
  2904. *
  2905. * @return {Vector2} A reference to this vector.
  2906. */
  2907. round() {
  2908. this.x = Math.round( this.x );
  2909. this.y = Math.round( this.y );
  2910. return this;
  2911. }
  2912. /**
  2913. * The components of this vector are rounded towards zero (up if negative,
  2914. * down if positive) to an integer value.
  2915. *
  2916. * @return {Vector2} A reference to this vector.
  2917. */
  2918. roundToZero() {
  2919. this.x = Math.trunc( this.x );
  2920. this.y = Math.trunc( this.y );
  2921. return this;
  2922. }
  2923. /**
  2924. * Inverts this vector - i.e. sets x = -x and y = -y.
  2925. *
  2926. * @return {Vector2} A reference to this vector.
  2927. */
  2928. negate() {
  2929. this.x = - this.x;
  2930. this.y = - this.y;
  2931. return this;
  2932. }
  2933. /**
  2934. * Calculates the dot product of the given vector with this instance.
  2935. *
  2936. * @param {Vector2} v - The vector to compute the dot product with.
  2937. * @return {number} The result of the dot product.
  2938. */
  2939. dot( v ) {
  2940. return this.x * v.x + this.y * v.y;
  2941. }
  2942. /**
  2943. * Calculates the cross product of the given vector with this instance.
  2944. *
  2945. * @param {Vector2} v - The vector to compute the cross product with.
  2946. * @return {number} The result of the cross product.
  2947. */
  2948. cross( v ) {
  2949. return this.x * v.y - this.y * v.x;
  2950. }
  2951. /**
  2952. * Computes the square of the Euclidean length (straight-line length) from
  2953. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2954. * compare the length squared instead as it is slightly more efficient to calculate.
  2955. *
  2956. * @return {number} The square length of this vector.
  2957. */
  2958. lengthSq() {
  2959. return this.x * this.x + this.y * this.y;
  2960. }
  2961. /**
  2962. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2963. *
  2964. * @return {number} The length of this vector.
  2965. */
  2966. length() {
  2967. return Math.sqrt( this.x * this.x + this.y * this.y );
  2968. }
  2969. /**
  2970. * Computes the Manhattan length of this vector.
  2971. *
  2972. * @return {number} The length of this vector.
  2973. */
  2974. manhattanLength() {
  2975. return Math.abs( this.x ) + Math.abs( this.y );
  2976. }
  2977. /**
  2978. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2979. * with the same direction as this one, but with a vector length of `1`.
  2980. *
  2981. * @return {Vector2} A reference to this vector.
  2982. */
  2983. normalize() {
  2984. return this.divideScalar( this.length() || 1 );
  2985. }
  2986. /**
  2987. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2988. *
  2989. * @return {number} The angle in radians.
  2990. */
  2991. angle() {
  2992. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2993. return angle;
  2994. }
  2995. /**
  2996. * Returns the angle between the given vector and this instance in radians.
  2997. *
  2998. * @param {Vector2} v - The vector to compute the angle with.
  2999. * @return {number} The angle in radians.
  3000. */
  3001. angleTo( v ) {
  3002. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  3003. if ( denominator === 0 ) return Math.PI / 2;
  3004. const theta = this.dot( v ) / denominator;
  3005. // clamp, to handle numerical problems
  3006. return Math.acos( clamp( theta, -1, 1 ) );
  3007. }
  3008. /**
  3009. * Computes the distance from the given vector to this instance.
  3010. *
  3011. * @param {Vector2} v - The vector to compute the distance to.
  3012. * @return {number} The distance.
  3013. */
  3014. distanceTo( v ) {
  3015. return Math.sqrt( this.distanceToSquared( v ) );
  3016. }
  3017. /**
  3018. * Computes the squared distance from the given vector to this instance.
  3019. * If you are just comparing the distance with another distance, you should compare
  3020. * the distance squared instead as it is slightly more efficient to calculate.
  3021. *
  3022. * @param {Vector2} v - The vector to compute the squared distance to.
  3023. * @return {number} The squared distance.
  3024. */
  3025. distanceToSquared( v ) {
  3026. const dx = this.x - v.x, dy = this.y - v.y;
  3027. return dx * dx + dy * dy;
  3028. }
  3029. /**
  3030. * Computes the Manhattan distance from the given vector to this instance.
  3031. *
  3032. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  3033. * @return {number} The Manhattan distance.
  3034. */
  3035. manhattanDistanceTo( v ) {
  3036. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  3037. }
  3038. /**
  3039. * Sets this vector to a vector with the same direction as this one, but
  3040. * with the specified length.
  3041. *
  3042. * @param {number} length - The new length of this vector.
  3043. * @return {Vector2} A reference to this vector.
  3044. */
  3045. setLength( length ) {
  3046. return this.normalize().multiplyScalar( length );
  3047. }
  3048. /**
  3049. * Linearly interpolates between the given vector and this instance, where
  3050. * alpha is the percent distance along the line - alpha = 0 will be this
  3051. * vector, and alpha = 1 will be the given one.
  3052. *
  3053. * @param {Vector2} v - The vector to interpolate towards.
  3054. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3055. * @return {Vector2} A reference to this vector.
  3056. */
  3057. lerp( v, alpha ) {
  3058. this.x += ( v.x - this.x ) * alpha;
  3059. this.y += ( v.y - this.y ) * alpha;
  3060. return this;
  3061. }
  3062. /**
  3063. * Linearly interpolates between the given vectors, where alpha is the percent
  3064. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  3065. * be the second one. The result is stored in this instance.
  3066. *
  3067. * @param {Vector2} v1 - The first vector.
  3068. * @param {Vector2} v2 - The second vector.
  3069. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  3070. * @return {Vector2} A reference to this vector.
  3071. */
  3072. lerpVectors( v1, v2, alpha ) {
  3073. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  3074. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  3075. return this;
  3076. }
  3077. /**
  3078. * Returns `true` if this vector is equal with the given one.
  3079. *
  3080. * @param {Vector2} v - The vector to test for equality.
  3081. * @return {boolean} Whether this vector is equal with the given one.
  3082. */
  3083. equals( v ) {
  3084. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  3085. }
  3086. /**
  3087. * Sets this vector's x value to be `array[ offset ]` and y
  3088. * value to be `array[ offset + 1 ]`.
  3089. *
  3090. * @param {Array<number>} array - An array holding the vector component values.
  3091. * @param {number} [offset=0] - The offset into the array.
  3092. * @return {Vector2} A reference to this vector.
  3093. */
  3094. fromArray( array, offset = 0 ) {
  3095. this.x = array[ offset ];
  3096. this.y = array[ offset + 1 ];
  3097. return this;
  3098. }
  3099. /**
  3100. * Writes the components of this vector to the given array. If no array is provided,
  3101. * the method returns a new instance.
  3102. *
  3103. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  3104. * @param {number} [offset=0] - Index of the first element in the array.
  3105. * @return {Array<number>} The vector components.
  3106. */
  3107. toArray( array = [], offset = 0 ) {
  3108. array[ offset ] = this.x;
  3109. array[ offset + 1 ] = this.y;
  3110. return array;
  3111. }
  3112. /**
  3113. * Sets the components of this vector from the given buffer attribute.
  3114. *
  3115. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  3116. * @param {number} index - The index into the attribute.
  3117. * @return {Vector2} A reference to this vector.
  3118. */
  3119. fromBufferAttribute( attribute, index ) {
  3120. this.x = attribute.getX( index );
  3121. this.y = attribute.getY( index );
  3122. return this;
  3123. }
  3124. /**
  3125. * Rotates this vector around the given center by the given angle.
  3126. *
  3127. * @param {Vector2} center - The point around which to rotate.
  3128. * @param {number} angle - The angle to rotate, in radians.
  3129. * @return {Vector2} A reference to this vector.
  3130. */
  3131. rotateAround( center, angle ) {
  3132. const c = Math.cos( angle ), s = Math.sin( angle );
  3133. const x = this.x - center.x;
  3134. const y = this.y - center.y;
  3135. this.x = x * c - y * s + center.x;
  3136. this.y = x * s + y * c + center.y;
  3137. return this;
  3138. }
  3139. /**
  3140. * Sets each component of this vector to a pseudo-random value between `0` and
  3141. * `1`, excluding `1`.
  3142. *
  3143. * @return {Vector2} A reference to this vector.
  3144. */
  3145. random() {
  3146. this.x = Math.random();
  3147. this.y = Math.random();
  3148. return this;
  3149. }
  3150. *[ Symbol.iterator ]() {
  3151. yield this.x;
  3152. yield this.y;
  3153. }
  3154. }
  3155. /**
  3156. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  3157. *
  3158. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  3159. * the corresponding order.
  3160. *
  3161. * Note that three.js expects Quaternions to be normalized.
  3162. * ```js
  3163. * const quaternion = new THREE.Quaternion();
  3164. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  3165. *
  3166. * const vector = new THREE.Vector3( 1, 0, 0 );
  3167. * vector.applyQuaternion( quaternion );
  3168. * ```
  3169. */
  3170. class Quaternion {
  3171. /**
  3172. * Constructs a new quaternion.
  3173. *
  3174. * @param {number} [x=0] - The x value of this quaternion.
  3175. * @param {number} [y=0] - The y value of this quaternion.
  3176. * @param {number} [z=0] - The z value of this quaternion.
  3177. * @param {number} [w=1] - The w value of this quaternion.
  3178. */
  3179. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  3180. /**
  3181. * This flag can be used for type testing.
  3182. *
  3183. * @type {boolean}
  3184. * @readonly
  3185. * @default true
  3186. */
  3187. this.isQuaternion = true;
  3188. this._x = x;
  3189. this._y = y;
  3190. this._z = z;
  3191. this._w = w;
  3192. }
  3193. /**
  3194. * Interpolates between two quaternions via SLERP. This implementation assumes the
  3195. * quaternion data are managed in flat arrays.
  3196. *
  3197. * @param {Array<number>} dst - The destination array.
  3198. * @param {number} dstOffset - An offset into the destination array.
  3199. * @param {Array<number>} src0 - The source array of the first quaternion.
  3200. * @param {number} srcOffset0 - An offset into the first source array.
  3201. * @param {Array<number>} src1 - The source array of the second quaternion.
  3202. * @param {number} srcOffset1 - An offset into the second source array.
  3203. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3204. * @see {@link Quaternion#slerp}
  3205. */
  3206. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  3207. let x0 = src0[ srcOffset0 + 0 ],
  3208. y0 = src0[ srcOffset0 + 1 ],
  3209. z0 = src0[ srcOffset0 + 2 ],
  3210. w0 = src0[ srcOffset0 + 3 ];
  3211. let x1 = src1[ srcOffset1 + 0 ],
  3212. y1 = src1[ srcOffset1 + 1 ],
  3213. z1 = src1[ srcOffset1 + 2 ],
  3214. w1 = src1[ srcOffset1 + 3 ];
  3215. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3216. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3217. if ( dot < 0 ) {
  3218. x1 = - x1;
  3219. y1 = - y1;
  3220. z1 = - z1;
  3221. w1 = - w1;
  3222. dot = - dot;
  3223. }
  3224. let s = 1 - t;
  3225. if ( dot < 0.9995 ) {
  3226. // slerp
  3227. const theta = Math.acos( dot );
  3228. const sin = Math.sin( theta );
  3229. s = Math.sin( s * theta ) / sin;
  3230. t = Math.sin( t * theta ) / sin;
  3231. x0 = x0 * s + x1 * t;
  3232. y0 = y0 * s + y1 * t;
  3233. z0 = z0 * s + z1 * t;
  3234. w0 = w0 * s + w1 * t;
  3235. } else {
  3236. // for small angles, lerp then normalize
  3237. x0 = x0 * s + x1 * t;
  3238. y0 = y0 * s + y1 * t;
  3239. z0 = z0 * s + z1 * t;
  3240. w0 = w0 * s + w1 * t;
  3241. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3242. x0 *= f;
  3243. y0 *= f;
  3244. z0 *= f;
  3245. w0 *= f;
  3246. }
  3247. }
  3248. dst[ dstOffset ] = x0;
  3249. dst[ dstOffset + 1 ] = y0;
  3250. dst[ dstOffset + 2 ] = z0;
  3251. dst[ dstOffset + 3 ] = w0;
  3252. }
  3253. /**
  3254. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3255. * in flat arrays.
  3256. *
  3257. * @param {Array<number>} dst - The destination array.
  3258. * @param {number} dstOffset - An offset into the destination array.
  3259. * @param {Array<number>} src0 - The source array of the first quaternion.
  3260. * @param {number} srcOffset0 - An offset into the first source array.
  3261. * @param {Array<number>} src1 - The source array of the second quaternion.
  3262. * @param {number} srcOffset1 - An offset into the second source array.
  3263. * @return {Array<number>} The destination array.
  3264. * @see {@link Quaternion#multiplyQuaternions}.
  3265. */
  3266. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3267. const x0 = src0[ srcOffset0 ];
  3268. const y0 = src0[ srcOffset0 + 1 ];
  3269. const z0 = src0[ srcOffset0 + 2 ];
  3270. const w0 = src0[ srcOffset0 + 3 ];
  3271. const x1 = src1[ srcOffset1 ];
  3272. const y1 = src1[ srcOffset1 + 1 ];
  3273. const z1 = src1[ srcOffset1 + 2 ];
  3274. const w1 = src1[ srcOffset1 + 3 ];
  3275. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3276. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3277. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3278. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3279. return dst;
  3280. }
  3281. /**
  3282. * The x value of this quaternion.
  3283. *
  3284. * @type {number}
  3285. * @default 0
  3286. */
  3287. get x() {
  3288. return this._x;
  3289. }
  3290. set x( value ) {
  3291. this._x = value;
  3292. this._onChangeCallback();
  3293. }
  3294. /**
  3295. * The y value of this quaternion.
  3296. *
  3297. * @type {number}
  3298. * @default 0
  3299. */
  3300. get y() {
  3301. return this._y;
  3302. }
  3303. set y( value ) {
  3304. this._y = value;
  3305. this._onChangeCallback();
  3306. }
  3307. /**
  3308. * The z value of this quaternion.
  3309. *
  3310. * @type {number}
  3311. * @default 0
  3312. */
  3313. get z() {
  3314. return this._z;
  3315. }
  3316. set z( value ) {
  3317. this._z = value;
  3318. this._onChangeCallback();
  3319. }
  3320. /**
  3321. * The w value of this quaternion.
  3322. *
  3323. * @type {number}
  3324. * @default 1
  3325. */
  3326. get w() {
  3327. return this._w;
  3328. }
  3329. set w( value ) {
  3330. this._w = value;
  3331. this._onChangeCallback();
  3332. }
  3333. /**
  3334. * Sets the quaternion components.
  3335. *
  3336. * @param {number} x - The x value of this quaternion.
  3337. * @param {number} y - The y value of this quaternion.
  3338. * @param {number} z - The z value of this quaternion.
  3339. * @param {number} w - The w value of this quaternion.
  3340. * @return {Quaternion} A reference to this quaternion.
  3341. */
  3342. set( x, y, z, w ) {
  3343. this._x = x;
  3344. this._y = y;
  3345. this._z = z;
  3346. this._w = w;
  3347. this._onChangeCallback();
  3348. return this;
  3349. }
  3350. /**
  3351. * Returns a new quaternion with copied values from this instance.
  3352. *
  3353. * @return {Quaternion} A clone of this instance.
  3354. */
  3355. clone() {
  3356. return new this.constructor( this._x, this._y, this._z, this._w );
  3357. }
  3358. /**
  3359. * Copies the values of the given quaternion to this instance.
  3360. *
  3361. * @param {Quaternion} quaternion - The quaternion to copy.
  3362. * @return {Quaternion} A reference to this quaternion.
  3363. */
  3364. copy( quaternion ) {
  3365. this._x = quaternion.x;
  3366. this._y = quaternion.y;
  3367. this._z = quaternion.z;
  3368. this._w = quaternion.w;
  3369. this._onChangeCallback();
  3370. return this;
  3371. }
  3372. /**
  3373. * Sets this quaternion from the rotation specified by the given
  3374. * Euler angles.
  3375. *
  3376. * @param {Euler} euler - The Euler angles.
  3377. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3378. * @return {Quaternion} A reference to this quaternion.
  3379. */
  3380. setFromEuler( euler, update = true ) {
  3381. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3382. // http://www.mathworks.com/matlabcentral/fileexchange/
  3383. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3384. // content/SpinCalc.m
  3385. const cos = Math.cos;
  3386. const sin = Math.sin;
  3387. const c1 = cos( x / 2 );
  3388. const c2 = cos( y / 2 );
  3389. const c3 = cos( z / 2 );
  3390. const s1 = sin( x / 2 );
  3391. const s2 = sin( y / 2 );
  3392. const s3 = sin( z / 2 );
  3393. switch ( order ) {
  3394. case 'XYZ':
  3395. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3396. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3397. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3398. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3399. break;
  3400. case 'YXZ':
  3401. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3402. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3403. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3404. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3405. break;
  3406. case 'ZXY':
  3407. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3408. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3409. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3410. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3411. break;
  3412. case 'ZYX':
  3413. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3414. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3415. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3416. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3417. break;
  3418. case 'YZX':
  3419. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3420. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3421. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3422. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3423. break;
  3424. case 'XZY':
  3425. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3426. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3427. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3428. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3429. break;
  3430. default:
  3431. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3432. }
  3433. if ( update === true ) this._onChangeCallback();
  3434. return this;
  3435. }
  3436. /**
  3437. * Sets this quaternion from the given axis and angle.
  3438. *
  3439. * @param {Vector3} axis - The normalized axis.
  3440. * @param {number} angle - The angle in radians.
  3441. * @return {Quaternion} A reference to this quaternion.
  3442. */
  3443. setFromAxisAngle( axis, angle ) {
  3444. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3445. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3446. this._x = axis.x * s;
  3447. this._y = axis.y * s;
  3448. this._z = axis.z * s;
  3449. this._w = Math.cos( halfAngle );
  3450. this._onChangeCallback();
  3451. return this;
  3452. }
  3453. /**
  3454. * Sets this quaternion from the given rotation matrix.
  3455. *
  3456. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3457. * @return {Quaternion} A reference to this quaternion.
  3458. */
  3459. setFromRotationMatrix( m ) {
  3460. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3461. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3462. const te = m.elements,
  3463. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3464. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3465. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3466. trace = m11 + m22 + m33;
  3467. if ( trace > 0 ) {
  3468. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3469. this._w = 0.25 / s;
  3470. this._x = ( m32 - m23 ) * s;
  3471. this._y = ( m13 - m31 ) * s;
  3472. this._z = ( m21 - m12 ) * s;
  3473. } else if ( m11 > m22 && m11 > m33 ) {
  3474. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3475. this._w = ( m32 - m23 ) / s;
  3476. this._x = 0.25 * s;
  3477. this._y = ( m12 + m21 ) / s;
  3478. this._z = ( m13 + m31 ) / s;
  3479. } else if ( m22 > m33 ) {
  3480. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3481. this._w = ( m13 - m31 ) / s;
  3482. this._x = ( m12 + m21 ) / s;
  3483. this._y = 0.25 * s;
  3484. this._z = ( m23 + m32 ) / s;
  3485. } else {
  3486. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3487. this._w = ( m21 - m12 ) / s;
  3488. this._x = ( m13 + m31 ) / s;
  3489. this._y = ( m23 + m32 ) / s;
  3490. this._z = 0.25 * s;
  3491. }
  3492. this._onChangeCallback();
  3493. return this;
  3494. }
  3495. /**
  3496. * Sets this quaternion to the rotation required to rotate the direction vector
  3497. * `vFrom` to the direction vector `vTo`.
  3498. *
  3499. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3500. * @param {Vector3} vTo - The second (normalized) direction vector.
  3501. * @return {Quaternion} A reference to this quaternion.
  3502. */
  3503. setFromUnitVectors( vFrom, vTo ) {
  3504. // assumes direction vectors vFrom and vTo are normalized
  3505. let r = vFrom.dot( vTo ) + 1;
  3506. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3507. // vFrom and vTo point in opposite directions
  3508. r = 0;
  3509. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3510. this._x = - vFrom.y;
  3511. this._y = vFrom.x;
  3512. this._z = 0;
  3513. this._w = r;
  3514. } else {
  3515. this._x = 0;
  3516. this._y = - vFrom.z;
  3517. this._z = vFrom.y;
  3518. this._w = r;
  3519. }
  3520. } else {
  3521. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3522. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3523. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3524. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3525. this._w = r;
  3526. }
  3527. return this.normalize();
  3528. }
  3529. /**
  3530. * Returns the angle between this quaternion and the given one in radians.
  3531. *
  3532. * @param {Quaternion} q - The quaternion to compute the angle with.
  3533. * @return {number} The angle in radians.
  3534. */
  3535. angleTo( q ) {
  3536. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3537. }
  3538. /**
  3539. * Rotates this quaternion by a given angular step to the given quaternion.
  3540. * The method ensures that the final quaternion will not overshoot `q`.
  3541. *
  3542. * @param {Quaternion} q - The target quaternion.
  3543. * @param {number} step - The angular step in radians.
  3544. * @return {Quaternion} A reference to this quaternion.
  3545. */
  3546. rotateTowards( q, step ) {
  3547. const angle = this.angleTo( q );
  3548. if ( angle === 0 ) return this;
  3549. const t = Math.min( 1, step / angle );
  3550. this.slerp( q, t );
  3551. return this;
  3552. }
  3553. /**
  3554. * Sets this quaternion to the identity quaternion; that is, to the
  3555. * quaternion that represents "no rotation".
  3556. *
  3557. * @return {Quaternion} A reference to this quaternion.
  3558. */
  3559. identity() {
  3560. return this.set( 0, 0, 0, 1 );
  3561. }
  3562. /**
  3563. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3564. * quaternion is assumed to have unit length.
  3565. *
  3566. * @return {Quaternion} A reference to this quaternion.
  3567. */
  3568. invert() {
  3569. return this.conjugate();
  3570. }
  3571. /**
  3572. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3573. * quaternion represents the same rotation in the opposite direction about
  3574. * the rotational axis.
  3575. *
  3576. * @return {Quaternion} A reference to this quaternion.
  3577. */
  3578. conjugate() {
  3579. this._x *= -1;
  3580. this._y *= -1;
  3581. this._z *= -1;
  3582. this._onChangeCallback();
  3583. return this;
  3584. }
  3585. /**
  3586. * Calculates the dot product of this quaternion and the given one.
  3587. *
  3588. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3589. * @return {number} The result of the dot product.
  3590. */
  3591. dot( v ) {
  3592. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3593. }
  3594. /**
  3595. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3596. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3597. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3598. * {@link Quaternion#length}.
  3599. *
  3600. * @return {number} The squared Euclidean length.
  3601. */
  3602. lengthSq() {
  3603. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3604. }
  3605. /**
  3606. * Computes the Euclidean length (straight-line length) of this quaternion,
  3607. * considered as a 4 dimensional vector.
  3608. *
  3609. * @return {number} The Euclidean length.
  3610. */
  3611. length() {
  3612. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3613. }
  3614. /**
  3615. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3616. * the same rotation as this one, but has a length equal to `1`.
  3617. *
  3618. * @return {Quaternion} A reference to this quaternion.
  3619. */
  3620. normalize() {
  3621. let l = this.length();
  3622. if ( l === 0 ) {
  3623. this._x = 0;
  3624. this._y = 0;
  3625. this._z = 0;
  3626. this._w = 1;
  3627. } else {
  3628. l = 1 / l;
  3629. this._x = this._x * l;
  3630. this._y = this._y * l;
  3631. this._z = this._z * l;
  3632. this._w = this._w * l;
  3633. }
  3634. this._onChangeCallback();
  3635. return this;
  3636. }
  3637. /**
  3638. * Multiplies this quaternion by the given one.
  3639. *
  3640. * @param {Quaternion} q - The quaternion.
  3641. * @return {Quaternion} A reference to this quaternion.
  3642. */
  3643. multiply( q ) {
  3644. return this.multiplyQuaternions( this, q );
  3645. }
  3646. /**
  3647. * Pre-multiplies this quaternion by the given one.
  3648. *
  3649. * @param {Quaternion} q - The quaternion.
  3650. * @return {Quaternion} A reference to this quaternion.
  3651. */
  3652. premultiply( q ) {
  3653. return this.multiplyQuaternions( q, this );
  3654. }
  3655. /**
  3656. * Multiplies the given quaternions and stores the result in this instance.
  3657. *
  3658. * @param {Quaternion} a - The first quaternion.
  3659. * @param {Quaternion} b - The second quaternion.
  3660. * @return {Quaternion} A reference to this quaternion.
  3661. */
  3662. multiplyQuaternions( a, b ) {
  3663. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3664. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3665. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3666. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3667. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3668. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3669. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3670. this._onChangeCallback();
  3671. return this;
  3672. }
  3673. /**
  3674. * Performs a spherical linear interpolation between this quaternion and the target quaternion.
  3675. *
  3676. * @param {Quaternion} qb - The target quaternion.
  3677. * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
  3678. * @return {Quaternion} A reference to this quaternion.
  3679. */
  3680. slerp( qb, t ) {
  3681. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3682. let dot = this.dot( qb );
  3683. if ( dot < 0 ) {
  3684. x = - x;
  3685. y = - y;
  3686. z = - z;
  3687. w = - w;
  3688. dot = - dot;
  3689. }
  3690. let s = 1 - t;
  3691. if ( dot < 0.9995 ) {
  3692. // slerp
  3693. const theta = Math.acos( dot );
  3694. const sin = Math.sin( theta );
  3695. s = Math.sin( s * theta ) / sin;
  3696. t = Math.sin( t * theta ) / sin;
  3697. this._x = this._x * s + x * t;
  3698. this._y = this._y * s + y * t;
  3699. this._z = this._z * s + z * t;
  3700. this._w = this._w * s + w * t;
  3701. this._onChangeCallback();
  3702. } else {
  3703. // for small angles, lerp then normalize
  3704. this._x = this._x * s + x * t;
  3705. this._y = this._y * s + y * t;
  3706. this._z = this._z * s + z * t;
  3707. this._w = this._w * s + w * t;
  3708. this.normalize(); // normalize calls _onChangeCallback()
  3709. }
  3710. return this;
  3711. }
  3712. /**
  3713. * Performs a spherical linear interpolation between the given quaternions
  3714. * and stores the result in this quaternion.
  3715. *
  3716. * @param {Quaternion} qa - The source quaternion.
  3717. * @param {Quaternion} qb - The target quaternion.
  3718. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3719. * @return {Quaternion} A reference to this quaternion.
  3720. */
  3721. slerpQuaternions( qa, qb, t ) {
  3722. return this.copy( qa ).slerp( qb, t );
  3723. }
  3724. /**
  3725. * Sets this quaternion to a uniformly random, normalized quaternion.
  3726. *
  3727. * @return {Quaternion} A reference to this quaternion.
  3728. */
  3729. random() {
  3730. // Ken Shoemake
  3731. // Uniform random rotations
  3732. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3733. const theta1 = 2 * Math.PI * Math.random();
  3734. const theta2 = 2 * Math.PI * Math.random();
  3735. const x0 = Math.random();
  3736. const r1 = Math.sqrt( 1 - x0 );
  3737. const r2 = Math.sqrt( x0 );
  3738. return this.set(
  3739. r1 * Math.sin( theta1 ),
  3740. r1 * Math.cos( theta1 ),
  3741. r2 * Math.sin( theta2 ),
  3742. r2 * Math.cos( theta2 ),
  3743. );
  3744. }
  3745. /**
  3746. * Returns `true` if this quaternion is equal with the given one.
  3747. *
  3748. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3749. * @return {boolean} Whether this quaternion is equal with the given one.
  3750. */
  3751. equals( quaternion ) {
  3752. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3753. }
  3754. /**
  3755. * Sets this quaternion's components from the given array.
  3756. *
  3757. * @param {Array<number>} array - An array holding the quaternion component values.
  3758. * @param {number} [offset=0] - The offset into the array.
  3759. * @return {Quaternion} A reference to this quaternion.
  3760. */
  3761. fromArray( array, offset = 0 ) {
  3762. this._x = array[ offset ];
  3763. this._y = array[ offset + 1 ];
  3764. this._z = array[ offset + 2 ];
  3765. this._w = array[ offset + 3 ];
  3766. this._onChangeCallback();
  3767. return this;
  3768. }
  3769. /**
  3770. * Writes the components of this quaternion to the given array. If no array is provided,
  3771. * the method returns a new instance.
  3772. *
  3773. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3774. * @param {number} [offset=0] - Index of the first element in the array.
  3775. * @return {Array<number>} The quaternion components.
  3776. */
  3777. toArray( array = [], offset = 0 ) {
  3778. array[ offset ] = this._x;
  3779. array[ offset + 1 ] = this._y;
  3780. array[ offset + 2 ] = this._z;
  3781. array[ offset + 3 ] = this._w;
  3782. return array;
  3783. }
  3784. /**
  3785. * Sets the components of this quaternion from the given buffer attribute.
  3786. *
  3787. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3788. * @param {number} index - The index into the attribute.
  3789. * @return {Quaternion} A reference to this quaternion.
  3790. */
  3791. fromBufferAttribute( attribute, index ) {
  3792. this._x = attribute.getX( index );
  3793. this._y = attribute.getY( index );
  3794. this._z = attribute.getZ( index );
  3795. this._w = attribute.getW( index );
  3796. this._onChangeCallback();
  3797. return this;
  3798. }
  3799. /**
  3800. * This methods defines the serialization result of this class. Returns the
  3801. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3802. *
  3803. * @return {Array<number>} The serialized quaternion.
  3804. */
  3805. toJSON() {
  3806. return this.toArray();
  3807. }
  3808. _onChange( callback ) {
  3809. this._onChangeCallback = callback;
  3810. return this;
  3811. }
  3812. _onChangeCallback() {}
  3813. *[ Symbol.iterator ]() {
  3814. yield this._x;
  3815. yield this._y;
  3816. yield this._z;
  3817. yield this._w;
  3818. }
  3819. }
  3820. /**
  3821. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3822. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3823. *
  3824. * - A point in 3D space.
  3825. * - A direction and length in 3D space. In three.js the length will
  3826. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3827. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3828. * - Any arbitrary ordered triplet of numbers.
  3829. *
  3830. * There are other things a 3D vector can be used to represent, such as
  3831. * momentum vectors and so on, however these are the most
  3832. * common uses in three.js.
  3833. *
  3834. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3835. * the corresponding order.
  3836. * ```js
  3837. * const a = new THREE.Vector3( 0, 1, 0 );
  3838. *
  3839. * //no arguments; will be initialised to (0, 0, 0)
  3840. * const b = new THREE.Vector3( );
  3841. *
  3842. * const d = a.distanceTo( b );
  3843. * ```
  3844. */
  3845. class Vector3 {
  3846. static {
  3847. /**
  3848. * This flag can be used for type testing.
  3849. *
  3850. * @type {boolean}
  3851. * @readonly
  3852. * @default true
  3853. */
  3854. Vector3.prototype.isVector3 = true;
  3855. }
  3856. /**
  3857. * Constructs a new 3D vector.
  3858. *
  3859. * @param {number} [x=0] - The x value of this vector.
  3860. * @param {number} [y=0] - The y value of this vector.
  3861. * @param {number} [z=0] - The z value of this vector.
  3862. */
  3863. constructor( x = 0, y = 0, z = 0 ) {
  3864. /**
  3865. * The x value of this vector.
  3866. *
  3867. * @type {number}
  3868. */
  3869. this.x = x;
  3870. /**
  3871. * The y value of this vector.
  3872. *
  3873. * @type {number}
  3874. */
  3875. this.y = y;
  3876. /**
  3877. * The z value of this vector.
  3878. *
  3879. * @type {number}
  3880. */
  3881. this.z = z;
  3882. }
  3883. /**
  3884. * Sets the vector components.
  3885. *
  3886. * @param {number} x - The value of the x component.
  3887. * @param {number} y - The value of the y component.
  3888. * @param {number} z - The value of the z component.
  3889. * @return {Vector3} A reference to this vector.
  3890. */
  3891. set( x, y, z ) {
  3892. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3893. this.x = x;
  3894. this.y = y;
  3895. this.z = z;
  3896. return this;
  3897. }
  3898. /**
  3899. * Sets the vector components to the same value.
  3900. *
  3901. * @param {number} scalar - The value to set for all vector components.
  3902. * @return {Vector3} A reference to this vector.
  3903. */
  3904. setScalar( scalar ) {
  3905. this.x = scalar;
  3906. this.y = scalar;
  3907. this.z = scalar;
  3908. return this;
  3909. }
  3910. /**
  3911. * Sets the vector's x component to the given value.
  3912. *
  3913. * @param {number} x - The value to set.
  3914. * @return {Vector3} A reference to this vector.
  3915. */
  3916. setX( x ) {
  3917. this.x = x;
  3918. return this;
  3919. }
  3920. /**
  3921. * Sets the vector's y component to the given value.
  3922. *
  3923. * @param {number} y - The value to set.
  3924. * @return {Vector3} A reference to this vector.
  3925. */
  3926. setY( y ) {
  3927. this.y = y;
  3928. return this;
  3929. }
  3930. /**
  3931. * Sets the vector's z component to the given value.
  3932. *
  3933. * @param {number} z - The value to set.
  3934. * @return {Vector3} A reference to this vector.
  3935. */
  3936. setZ( z ) {
  3937. this.z = z;
  3938. return this;
  3939. }
  3940. /**
  3941. * Allows to set a vector component with an index.
  3942. *
  3943. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3944. * @param {number} value - The value to set.
  3945. * @return {Vector3} A reference to this vector.
  3946. */
  3947. setComponent( index, value ) {
  3948. switch ( index ) {
  3949. case 0: this.x = value; break;
  3950. case 1: this.y = value; break;
  3951. case 2: this.z = value; break;
  3952. default: throw new Error( 'THREE.Vector3: index is out of range: ' + index );
  3953. }
  3954. return this;
  3955. }
  3956. /**
  3957. * Returns the value of the vector component which matches the given index.
  3958. *
  3959. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3960. * @return {number} A vector component value.
  3961. */
  3962. getComponent( index ) {
  3963. switch ( index ) {
  3964. case 0: return this.x;
  3965. case 1: return this.y;
  3966. case 2: return this.z;
  3967. default: throw new Error( 'THREE.Vector3: index is out of range: ' + index );
  3968. }
  3969. }
  3970. /**
  3971. * Returns a new vector with copied values from this instance.
  3972. *
  3973. * @return {Vector3} A clone of this instance.
  3974. */
  3975. clone() {
  3976. return new this.constructor( this.x, this.y, this.z );
  3977. }
  3978. /**
  3979. * Copies the values of the given vector to this instance.
  3980. *
  3981. * @param {Vector3} v - The vector to copy.
  3982. * @return {Vector3} A reference to this vector.
  3983. */
  3984. copy( v ) {
  3985. this.x = v.x;
  3986. this.y = v.y;
  3987. this.z = v.z;
  3988. return this;
  3989. }
  3990. /**
  3991. * Adds the given vector to this instance.
  3992. *
  3993. * @param {Vector3} v - The vector to add.
  3994. * @return {Vector3} A reference to this vector.
  3995. */
  3996. add( v ) {
  3997. this.x += v.x;
  3998. this.y += v.y;
  3999. this.z += v.z;
  4000. return this;
  4001. }
  4002. /**
  4003. * Adds the given scalar value to all components of this instance.
  4004. *
  4005. * @param {number} s - The scalar to add.
  4006. * @return {Vector3} A reference to this vector.
  4007. */
  4008. addScalar( s ) {
  4009. this.x += s;
  4010. this.y += s;
  4011. this.z += s;
  4012. return this;
  4013. }
  4014. /**
  4015. * Adds the given vectors and stores the result in this instance.
  4016. *
  4017. * @param {Vector3} a - The first vector.
  4018. * @param {Vector3} b - The second vector.
  4019. * @return {Vector3} A reference to this vector.
  4020. */
  4021. addVectors( a, b ) {
  4022. this.x = a.x + b.x;
  4023. this.y = a.y + b.y;
  4024. this.z = a.z + b.z;
  4025. return this;
  4026. }
  4027. /**
  4028. * Adds the given vector scaled by the given factor to this instance.
  4029. *
  4030. * @param {Vector3|Vector4} v - The vector.
  4031. * @param {number} s - The factor that scales `v`.
  4032. * @return {Vector3} A reference to this vector.
  4033. */
  4034. addScaledVector( v, s ) {
  4035. this.x += v.x * s;
  4036. this.y += v.y * s;
  4037. this.z += v.z * s;
  4038. return this;
  4039. }
  4040. /**
  4041. * Subtracts the given vector from this instance.
  4042. *
  4043. * @param {Vector3} v - The vector to subtract.
  4044. * @return {Vector3} A reference to this vector.
  4045. */
  4046. sub( v ) {
  4047. this.x -= v.x;
  4048. this.y -= v.y;
  4049. this.z -= v.z;
  4050. return this;
  4051. }
  4052. /**
  4053. * Subtracts the given scalar value from all components of this instance.
  4054. *
  4055. * @param {number} s - The scalar to subtract.
  4056. * @return {Vector3} A reference to this vector.
  4057. */
  4058. subScalar( s ) {
  4059. this.x -= s;
  4060. this.y -= s;
  4061. this.z -= s;
  4062. return this;
  4063. }
  4064. /**
  4065. * Subtracts the given vectors and stores the result in this instance.
  4066. *
  4067. * @param {Vector3} a - The first vector.
  4068. * @param {Vector3} b - The second vector.
  4069. * @return {Vector3} A reference to this vector.
  4070. */
  4071. subVectors( a, b ) {
  4072. this.x = a.x - b.x;
  4073. this.y = a.y - b.y;
  4074. this.z = a.z - b.z;
  4075. return this;
  4076. }
  4077. /**
  4078. * Multiplies the given vector with this instance.
  4079. *
  4080. * @param {Vector3} v - The vector to multiply.
  4081. * @return {Vector3} A reference to this vector.
  4082. */
  4083. multiply( v ) {
  4084. this.x *= v.x;
  4085. this.y *= v.y;
  4086. this.z *= v.z;
  4087. return this;
  4088. }
  4089. /**
  4090. * Multiplies the given scalar value with all components of this instance.
  4091. *
  4092. * @param {number} scalar - The scalar to multiply.
  4093. * @return {Vector3} A reference to this vector.
  4094. */
  4095. multiplyScalar( scalar ) {
  4096. this.x *= scalar;
  4097. this.y *= scalar;
  4098. this.z *= scalar;
  4099. return this;
  4100. }
  4101. /**
  4102. * Multiplies the given vectors and stores the result in this instance.
  4103. *
  4104. * @param {Vector3} a - The first vector.
  4105. * @param {Vector3} b - The second vector.
  4106. * @return {Vector3} A reference to this vector.
  4107. */
  4108. multiplyVectors( a, b ) {
  4109. this.x = a.x * b.x;
  4110. this.y = a.y * b.y;
  4111. this.z = a.z * b.z;
  4112. return this;
  4113. }
  4114. /**
  4115. * Applies the given Euler rotation to this vector.
  4116. *
  4117. * @param {Euler} euler - The Euler angles.
  4118. * @return {Vector3} A reference to this vector.
  4119. */
  4120. applyEuler( euler ) {
  4121. return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) );
  4122. }
  4123. /**
  4124. * Applies a rotation specified by an axis and an angle to this vector.
  4125. *
  4126. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  4127. * @param {number} angle - The angle in radians.
  4128. * @return {Vector3} A reference to this vector.
  4129. */
  4130. applyAxisAngle( axis, angle ) {
  4131. return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) );
  4132. }
  4133. /**
  4134. * Multiplies this vector with the given 3x3 matrix.
  4135. *
  4136. * @param {Matrix3} m - The 3x3 matrix.
  4137. * @return {Vector3} A reference to this vector.
  4138. */
  4139. applyMatrix3( m ) {
  4140. const x = this.x, y = this.y, z = this.z;
  4141. const e = m.elements;
  4142. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  4143. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  4144. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  4145. return this;
  4146. }
  4147. /**
  4148. * Multiplies this vector by the given normal matrix and normalizes
  4149. * the result.
  4150. *
  4151. * @param {Matrix3} m - The normal matrix.
  4152. * @return {Vector3} A reference to this vector.
  4153. */
  4154. applyNormalMatrix( m ) {
  4155. return this.applyMatrix3( m ).normalize();
  4156. }
  4157. /**
  4158. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  4159. * divides by perspective.
  4160. *
  4161. * @param {Matrix4} m - The matrix to apply.
  4162. * @return {Vector3} A reference to this vector.
  4163. */
  4164. applyMatrix4( m ) {
  4165. const x = this.x, y = this.y, z = this.z;
  4166. const e = m.elements;
  4167. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  4168. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  4169. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  4170. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  4171. return this;
  4172. }
  4173. /**
  4174. * Applies the given Quaternion to this vector.
  4175. *
  4176. * @param {Quaternion} q - The Quaternion.
  4177. * @return {Vector3} A reference to this vector.
  4178. */
  4179. applyQuaternion( q ) {
  4180. // quaternion q is assumed to have unit length
  4181. const vx = this.x, vy = this.y, vz = this.z;
  4182. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  4183. // t = 2 * cross( q.xyz, v );
  4184. const tx = 2 * ( qy * vz - qz * vy );
  4185. const ty = 2 * ( qz * vx - qx * vz );
  4186. const tz = 2 * ( qx * vy - qy * vx );
  4187. // v + q.w * t + cross( q.xyz, t );
  4188. this.x = vx + qw * tx + qy * tz - qz * ty;
  4189. this.y = vy + qw * ty + qz * tx - qx * tz;
  4190. this.z = vz + qw * tz + qx * ty - qy * tx;
  4191. return this;
  4192. }
  4193. /**
  4194. * Projects this vector from world space into the camera's normalized
  4195. * device coordinate (NDC) space.
  4196. *
  4197. * @param {Camera} camera - The camera.
  4198. * @return {Vector3} A reference to this vector.
  4199. */
  4200. project( camera ) {
  4201. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4202. }
  4203. /**
  4204. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4205. * space into world space.
  4206. *
  4207. * @param {Camera} camera - The camera.
  4208. * @return {Vector3} A reference to this vector.
  4209. */
  4210. unproject( camera ) {
  4211. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4212. }
  4213. /**
  4214. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4215. * subset of the given 4x4 matrix and then normalizes the result.
  4216. *
  4217. * @param {Matrix4} m - The matrix.
  4218. * @return {Vector3} A reference to this vector.
  4219. */
  4220. transformDirection( m ) {
  4221. // input: THREE.Matrix4 affine matrix
  4222. // vector interpreted as a direction
  4223. const x = this.x, y = this.y, z = this.z;
  4224. const e = m.elements;
  4225. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4226. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4227. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4228. return this.normalize();
  4229. }
  4230. /**
  4231. * Divides this instance by the given vector.
  4232. *
  4233. * @param {Vector3} v - The vector to divide.
  4234. * @return {Vector3} A reference to this vector.
  4235. */
  4236. divide( v ) {
  4237. this.x /= v.x;
  4238. this.y /= v.y;
  4239. this.z /= v.z;
  4240. return this;
  4241. }
  4242. /**
  4243. * Divides this vector by the given scalar.
  4244. *
  4245. * @param {number} scalar - The scalar to divide.
  4246. * @return {Vector3} A reference to this vector.
  4247. */
  4248. divideScalar( scalar ) {
  4249. return this.multiplyScalar( 1 / scalar );
  4250. }
  4251. /**
  4252. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4253. * value, replace that value with the corresponding min value.
  4254. *
  4255. * @param {Vector3} v - The vector.
  4256. * @return {Vector3} A reference to this vector.
  4257. */
  4258. min( v ) {
  4259. this.x = Math.min( this.x, v.x );
  4260. this.y = Math.min( this.y, v.y );
  4261. this.z = Math.min( this.z, v.z );
  4262. return this;
  4263. }
  4264. /**
  4265. * If this vector's x, y or z value is less than the given vector's x, y or z
  4266. * value, replace that value with the corresponding max value.
  4267. *
  4268. * @param {Vector3} v - The vector.
  4269. * @return {Vector3} A reference to this vector.
  4270. */
  4271. max( v ) {
  4272. this.x = Math.max( this.x, v.x );
  4273. this.y = Math.max( this.y, v.y );
  4274. this.z = Math.max( this.z, v.z );
  4275. return this;
  4276. }
  4277. /**
  4278. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4279. * value, it is replaced by the corresponding value.
  4280. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4281. * it is replaced by the corresponding value.
  4282. *
  4283. * @param {Vector3} min - The minimum x, y and z values.
  4284. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4285. * @return {Vector3} A reference to this vector.
  4286. */
  4287. clamp( min, max ) {
  4288. // assumes min < max, componentwise
  4289. this.x = clamp( this.x, min.x, max.x );
  4290. this.y = clamp( this.y, min.y, max.y );
  4291. this.z = clamp( this.z, min.z, max.z );
  4292. return this;
  4293. }
  4294. /**
  4295. * If this vector's x, y or z values are greater than the max value, they are
  4296. * replaced by the max value.
  4297. * If this vector's x, y or z values are less than the min value, they are
  4298. * replaced by the min value.
  4299. *
  4300. * @param {number} minVal - The minimum value the components will be clamped to.
  4301. * @param {number} maxVal - The maximum value the components will be clamped to.
  4302. * @return {Vector3} A reference to this vector.
  4303. */
  4304. clampScalar( minVal, maxVal ) {
  4305. this.x = clamp( this.x, minVal, maxVal );
  4306. this.y = clamp( this.y, minVal, maxVal );
  4307. this.z = clamp( this.z, minVal, maxVal );
  4308. return this;
  4309. }
  4310. /**
  4311. * If this vector's length is greater than the max value, it is replaced by
  4312. * the max value.
  4313. * If this vector's length is less than the min value, it is replaced by the
  4314. * min value.
  4315. *
  4316. * @param {number} min - The minimum value the vector length will be clamped to.
  4317. * @param {number} max - The maximum value the vector length will be clamped to.
  4318. * @return {Vector3} A reference to this vector.
  4319. */
  4320. clampLength( min, max ) {
  4321. const length = this.length();
  4322. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4323. }
  4324. /**
  4325. * The components of this vector are rounded down to the nearest integer value.
  4326. *
  4327. * @return {Vector3} A reference to this vector.
  4328. */
  4329. floor() {
  4330. this.x = Math.floor( this.x );
  4331. this.y = Math.floor( this.y );
  4332. this.z = Math.floor( this.z );
  4333. return this;
  4334. }
  4335. /**
  4336. * The components of this vector are rounded up to the nearest integer value.
  4337. *
  4338. * @return {Vector3} A reference to this vector.
  4339. */
  4340. ceil() {
  4341. this.x = Math.ceil( this.x );
  4342. this.y = Math.ceil( this.y );
  4343. this.z = Math.ceil( this.z );
  4344. return this;
  4345. }
  4346. /**
  4347. * The components of this vector are rounded to the nearest integer value
  4348. *
  4349. * @return {Vector3} A reference to this vector.
  4350. */
  4351. round() {
  4352. this.x = Math.round( this.x );
  4353. this.y = Math.round( this.y );
  4354. this.z = Math.round( this.z );
  4355. return this;
  4356. }
  4357. /**
  4358. * The components of this vector are rounded towards zero (up if negative,
  4359. * down if positive) to an integer value.
  4360. *
  4361. * @return {Vector3} A reference to this vector.
  4362. */
  4363. roundToZero() {
  4364. this.x = Math.trunc( this.x );
  4365. this.y = Math.trunc( this.y );
  4366. this.z = Math.trunc( this.z );
  4367. return this;
  4368. }
  4369. /**
  4370. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4371. *
  4372. * @return {Vector3} A reference to this vector.
  4373. */
  4374. negate() {
  4375. this.x = - this.x;
  4376. this.y = - this.y;
  4377. this.z = - this.z;
  4378. return this;
  4379. }
  4380. /**
  4381. * Calculates the dot product of the given vector with this instance.
  4382. *
  4383. * @param {Vector3} v - The vector to compute the dot product with.
  4384. * @return {number} The result of the dot product.
  4385. */
  4386. dot( v ) {
  4387. return this.x * v.x + this.y * v.y + this.z * v.z;
  4388. }
  4389. /**
  4390. * Computes the square of the Euclidean length (straight-line length) from
  4391. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4392. * compare the length squared instead as it is slightly more efficient to calculate.
  4393. *
  4394. * @return {number} The square length of this vector.
  4395. */
  4396. lengthSq() {
  4397. return this.x * this.x + this.y * this.y + this.z * this.z;
  4398. }
  4399. /**
  4400. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4401. *
  4402. * @return {number} The length of this vector.
  4403. */
  4404. length() {
  4405. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4406. }
  4407. /**
  4408. * Computes the Manhattan length of this vector.
  4409. *
  4410. * @return {number} The length of this vector.
  4411. */
  4412. manhattanLength() {
  4413. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4414. }
  4415. /**
  4416. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4417. * with the same direction as this one, but with a vector length of `1`.
  4418. *
  4419. * @return {Vector3} A reference to this vector.
  4420. */
  4421. normalize() {
  4422. return this.divideScalar( this.length() || 1 );
  4423. }
  4424. /**
  4425. * Sets this vector to a vector with the same direction as this one, but
  4426. * with the specified length.
  4427. *
  4428. * @param {number} length - The new length of this vector.
  4429. * @return {Vector3} A reference to this vector.
  4430. */
  4431. setLength( length ) {
  4432. return this.normalize().multiplyScalar( length );
  4433. }
  4434. /**
  4435. * Linearly interpolates between the given vector and this instance, where
  4436. * alpha is the percent distance along the line - alpha = 0 will be this
  4437. * vector, and alpha = 1 will be the given one.
  4438. *
  4439. * @param {Vector3} v - The vector to interpolate towards.
  4440. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4441. * @return {Vector3} A reference to this vector.
  4442. */
  4443. lerp( v, alpha ) {
  4444. this.x += ( v.x - this.x ) * alpha;
  4445. this.y += ( v.y - this.y ) * alpha;
  4446. this.z += ( v.z - this.z ) * alpha;
  4447. return this;
  4448. }
  4449. /**
  4450. * Linearly interpolates between the given vectors, where alpha is the percent
  4451. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4452. * be the second one. The result is stored in this instance.
  4453. *
  4454. * @param {Vector3} v1 - The first vector.
  4455. * @param {Vector3} v2 - The second vector.
  4456. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4457. * @return {Vector3} A reference to this vector.
  4458. */
  4459. lerpVectors( v1, v2, alpha ) {
  4460. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4461. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4462. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4463. return this;
  4464. }
  4465. /**
  4466. * Calculates the cross product of the given vector with this instance.
  4467. *
  4468. * @param {Vector3} v - The vector to compute the cross product with.
  4469. * @return {Vector3} The result of the cross product.
  4470. */
  4471. cross( v ) {
  4472. return this.crossVectors( this, v );
  4473. }
  4474. /**
  4475. * Calculates the cross product of the given vectors and stores the result
  4476. * in this instance.
  4477. *
  4478. * @param {Vector3} a - The first vector.
  4479. * @param {Vector3} b - The second vector.
  4480. * @return {Vector3} A reference to this vector.
  4481. */
  4482. crossVectors( a, b ) {
  4483. const ax = a.x, ay = a.y, az = a.z;
  4484. const bx = b.x, by = b.y, bz = b.z;
  4485. this.x = ay * bz - az * by;
  4486. this.y = az * bx - ax * bz;
  4487. this.z = ax * by - ay * bx;
  4488. return this;
  4489. }
  4490. /**
  4491. * Projects this vector onto the given one.
  4492. *
  4493. * @param {Vector3} v - The vector to project to.
  4494. * @return {Vector3} A reference to this vector.
  4495. */
  4496. projectOnVector( v ) {
  4497. const denominator = v.lengthSq();
  4498. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4499. const scalar = v.dot( this ) / denominator;
  4500. return this.copy( v ).multiplyScalar( scalar );
  4501. }
  4502. /**
  4503. * Projects this vector onto a plane by subtracting this
  4504. * vector projected onto the plane's normal from this vector.
  4505. *
  4506. * @param {Vector3} planeNormal - The plane normal.
  4507. * @return {Vector3} A reference to this vector.
  4508. */
  4509. projectOnPlane( planeNormal ) {
  4510. _vector$c.copy( this ).projectOnVector( planeNormal );
  4511. return this.sub( _vector$c );
  4512. }
  4513. /**
  4514. * Reflects this vector off a plane orthogonal to the given normal vector.
  4515. *
  4516. * @param {Vector3} normal - The (normalized) normal vector.
  4517. * @return {Vector3} A reference to this vector.
  4518. */
  4519. reflect( normal ) {
  4520. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4521. }
  4522. /**
  4523. * Returns the angle between the given vector and this instance in radians.
  4524. *
  4525. * @param {Vector3} v - The vector to compute the angle with.
  4526. * @return {number} The angle in radians.
  4527. */
  4528. angleTo( v ) {
  4529. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4530. if ( denominator === 0 ) return Math.PI / 2;
  4531. const theta = this.dot( v ) / denominator;
  4532. // clamp, to handle numerical problems
  4533. return Math.acos( clamp( theta, -1, 1 ) );
  4534. }
  4535. /**
  4536. * Computes the distance from the given vector to this instance.
  4537. *
  4538. * @param {Vector3} v - The vector to compute the distance to.
  4539. * @return {number} The distance.
  4540. */
  4541. distanceTo( v ) {
  4542. return Math.sqrt( this.distanceToSquared( v ) );
  4543. }
  4544. /**
  4545. * Computes the squared distance from the given vector to this instance.
  4546. * If you are just comparing the distance with another distance, you should compare
  4547. * the distance squared instead as it is slightly more efficient to calculate.
  4548. *
  4549. * @param {Vector3} v - The vector to compute the squared distance to.
  4550. * @return {number} The squared distance.
  4551. */
  4552. distanceToSquared( v ) {
  4553. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4554. return dx * dx + dy * dy + dz * dz;
  4555. }
  4556. /**
  4557. * Computes the Manhattan distance from the given vector to this instance.
  4558. *
  4559. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4560. * @return {number} The Manhattan distance.
  4561. */
  4562. manhattanDistanceTo( v ) {
  4563. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4564. }
  4565. /**
  4566. * Sets the vector components from the given spherical coordinates.
  4567. *
  4568. * @param {Spherical} s - The spherical coordinates.
  4569. * @return {Vector3} A reference to this vector.
  4570. */
  4571. setFromSpherical( s ) {
  4572. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4573. }
  4574. /**
  4575. * Sets the vector components from the given spherical coordinates.
  4576. *
  4577. * @param {number} radius - The radius.
  4578. * @param {number} phi - The phi angle in radians.
  4579. * @param {number} theta - The theta angle in radians.
  4580. * @return {Vector3} A reference to this vector.
  4581. */
  4582. setFromSphericalCoords( radius, phi, theta ) {
  4583. const sinPhiRadius = Math.sin( phi ) * radius;
  4584. this.x = sinPhiRadius * Math.sin( theta );
  4585. this.y = Math.cos( phi ) * radius;
  4586. this.z = sinPhiRadius * Math.cos( theta );
  4587. return this;
  4588. }
  4589. /**
  4590. * Sets the vector components from the given cylindrical coordinates.
  4591. *
  4592. * @param {Cylindrical} c - The cylindrical coordinates.
  4593. * @return {Vector3} A reference to this vector.
  4594. */
  4595. setFromCylindrical( c ) {
  4596. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4597. }
  4598. /**
  4599. * Sets the vector components from the given cylindrical coordinates.
  4600. *
  4601. * @param {number} radius - The radius.
  4602. * @param {number} theta - The theta angle in radians.
  4603. * @param {number} y - The y value.
  4604. * @return {Vector3} A reference to this vector.
  4605. */
  4606. setFromCylindricalCoords( radius, theta, y ) {
  4607. this.x = radius * Math.sin( theta );
  4608. this.y = y;
  4609. this.z = radius * Math.cos( theta );
  4610. return this;
  4611. }
  4612. /**
  4613. * Sets the vector components to the position elements of the
  4614. * given transformation matrix.
  4615. *
  4616. * @param {Matrix4} m - The 4x4 matrix.
  4617. * @return {Vector3} A reference to this vector.
  4618. */
  4619. setFromMatrixPosition( m ) {
  4620. const e = m.elements;
  4621. this.x = e[ 12 ];
  4622. this.y = e[ 13 ];
  4623. this.z = e[ 14 ];
  4624. return this;
  4625. }
  4626. /**
  4627. * Sets the vector components to the scale elements of the
  4628. * given transformation matrix.
  4629. *
  4630. * @param {Matrix4} m - The 4x4 matrix.
  4631. * @return {Vector3} A reference to this vector.
  4632. */
  4633. setFromMatrixScale( m ) {
  4634. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4635. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4636. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4637. this.x = sx;
  4638. this.y = sy;
  4639. this.z = sz;
  4640. return this;
  4641. }
  4642. /**
  4643. * Sets the vector components from the specified matrix column.
  4644. *
  4645. * @param {Matrix4} m - The 4x4 matrix.
  4646. * @param {number} index - The column index.
  4647. * @return {Vector3} A reference to this vector.
  4648. */
  4649. setFromMatrixColumn( m, index ) {
  4650. return this.fromArray( m.elements, index * 4 );
  4651. }
  4652. /**
  4653. * Sets the vector components from the specified matrix column.
  4654. *
  4655. * @param {Matrix3} m - The 3x3 matrix.
  4656. * @param {number} index - The column index.
  4657. * @return {Vector3} A reference to this vector.
  4658. */
  4659. setFromMatrix3Column( m, index ) {
  4660. return this.fromArray( m.elements, index * 3 );
  4661. }
  4662. /**
  4663. * Sets the vector components from the given Euler angles.
  4664. *
  4665. * @param {Euler} e - The Euler angles to set.
  4666. * @return {Vector3} A reference to this vector.
  4667. */
  4668. setFromEuler( e ) {
  4669. this.x = e._x;
  4670. this.y = e._y;
  4671. this.z = e._z;
  4672. return this;
  4673. }
  4674. /**
  4675. * Sets the vector components from the RGB components of the
  4676. * given color.
  4677. *
  4678. * @param {Color} c - The color to set.
  4679. * @return {Vector3} A reference to this vector.
  4680. */
  4681. setFromColor( c ) {
  4682. this.x = c.r;
  4683. this.y = c.g;
  4684. this.z = c.b;
  4685. return this;
  4686. }
  4687. /**
  4688. * Returns `true` if this vector is equal with the given one.
  4689. *
  4690. * @param {Vector3} v - The vector to test for equality.
  4691. * @return {boolean} Whether this vector is equal with the given one.
  4692. */
  4693. equals( v ) {
  4694. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4695. }
  4696. /**
  4697. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4698. * and z value to be `array[ offset + 2 ]`.
  4699. *
  4700. * @param {Array<number>} array - An array holding the vector component values.
  4701. * @param {number} [offset=0] - The offset into the array.
  4702. * @return {Vector3} A reference to this vector.
  4703. */
  4704. fromArray( array, offset = 0 ) {
  4705. this.x = array[ offset ];
  4706. this.y = array[ offset + 1 ];
  4707. this.z = array[ offset + 2 ];
  4708. return this;
  4709. }
  4710. /**
  4711. * Writes the components of this vector to the given array. If no array is provided,
  4712. * the method returns a new instance.
  4713. *
  4714. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4715. * @param {number} [offset=0] - Index of the first element in the array.
  4716. * @return {Array<number>} The vector components.
  4717. */
  4718. toArray( array = [], offset = 0 ) {
  4719. array[ offset ] = this.x;
  4720. array[ offset + 1 ] = this.y;
  4721. array[ offset + 2 ] = this.z;
  4722. return array;
  4723. }
  4724. /**
  4725. * Sets the components of this vector from the given buffer attribute.
  4726. *
  4727. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4728. * @param {number} index - The index into the attribute.
  4729. * @return {Vector3} A reference to this vector.
  4730. */
  4731. fromBufferAttribute( attribute, index ) {
  4732. this.x = attribute.getX( index );
  4733. this.y = attribute.getY( index );
  4734. this.z = attribute.getZ( index );
  4735. return this;
  4736. }
  4737. /**
  4738. * Sets each component of this vector to a pseudo-random value between `0` and
  4739. * `1`, excluding `1`.
  4740. *
  4741. * @return {Vector3} A reference to this vector.
  4742. */
  4743. random() {
  4744. this.x = Math.random();
  4745. this.y = Math.random();
  4746. this.z = Math.random();
  4747. return this;
  4748. }
  4749. /**
  4750. * Sets this vector to a uniformly random point on a unit sphere.
  4751. *
  4752. * @return {Vector3} A reference to this vector.
  4753. */
  4754. randomDirection() {
  4755. // https://mathworld.wolfram.com/SpherePointPicking.html
  4756. const theta = Math.random() * Math.PI * 2;
  4757. const u = Math.random() * 2 - 1;
  4758. const c = Math.sqrt( 1 - u * u );
  4759. this.x = c * Math.cos( theta );
  4760. this.y = u;
  4761. this.z = c * Math.sin( theta );
  4762. return this;
  4763. }
  4764. *[ Symbol.iterator ]() {
  4765. yield this.x;
  4766. yield this.y;
  4767. yield this.z;
  4768. }
  4769. }
  4770. const _vector$c = /*@__PURE__*/ new Vector3();
  4771. const _quaternion$5 = /*@__PURE__*/ new Quaternion();
  4772. /**
  4773. * Represents a 3x3 matrix.
  4774. *
  4775. * A Note on Row-Major and Column-Major Ordering:
  4776. *
  4777. * The constructor and {@link Matrix3#set} method take arguments in
  4778. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4779. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4780. * This means that calling:
  4781. * ```js
  4782. * const m = new THREE.Matrix();
  4783. * m.set( 11, 12, 13,
  4784. * 21, 22, 23,
  4785. * 31, 32, 33 );
  4786. * ```
  4787. * will result in the elements array containing:
  4788. * ```js
  4789. * m.elements = [ 11, 21, 31,
  4790. * 12, 22, 32,
  4791. * 13, 23, 33 ];
  4792. * ```
  4793. * and internally all calculations are performed using column-major ordering.
  4794. * However, as the actual ordering makes no difference mathematically and
  4795. * most people are used to thinking about matrices in row-major order, the
  4796. * three.js documentation shows matrices in row-major order. Just bear in
  4797. * mind that if you are reading the source code, you'll have to take the
  4798. * transpose of any matrices outlined here to make sense of the calculations.
  4799. */
  4800. class Matrix3 {
  4801. static {
  4802. /**
  4803. * This flag can be used for type testing.
  4804. *
  4805. * @type {boolean}
  4806. * @readonly
  4807. * @default true
  4808. */
  4809. Matrix3.prototype.isMatrix3 = true;
  4810. }
  4811. /**
  4812. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4813. * in row-major order. If no arguments are provided, the constructor
  4814. * initializes the matrix as an identity matrix.
  4815. *
  4816. * @param {number} [n11] - 1-1 matrix element.
  4817. * @param {number} [n12] - 1-2 matrix element.
  4818. * @param {number} [n13] - 1-3 matrix element.
  4819. * @param {number} [n21] - 2-1 matrix element.
  4820. * @param {number} [n22] - 2-2 matrix element.
  4821. * @param {number} [n23] - 2-3 matrix element.
  4822. * @param {number} [n31] - 3-1 matrix element.
  4823. * @param {number} [n32] - 3-2 matrix element.
  4824. * @param {number} [n33] - 3-3 matrix element.
  4825. */
  4826. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4827. /**
  4828. * A column-major list of matrix values.
  4829. *
  4830. * @type {Array<number>}
  4831. */
  4832. this.elements = [
  4833. 1, 0, 0,
  4834. 0, 1, 0,
  4835. 0, 0, 1
  4836. ];
  4837. if ( n11 !== undefined ) {
  4838. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4839. }
  4840. }
  4841. /**
  4842. * Sets the elements of the matrix.The arguments are supposed to be
  4843. * in row-major order.
  4844. *
  4845. * @param {number} [n11] - 1-1 matrix element.
  4846. * @param {number} [n12] - 1-2 matrix element.
  4847. * @param {number} [n13] - 1-3 matrix element.
  4848. * @param {number} [n21] - 2-1 matrix element.
  4849. * @param {number} [n22] - 2-2 matrix element.
  4850. * @param {number} [n23] - 2-3 matrix element.
  4851. * @param {number} [n31] - 3-1 matrix element.
  4852. * @param {number} [n32] - 3-2 matrix element.
  4853. * @param {number} [n33] - 3-3 matrix element.
  4854. * @return {Matrix3} A reference to this matrix.
  4855. */
  4856. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4857. const te = this.elements;
  4858. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4859. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4860. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4861. return this;
  4862. }
  4863. /**
  4864. * Sets this matrix to the 3x3 identity matrix.
  4865. *
  4866. * @return {Matrix3} A reference to this matrix.
  4867. */
  4868. identity() {
  4869. this.set(
  4870. 1, 0, 0,
  4871. 0, 1, 0,
  4872. 0, 0, 1
  4873. );
  4874. return this;
  4875. }
  4876. /**
  4877. * Copies the values of the given matrix to this instance.
  4878. *
  4879. * @param {Matrix3} m - The matrix to copy.
  4880. * @return {Matrix3} A reference to this matrix.
  4881. */
  4882. copy( m ) {
  4883. const te = this.elements;
  4884. const me = m.elements;
  4885. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4886. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4887. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4888. return this;
  4889. }
  4890. /**
  4891. * Extracts the basis of this matrix into the three axis vectors provided.
  4892. *
  4893. * @param {Vector3} xAxis - The basis's x axis.
  4894. * @param {Vector3} yAxis - The basis's y axis.
  4895. * @param {Vector3} zAxis - The basis's z axis.
  4896. * @return {Matrix3} A reference to this matrix.
  4897. */
  4898. extractBasis( xAxis, yAxis, zAxis ) {
  4899. xAxis.setFromMatrix3Column( this, 0 );
  4900. yAxis.setFromMatrix3Column( this, 1 );
  4901. zAxis.setFromMatrix3Column( this, 2 );
  4902. return this;
  4903. }
  4904. /**
  4905. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4906. *
  4907. * @param {Matrix4} m - The 4x4 matrix.
  4908. * @return {Matrix3} A reference to this matrix.
  4909. */
  4910. setFromMatrix4( m ) {
  4911. const me = m.elements;
  4912. this.set(
  4913. me[ 0 ], me[ 4 ], me[ 8 ],
  4914. me[ 1 ], me[ 5 ], me[ 9 ],
  4915. me[ 2 ], me[ 6 ], me[ 10 ]
  4916. );
  4917. return this;
  4918. }
  4919. /**
  4920. * Post-multiplies this matrix by the given 3x3 matrix.
  4921. *
  4922. * @param {Matrix3} m - The matrix to multiply with.
  4923. * @return {Matrix3} A reference to this matrix.
  4924. */
  4925. multiply( m ) {
  4926. return this.multiplyMatrices( this, m );
  4927. }
  4928. /**
  4929. * Pre-multiplies this matrix by the given 3x3 matrix.
  4930. *
  4931. * @param {Matrix3} m - The matrix to multiply with.
  4932. * @return {Matrix3} A reference to this matrix.
  4933. */
  4934. premultiply( m ) {
  4935. return this.multiplyMatrices( m, this );
  4936. }
  4937. /**
  4938. * Multiples the given 3x3 matrices and stores the result
  4939. * in this matrix.
  4940. *
  4941. * @param {Matrix3} a - The first matrix.
  4942. * @param {Matrix3} b - The second matrix.
  4943. * @return {Matrix3} A reference to this matrix.
  4944. */
  4945. multiplyMatrices( a, b ) {
  4946. const ae = a.elements;
  4947. const be = b.elements;
  4948. const te = this.elements;
  4949. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4950. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4951. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4952. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4953. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4954. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4955. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4956. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4957. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4958. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4959. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4960. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4961. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4962. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4963. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4964. return this;
  4965. }
  4966. /**
  4967. * Multiplies every component of the matrix by the given scalar.
  4968. *
  4969. * @param {number} s - The scalar.
  4970. * @return {Matrix3} A reference to this matrix.
  4971. */
  4972. multiplyScalar( s ) {
  4973. const te = this.elements;
  4974. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4975. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4976. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4977. return this;
  4978. }
  4979. /**
  4980. * Computes and returns the determinant of this matrix.
  4981. *
  4982. * @return {number} The determinant.
  4983. */
  4984. determinant() {
  4985. const te = this.elements;
  4986. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4987. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4988. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4989. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4990. }
  4991. /**
  4992. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4993. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4994. * a zero matrix instead.
  4995. *
  4996. * @return {Matrix3} A reference to this matrix.
  4997. */
  4998. invert() {
  4999. const te = this.elements,
  5000. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  5001. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  5002. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  5003. t11 = n33 * n22 - n32 * n23,
  5004. t12 = n32 * n13 - n33 * n12,
  5005. t13 = n23 * n12 - n22 * n13,
  5006. det = n11 * t11 + n21 * t12 + n31 * t13;
  5007. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  5008. const detInv = 1 / det;
  5009. te[ 0 ] = t11 * detInv;
  5010. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  5011. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  5012. te[ 3 ] = t12 * detInv;
  5013. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  5014. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  5015. te[ 6 ] = t13 * detInv;
  5016. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  5017. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  5018. return this;
  5019. }
  5020. /**
  5021. * Transposes this matrix in place.
  5022. *
  5023. * @return {Matrix3} A reference to this matrix.
  5024. */
  5025. transpose() {
  5026. let tmp;
  5027. const m = this.elements;
  5028. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  5029. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  5030. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  5031. return this;
  5032. }
  5033. /**
  5034. * Computes the normal matrix which is the inverse transpose of the upper
  5035. * left 3x3 portion of the given 4x4 matrix.
  5036. *
  5037. * @param {Matrix4} matrix4 - The 4x4 matrix.
  5038. * @return {Matrix3} A reference to this matrix.
  5039. */
  5040. getNormalMatrix( matrix4 ) {
  5041. return this.setFromMatrix4( matrix4 ).invert().transpose();
  5042. }
  5043. /**
  5044. * Transposes this matrix into the supplied array, and returns itself unchanged.
  5045. *
  5046. * @param {Array<number>} r - An array to store the transposed matrix elements.
  5047. * @return {Matrix3} A reference to this matrix.
  5048. */
  5049. transposeIntoArray( r ) {
  5050. const m = this.elements;
  5051. r[ 0 ] = m[ 0 ];
  5052. r[ 1 ] = m[ 3 ];
  5053. r[ 2 ] = m[ 6 ];
  5054. r[ 3 ] = m[ 1 ];
  5055. r[ 4 ] = m[ 4 ];
  5056. r[ 5 ] = m[ 7 ];
  5057. r[ 6 ] = m[ 2 ];
  5058. r[ 7 ] = m[ 5 ];
  5059. r[ 8 ] = m[ 8 ];
  5060. return this;
  5061. }
  5062. /**
  5063. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  5064. *
  5065. * @param {number} tx - Offset x.
  5066. * @param {number} ty - Offset y.
  5067. * @param {number} sx - Repeat x.
  5068. * @param {number} sy - Repeat y.
  5069. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  5070. * @param {number} cx - Center x of rotation.
  5071. * @param {number} cy - Center y of rotation
  5072. * @return {Matrix3} A reference to this matrix.
  5073. */
  5074. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  5075. const c = Math.cos( rotation );
  5076. const s = Math.sin( rotation );
  5077. this.set(
  5078. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  5079. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  5080. 0, 0, 1
  5081. );
  5082. return this;
  5083. }
  5084. /**
  5085. * Scales this matrix with the given scalar values.
  5086. *
  5087. * @param {number} sx - The amount to scale in the X axis.
  5088. * @param {number} sy - The amount to scale in the Y axis.
  5089. * @return {Matrix3} A reference to this matrix.
  5090. */
  5091. scale( sx, sy ) {
  5092. this.premultiply( _m3.makeScale( sx, sy ) );
  5093. return this;
  5094. }
  5095. /**
  5096. * Rotates this matrix by the given angle.
  5097. *
  5098. * @param {number} theta - The rotation in radians.
  5099. * @return {Matrix3} A reference to this matrix.
  5100. */
  5101. rotate( theta ) {
  5102. this.premultiply( _m3.makeRotation( - theta ) );
  5103. return this;
  5104. }
  5105. /**
  5106. * Translates this matrix by the given scalar values.
  5107. *
  5108. * @param {number} tx - The amount to translate in the X axis.
  5109. * @param {number} ty - The amount to translate in the Y axis.
  5110. * @return {Matrix3} A reference to this matrix.
  5111. */
  5112. translate( tx, ty ) {
  5113. this.premultiply( _m3.makeTranslation( tx, ty ) );
  5114. return this;
  5115. }
  5116. // for 2D Transforms
  5117. /**
  5118. * Sets this matrix as a 2D translation transform.
  5119. *
  5120. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  5121. * @param {number} y - The amount to translate in the Y axis.
  5122. * @return {Matrix3} A reference to this matrix.
  5123. */
  5124. makeTranslation( x, y ) {
  5125. if ( x.isVector2 ) {
  5126. this.set(
  5127. 1, 0, x.x,
  5128. 0, 1, x.y,
  5129. 0, 0, 1
  5130. );
  5131. } else {
  5132. this.set(
  5133. 1, 0, x,
  5134. 0, 1, y,
  5135. 0, 0, 1
  5136. );
  5137. }
  5138. return this;
  5139. }
  5140. /**
  5141. * Sets this matrix as a 2D rotational transformation.
  5142. *
  5143. * @param {number} theta - The rotation in radians.
  5144. * @return {Matrix3} A reference to this matrix.
  5145. */
  5146. makeRotation( theta ) {
  5147. // counterclockwise
  5148. const c = Math.cos( theta );
  5149. const s = Math.sin( theta );
  5150. this.set(
  5151. c, - s, 0,
  5152. s, c, 0,
  5153. 0, 0, 1
  5154. );
  5155. return this;
  5156. }
  5157. /**
  5158. * Sets this matrix as a 2D scale transform.
  5159. *
  5160. * @param {number} x - The amount to scale in the X axis.
  5161. * @param {number} y - The amount to scale in the Y axis.
  5162. * @return {Matrix3} A reference to this matrix.
  5163. */
  5164. makeScale( x, y ) {
  5165. this.set(
  5166. x, 0, 0,
  5167. 0, y, 0,
  5168. 0, 0, 1
  5169. );
  5170. return this;
  5171. }
  5172. /**
  5173. * Returns `true` if this matrix is equal with the given one.
  5174. *
  5175. * @param {Matrix3} matrix - The matrix to test for equality.
  5176. * @return {boolean} Whether this matrix is equal with the given one.
  5177. */
  5178. equals( matrix ) {
  5179. const te = this.elements;
  5180. const me = matrix.elements;
  5181. for ( let i = 0; i < 9; i ++ ) {
  5182. if ( te[ i ] !== me[ i ] ) return false;
  5183. }
  5184. return true;
  5185. }
  5186. /**
  5187. * Sets the elements of the matrix from the given array.
  5188. *
  5189. * @param {Array<number>} array - The matrix elements in column-major order.
  5190. * @param {number} [offset=0] - Index of the first element in the array.
  5191. * @return {Matrix3} A reference to this matrix.
  5192. */
  5193. fromArray( array, offset = 0 ) {
  5194. for ( let i = 0; i < 9; i ++ ) {
  5195. this.elements[ i ] = array[ i + offset ];
  5196. }
  5197. return this;
  5198. }
  5199. /**
  5200. * Writes the elements of this matrix to the given array. If no array is provided,
  5201. * the method returns a new instance.
  5202. *
  5203. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5204. * @param {number} [offset=0] - Index of the first element in the array.
  5205. * @return {Array<number>} The matrix elements in column-major order.
  5206. */
  5207. toArray( array = [], offset = 0 ) {
  5208. const te = this.elements;
  5209. array[ offset ] = te[ 0 ];
  5210. array[ offset + 1 ] = te[ 1 ];
  5211. array[ offset + 2 ] = te[ 2 ];
  5212. array[ offset + 3 ] = te[ 3 ];
  5213. array[ offset + 4 ] = te[ 4 ];
  5214. array[ offset + 5 ] = te[ 5 ];
  5215. array[ offset + 6 ] = te[ 6 ];
  5216. array[ offset + 7 ] = te[ 7 ];
  5217. array[ offset + 8 ] = te[ 8 ];
  5218. return array;
  5219. }
  5220. /**
  5221. * Returns a matrix with copied values from this instance.
  5222. *
  5223. * @return {Matrix3} A clone of this instance.
  5224. */
  5225. clone() {
  5226. return new this.constructor().fromArray( this.elements );
  5227. }
  5228. }
  5229. const _m3 = /*@__PURE__*/ new Matrix3();
  5230. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5231. 0.4123908, 0.3575843, 0.1804808,
  5232. 0.2126390, 0.7151687, 0.0721923,
  5233. 0.0193308, 0.1191948, 0.9505322
  5234. );
  5235. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5236. 3.2409699, -1.5373832, -0.4986108,
  5237. -0.9692436, 1.8759675, 0.0415551,
  5238. 0.0556301, -0.203977, 1.0569715
  5239. );
  5240. function createColorManagement() {
  5241. const ColorManagement = {
  5242. enabled: true,
  5243. workingColorSpace: LinearSRGBColorSpace,
  5244. /**
  5245. * Implementations of supported color spaces.
  5246. *
  5247. * Required:
  5248. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5249. * - whitePoint: reference white [ x y ]
  5250. * - transfer: transfer function (pre-defined)
  5251. * - toXYZ: Matrix3 RGB to XYZ transform
  5252. * - fromXYZ: Matrix3 XYZ to RGB transform
  5253. * - luminanceCoefficients: RGB luminance coefficients
  5254. *
  5255. * Optional:
  5256. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5257. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5258. *
  5259. * Reference:
  5260. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5261. */
  5262. spaces: {},
  5263. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5264. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5265. return color;
  5266. }
  5267. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5268. color.r = SRGBToLinear( color.r );
  5269. color.g = SRGBToLinear( color.g );
  5270. color.b = SRGBToLinear( color.b );
  5271. }
  5272. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5273. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5274. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5275. }
  5276. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5277. color.r = LinearToSRGB( color.r );
  5278. color.g = LinearToSRGB( color.g );
  5279. color.b = LinearToSRGB( color.b );
  5280. }
  5281. return color;
  5282. },
  5283. workingToColorSpace: function ( color, targetColorSpace ) {
  5284. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5285. },
  5286. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5287. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5288. },
  5289. getPrimaries: function ( colorSpace ) {
  5290. return this.spaces[ colorSpace ].primaries;
  5291. },
  5292. getTransfer: function ( colorSpace ) {
  5293. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5294. return this.spaces[ colorSpace ].transfer;
  5295. },
  5296. getToneMappingMode: function ( colorSpace ) {
  5297. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5298. },
  5299. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5300. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5301. },
  5302. define: function ( colorSpaces ) {
  5303. Object.assign( this.spaces, colorSpaces );
  5304. },
  5305. // Internal APIs
  5306. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5307. return targetMatrix
  5308. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5309. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5310. },
  5311. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5312. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5313. },
  5314. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5315. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5316. },
  5317. // Deprecated
  5318. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5319. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5320. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5321. },
  5322. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5323. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5324. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5325. },
  5326. };
  5327. /******************************************************************************
  5328. * sRGB definitions
  5329. */
  5330. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5331. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5332. const D65 = [ 0.3127, 0.3290 ];
  5333. ColorManagement.define( {
  5334. [ LinearSRGBColorSpace ]: {
  5335. primaries: REC709_PRIMARIES,
  5336. whitePoint: D65,
  5337. transfer: LinearTransfer,
  5338. toXYZ: LINEAR_REC709_TO_XYZ,
  5339. fromXYZ: XYZ_TO_LINEAR_REC709,
  5340. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5341. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5342. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5343. },
  5344. [ SRGBColorSpace ]: {
  5345. primaries: REC709_PRIMARIES,
  5346. whitePoint: D65,
  5347. transfer: SRGBTransfer,
  5348. toXYZ: LINEAR_REC709_TO_XYZ,
  5349. fromXYZ: XYZ_TO_LINEAR_REC709,
  5350. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5351. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5352. },
  5353. } );
  5354. return ColorManagement;
  5355. }
  5356. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5357. function SRGBToLinear( c ) {
  5358. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5359. }
  5360. function LinearToSRGB( c ) {
  5361. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5362. }
  5363. let _canvas;
  5364. /**
  5365. * A class containing utility functions for images.
  5366. *
  5367. * @hideconstructor
  5368. */
  5369. class ImageUtils {
  5370. /**
  5371. * Returns a data URI containing a representation of the given image.
  5372. *
  5373. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5374. * @param {string} [type='image/png'] - Indicates the image format.
  5375. * @return {string} The data URI.
  5376. */
  5377. static getDataURL( image, type = 'image/png' ) {
  5378. if ( /^data:/i.test( image.src ) ) {
  5379. return image.src;
  5380. }
  5381. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5382. return image.src;
  5383. }
  5384. let canvas;
  5385. if ( image instanceof HTMLCanvasElement ) {
  5386. canvas = image;
  5387. } else {
  5388. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5389. _canvas.width = image.width;
  5390. _canvas.height = image.height;
  5391. const context = _canvas.getContext( '2d' );
  5392. if ( image instanceof ImageData ) {
  5393. context.putImageData( image, 0, 0 );
  5394. } else {
  5395. context.drawImage( image, 0, 0, image.width, image.height );
  5396. }
  5397. canvas = _canvas;
  5398. }
  5399. return canvas.toDataURL( type );
  5400. }
  5401. /**
  5402. * Converts the given sRGB image data to linear color space.
  5403. *
  5404. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5405. * @return {HTMLCanvasElement|Object} The converted image.
  5406. */
  5407. static sRGBToLinear( image ) {
  5408. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5409. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5410. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5411. const canvas = createElementNS( 'canvas' );
  5412. canvas.width = image.width;
  5413. canvas.height = image.height;
  5414. const context = canvas.getContext( '2d' );
  5415. context.drawImage( image, 0, 0, image.width, image.height );
  5416. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5417. const data = imageData.data;
  5418. for ( let i = 0; i < data.length; i ++ ) {
  5419. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5420. }
  5421. context.putImageData( imageData, 0, 0 );
  5422. return canvas;
  5423. } else if ( image.data ) {
  5424. const data = image.data.slice( 0 );
  5425. for ( let i = 0; i < data.length; i ++ ) {
  5426. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5427. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5428. } else {
  5429. // assuming float
  5430. data[ i ] = SRGBToLinear( data[ i ] );
  5431. }
  5432. }
  5433. return {
  5434. data: data,
  5435. width: image.width,
  5436. height: image.height
  5437. };
  5438. } else {
  5439. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5440. return image;
  5441. }
  5442. }
  5443. }
  5444. let _sourceId = 0;
  5445. /**
  5446. * Represents the data source of a texture.
  5447. *
  5448. * The main purpose of this class is to decouple the data definition from the texture
  5449. * definition so the same data can be used with multiple texture instances.
  5450. */
  5451. class Source {
  5452. /**
  5453. * Constructs a new video texture.
  5454. *
  5455. * @param {any} [data=null] - The data definition of a texture.
  5456. */
  5457. constructor( data = null ) {
  5458. /**
  5459. * This flag can be used for type testing.
  5460. *
  5461. * @type {boolean}
  5462. * @readonly
  5463. * @default true
  5464. */
  5465. this.isSource = true;
  5466. /**
  5467. * The ID of the source.
  5468. *
  5469. * @name Source#id
  5470. * @type {number}
  5471. * @readonly
  5472. */
  5473. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5474. /**
  5475. * The UUID of the source.
  5476. *
  5477. * @type {string}
  5478. * @readonly
  5479. */
  5480. this.uuid = generateUUID();
  5481. /**
  5482. * The data definition of a texture.
  5483. *
  5484. * @type {any}
  5485. */
  5486. this.data = data;
  5487. /**
  5488. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5489. * provides more control on how texture data should be processed. When `dataReady` is set
  5490. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5491. * the data into the GPU memory.
  5492. *
  5493. * @type {boolean}
  5494. * @default true
  5495. */
  5496. this.dataReady = true;
  5497. /**
  5498. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5499. *
  5500. * @type {number}
  5501. * @readonly
  5502. * @default 0
  5503. */
  5504. this.version = 0;
  5505. }
  5506. /**
  5507. * Returns the dimensions of the source into the given target vector.
  5508. *
  5509. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5510. * @return {(Vector2|Vector3)} The dimensions of the source.
  5511. */
  5512. getSize( target ) {
  5513. const data = this.data;
  5514. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5515. target.set( data.videoWidth, data.videoHeight, 0 );
  5516. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5517. target.set( data.displayWidth, data.displayHeight, 0 );
  5518. } else if ( data !== null ) {
  5519. target.set( data.width, data.height, data.depth || 0 );
  5520. } else {
  5521. target.set( 0, 0, 0 );
  5522. }
  5523. return target;
  5524. }
  5525. /**
  5526. * When the property is set to `true`, the engine allocates the memory
  5527. * for the texture (if necessary) and triggers the actual texture upload
  5528. * to the GPU next time the source is used.
  5529. *
  5530. * @type {boolean}
  5531. * @default false
  5532. * @param {boolean} value
  5533. */
  5534. set needsUpdate( value ) {
  5535. if ( value === true ) this.version ++;
  5536. }
  5537. /**
  5538. * Serializes the source into JSON.
  5539. *
  5540. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5541. * @return {Object} A JSON object representing the serialized source.
  5542. * @see {@link ObjectLoader#parse}
  5543. */
  5544. toJSON( meta ) {
  5545. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5546. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5547. return meta.images[ this.uuid ];
  5548. }
  5549. const output = {
  5550. uuid: this.uuid,
  5551. url: ''
  5552. };
  5553. const data = this.data;
  5554. if ( data !== null ) {
  5555. let url;
  5556. if ( Array.isArray( data ) ) {
  5557. // cube texture
  5558. url = [];
  5559. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5560. if ( data[ i ].isDataTexture ) {
  5561. url.push( serializeImage( data[ i ].image ) );
  5562. } else {
  5563. url.push( serializeImage( data[ i ] ) );
  5564. }
  5565. }
  5566. } else {
  5567. // texture
  5568. url = serializeImage( data );
  5569. }
  5570. output.url = url;
  5571. }
  5572. if ( ! isRootObject ) {
  5573. meta.images[ this.uuid ] = output;
  5574. }
  5575. return output;
  5576. }
  5577. }
  5578. function serializeImage( image ) {
  5579. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5580. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5581. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5582. // default images
  5583. return ImageUtils.getDataURL( image );
  5584. } else {
  5585. if ( image.data ) {
  5586. // images of DataTexture
  5587. return {
  5588. data: Array.from( image.data ),
  5589. width: image.width,
  5590. height: image.height,
  5591. type: image.data.constructor.name
  5592. };
  5593. } else {
  5594. warn( 'Texture: Unable to serialize Texture.' );
  5595. return {};
  5596. }
  5597. }
  5598. }
  5599. let _textureId = 0;
  5600. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5601. /**
  5602. * Base class for all textures.
  5603. *
  5604. * Note: After the initial use of a texture, its dimensions, format, and type
  5605. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5606. *
  5607. * @augments EventDispatcher
  5608. */
  5609. class Texture extends EventDispatcher {
  5610. /**
  5611. * Constructs a new texture.
  5612. *
  5613. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5614. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5615. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5616. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5617. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5618. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5619. * @param {number} [format=RGBAFormat] - The texture format.
  5620. * @param {number} [type=UnsignedByteType] - The texture type.
  5621. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5622. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5623. */
  5624. 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 ) {
  5625. super();
  5626. /**
  5627. * This flag can be used for type testing.
  5628. *
  5629. * @type {boolean}
  5630. * @readonly
  5631. * @default true
  5632. */
  5633. this.isTexture = true;
  5634. /**
  5635. * The ID of the texture.
  5636. *
  5637. * @name Texture#id
  5638. * @type {number}
  5639. * @readonly
  5640. */
  5641. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5642. /**
  5643. * The UUID of the texture.
  5644. *
  5645. * @type {string}
  5646. * @readonly
  5647. */
  5648. this.uuid = generateUUID();
  5649. /**
  5650. * The name of the texture.
  5651. *
  5652. * @type {string}
  5653. */
  5654. this.name = '';
  5655. /**
  5656. * The data definition of a texture. A reference to the data source can be
  5657. * shared across textures. This is often useful in context of spritesheets
  5658. * where multiple textures render the same data but with different texture
  5659. * transformations.
  5660. *
  5661. * @type {Source}
  5662. */
  5663. this.source = new Source( image );
  5664. /**
  5665. * An array holding user-defined mipmaps.
  5666. *
  5667. * @type {Array<Object>}
  5668. */
  5669. this.mipmaps = [];
  5670. /**
  5671. * How the texture is applied to the object. The value `UVMapping`
  5672. * is the default, where texture or uv coordinates are used to apply the map.
  5673. *
  5674. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5675. * @default UVMapping
  5676. */
  5677. this.mapping = mapping;
  5678. /**
  5679. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5680. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5681. *
  5682. * @type {number}
  5683. * @default 0
  5684. */
  5685. this.channel = 0;
  5686. /**
  5687. * This defines how the texture is wrapped horizontally and corresponds to
  5688. * *U* in UV mapping.
  5689. *
  5690. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5691. * @default ClampToEdgeWrapping
  5692. */
  5693. this.wrapS = wrapS;
  5694. /**
  5695. * This defines how the texture is wrapped horizontally and corresponds to
  5696. * *V* in UV mapping.
  5697. *
  5698. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5699. * @default ClampToEdgeWrapping
  5700. */
  5701. this.wrapT = wrapT;
  5702. /**
  5703. * How the texture is sampled when a texel covers more than one pixel.
  5704. *
  5705. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5706. * @default LinearFilter
  5707. */
  5708. this.magFilter = magFilter;
  5709. /**
  5710. * How the texture is sampled when a texel covers less than one pixel.
  5711. *
  5712. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5713. * @default LinearMipmapLinearFilter
  5714. */
  5715. this.minFilter = minFilter;
  5716. /**
  5717. * The number of samples taken along the axis through the pixel that has the
  5718. * highest density of texels. By default, this value is `1`. A higher value
  5719. * gives a less blurry result than a basic mipmap, at the cost of more
  5720. * texture samples being used.
  5721. *
  5722. * @type {number}
  5723. * @default Texture.DEFAULT_ANISOTROPY
  5724. */
  5725. this.anisotropy = anisotropy;
  5726. /**
  5727. * The format of the texture.
  5728. *
  5729. * @type {number}
  5730. * @default RGBAFormat
  5731. */
  5732. this.format = format;
  5733. /**
  5734. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5735. * defines how the texture data is going to be stored on the GPU.
  5736. *
  5737. * This property allows to overwrite the default format.
  5738. *
  5739. * @type {?string}
  5740. * @default null
  5741. */
  5742. this.internalFormat = null;
  5743. /**
  5744. * The data type of the texture.
  5745. *
  5746. * @type {number}
  5747. * @default UnsignedByteType
  5748. */
  5749. this.type = type;
  5750. /**
  5751. * How much a single repetition of the texture is offset from the beginning,
  5752. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5753. *
  5754. * @type {Vector2}
  5755. * @default (0,0)
  5756. */
  5757. this.offset = new Vector2( 0, 0 );
  5758. /**
  5759. * How many times the texture is repeated across the surface, in each
  5760. * direction U and V. If repeat is set greater than `1` in either direction,
  5761. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5762. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5763. *
  5764. * @type {Vector2}
  5765. * @default (1,1)
  5766. */
  5767. this.repeat = new Vector2( 1, 1 );
  5768. /**
  5769. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5770. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5771. *
  5772. * @type {Vector2}
  5773. * @default (0,0)
  5774. */
  5775. this.center = new Vector2( 0, 0 );
  5776. /**
  5777. * How much the texture is rotated around the center point, in radians.
  5778. * Positive values are counter-clockwise.
  5779. *
  5780. * @type {number}
  5781. * @default 0
  5782. */
  5783. this.rotation = 0;
  5784. /**
  5785. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5786. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5787. * {@link Texture#rotation}, and {@link Texture#center}.
  5788. *
  5789. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5790. *
  5791. * @type {boolean}
  5792. * @default true
  5793. */
  5794. this.matrixAutoUpdate = true;
  5795. /**
  5796. * The uv-transformation matrix of the texture.
  5797. *
  5798. * @type {Matrix3}
  5799. */
  5800. this.matrix = new Matrix3();
  5801. /**
  5802. * Whether to generate mipmaps (if possible) for a texture.
  5803. *
  5804. * Set this to `false` if you are creating mipmaps manually.
  5805. *
  5806. * @type {boolean}
  5807. * @default true
  5808. */
  5809. this.generateMipmaps = true;
  5810. /**
  5811. * If set to `true`, the alpha channel, if present, is multiplied into the
  5812. * color channels when the texture is uploaded to the GPU.
  5813. *
  5814. * Note that this property has no effect when using `ImageBitmap`. You need to
  5815. * configure premultiply alpha on bitmap creation instead.
  5816. *
  5817. * @type {boolean}
  5818. * @default false
  5819. */
  5820. this.premultiplyAlpha = false;
  5821. /**
  5822. * If set to `true`, the texture is flipped along the vertical axis when
  5823. * uploaded to the GPU.
  5824. *
  5825. * Note that this property has no effect when using `ImageBitmap`. You need to
  5826. * configure the flip on bitmap creation instead.
  5827. *
  5828. * @type {boolean}
  5829. * @default true
  5830. */
  5831. this.flipY = true;
  5832. /**
  5833. * Specifies the alignment requirements for the start of each pixel row in memory.
  5834. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5835. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5836. *
  5837. * @type {number}
  5838. * @default 4
  5839. */
  5840. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5841. /**
  5842. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5843. *
  5844. * @type {string}
  5845. * @default NoColorSpace
  5846. */
  5847. this.colorSpace = colorSpace;
  5848. /**
  5849. * An object that can be used to store custom data about the texture. It
  5850. * should not hold references to functions as these will not be cloned.
  5851. *
  5852. * @type {Object}
  5853. */
  5854. this.userData = {};
  5855. /**
  5856. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5857. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5858. *
  5859. * @type {Array<Object>}
  5860. */
  5861. this.updateRanges = [];
  5862. /**
  5863. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5864. *
  5865. * @type {number}
  5866. * @readonly
  5867. * @default 0
  5868. */
  5869. this.version = 0;
  5870. /**
  5871. * A callback function, called when the texture is updated (e.g., when
  5872. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5873. *
  5874. * @type {?Function}
  5875. * @default null
  5876. */
  5877. this.onUpdate = null;
  5878. /**
  5879. * An optional back reference to the textures render target.
  5880. *
  5881. * @type {?(RenderTarget|WebGLRenderTarget)}
  5882. * @default null
  5883. */
  5884. this.renderTarget = null;
  5885. /**
  5886. * Indicates whether a texture belongs to a render target or not.
  5887. *
  5888. * @type {boolean}
  5889. * @readonly
  5890. * @default false
  5891. */
  5892. this.isRenderTargetTexture = false;
  5893. /**
  5894. * Indicates if a texture should be handled like a texture array.
  5895. *
  5896. * @type {boolean}
  5897. * @readonly
  5898. * @default false
  5899. */
  5900. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5901. /**
  5902. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5903. * (only relevant for render target textures).
  5904. *
  5905. * @type {number}
  5906. * @readonly
  5907. * @default 0
  5908. */
  5909. this.pmremVersion = 0;
  5910. /**
  5911. * Whether the texture should use one of the 16 bit integer formats which are normalized
  5912. * to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled.
  5913. *
  5914. * @type {boolean}
  5915. * @default false
  5916. */
  5917. this.normalized = false;
  5918. }
  5919. /**
  5920. * The width of the texture in pixels.
  5921. */
  5922. get width() {
  5923. return this.source.getSize( _tempVec3 ).x;
  5924. }
  5925. /**
  5926. * The height of the texture in pixels.
  5927. */
  5928. get height() {
  5929. return this.source.getSize( _tempVec3 ).y;
  5930. }
  5931. /**
  5932. * The depth of the texture in pixels.
  5933. */
  5934. get depth() {
  5935. return this.source.getSize( _tempVec3 ).z;
  5936. }
  5937. /**
  5938. * The image object holding the texture data.
  5939. *
  5940. * @type {?Object}
  5941. */
  5942. get image() {
  5943. return this.source.data;
  5944. }
  5945. set image( value ) {
  5946. this.source.data = value;
  5947. }
  5948. /**
  5949. * Updates the texture transformation matrix from the properties {@link Texture#offset},
  5950. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5951. */
  5952. updateMatrix() {
  5953. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5954. }
  5955. /**
  5956. * Adds a range of data in the data texture to be updated on the GPU.
  5957. *
  5958. * @param {number} start - Position at which to start update.
  5959. * @param {number} count - The number of components to update.
  5960. */
  5961. addUpdateRange( start, count ) {
  5962. this.updateRanges.push( { start, count } );
  5963. }
  5964. /**
  5965. * Clears the update ranges.
  5966. */
  5967. clearUpdateRanges() {
  5968. this.updateRanges.length = 0;
  5969. }
  5970. /**
  5971. * Returns a new texture with copied values from this instance.
  5972. *
  5973. * @return {Texture} A clone of this instance.
  5974. */
  5975. clone() {
  5976. return new this.constructor().copy( this );
  5977. }
  5978. /**
  5979. * Copies the values of the given texture to this instance.
  5980. *
  5981. * @param {Texture} source - The texture to copy.
  5982. * @return {Texture} A reference to this instance.
  5983. */
  5984. copy( source ) {
  5985. this.name = source.name;
  5986. this.source = source.source;
  5987. this.mipmaps = source.mipmaps.slice( 0 );
  5988. this.mapping = source.mapping;
  5989. this.channel = source.channel;
  5990. this.wrapS = source.wrapS;
  5991. this.wrapT = source.wrapT;
  5992. this.magFilter = source.magFilter;
  5993. this.minFilter = source.minFilter;
  5994. this.anisotropy = source.anisotropy;
  5995. this.format = source.format;
  5996. this.internalFormat = source.internalFormat;
  5997. this.type = source.type;
  5998. this.normalized = source.normalized;
  5999. this.offset.copy( source.offset );
  6000. this.repeat.copy( source.repeat );
  6001. this.center.copy( source.center );
  6002. this.rotation = source.rotation;
  6003. this.matrixAutoUpdate = source.matrixAutoUpdate;
  6004. this.matrix.copy( source.matrix );
  6005. this.generateMipmaps = source.generateMipmaps;
  6006. this.premultiplyAlpha = source.premultiplyAlpha;
  6007. this.flipY = source.flipY;
  6008. this.unpackAlignment = source.unpackAlignment;
  6009. this.colorSpace = source.colorSpace;
  6010. this.renderTarget = source.renderTarget;
  6011. this.isRenderTargetTexture = source.isRenderTargetTexture;
  6012. this.isArrayTexture = source.isArrayTexture;
  6013. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  6014. this.needsUpdate = true;
  6015. return this;
  6016. }
  6017. /**
  6018. * Sets this texture's properties based on `values`.
  6019. * @param {Object} values - A container with texture parameters.
  6020. */
  6021. setValues( values ) {
  6022. for ( const key in values ) {
  6023. const newValue = values[ key ];
  6024. if ( newValue === undefined ) {
  6025. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  6026. continue;
  6027. }
  6028. const currentValue = this[ key ];
  6029. if ( currentValue === undefined ) {
  6030. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  6031. continue;
  6032. }
  6033. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  6034. currentValue.copy( newValue );
  6035. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  6036. currentValue.copy( newValue );
  6037. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  6038. currentValue.copy( newValue );
  6039. } else {
  6040. this[ key ] = newValue;
  6041. }
  6042. }
  6043. }
  6044. /**
  6045. * Serializes the texture into JSON.
  6046. *
  6047. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  6048. * @return {Object} A JSON object representing the serialized texture.
  6049. * @see {@link ObjectLoader#parse}
  6050. */
  6051. toJSON( meta ) {
  6052. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  6053. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  6054. return meta.textures[ this.uuid ];
  6055. }
  6056. const output = {
  6057. metadata: {
  6058. version: 4.7,
  6059. type: 'Texture',
  6060. generator: 'Texture.toJSON'
  6061. },
  6062. uuid: this.uuid,
  6063. name: this.name,
  6064. image: this.source.toJSON( meta ).uuid,
  6065. mapping: this.mapping,
  6066. channel: this.channel,
  6067. repeat: [ this.repeat.x, this.repeat.y ],
  6068. offset: [ this.offset.x, this.offset.y ],
  6069. center: [ this.center.x, this.center.y ],
  6070. rotation: this.rotation,
  6071. wrap: [ this.wrapS, this.wrapT ],
  6072. format: this.format,
  6073. internalFormat: this.internalFormat,
  6074. type: this.type,
  6075. normalized: this.normalized,
  6076. colorSpace: this.colorSpace,
  6077. minFilter: this.minFilter,
  6078. magFilter: this.magFilter,
  6079. anisotropy: this.anisotropy,
  6080. flipY: this.flipY,
  6081. generateMipmaps: this.generateMipmaps,
  6082. premultiplyAlpha: this.premultiplyAlpha,
  6083. unpackAlignment: this.unpackAlignment
  6084. };
  6085. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  6086. if ( ! isRootObject ) {
  6087. meta.textures[ this.uuid ] = output;
  6088. }
  6089. return output;
  6090. }
  6091. /**
  6092. * Frees the GPU-related resources allocated by this instance. Call this
  6093. * method whenever this instance is no longer used in your app.
  6094. *
  6095. * @fires Texture#dispose
  6096. */
  6097. dispose() {
  6098. /**
  6099. * Fires when the texture has been disposed of.
  6100. *
  6101. * @event Texture#dispose
  6102. * @type {Object}
  6103. */
  6104. this.dispatchEvent( { type: 'dispose' } );
  6105. }
  6106. /**
  6107. * Transforms the given uv vector with the textures uv transformation matrix.
  6108. *
  6109. * @param {Vector2} uv - The uv vector.
  6110. * @return {Vector2} The transformed uv vector.
  6111. */
  6112. transformUv( uv ) {
  6113. if ( this.mapping !== UVMapping ) return uv;
  6114. uv.applyMatrix3( this.matrix );
  6115. if ( uv.x < 0 || uv.x > 1 ) {
  6116. switch ( this.wrapS ) {
  6117. case RepeatWrapping:
  6118. uv.x = uv.x - Math.floor( uv.x );
  6119. break;
  6120. case ClampToEdgeWrapping:
  6121. uv.x = uv.x < 0 ? 0 : 1;
  6122. break;
  6123. case MirroredRepeatWrapping:
  6124. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  6125. uv.x = Math.ceil( uv.x ) - uv.x;
  6126. } else {
  6127. uv.x = uv.x - Math.floor( uv.x );
  6128. }
  6129. break;
  6130. }
  6131. }
  6132. if ( uv.y < 0 || uv.y > 1 ) {
  6133. switch ( this.wrapT ) {
  6134. case RepeatWrapping:
  6135. uv.y = uv.y - Math.floor( uv.y );
  6136. break;
  6137. case ClampToEdgeWrapping:
  6138. uv.y = uv.y < 0 ? 0 : 1;
  6139. break;
  6140. case MirroredRepeatWrapping:
  6141. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  6142. uv.y = Math.ceil( uv.y ) - uv.y;
  6143. } else {
  6144. uv.y = uv.y - Math.floor( uv.y );
  6145. }
  6146. break;
  6147. }
  6148. }
  6149. if ( this.flipY ) {
  6150. uv.y = 1 - uv.y;
  6151. }
  6152. return uv;
  6153. }
  6154. /**
  6155. * Setting this property to `true` indicates the engine the texture
  6156. * must be updated in the next render. This triggers a texture upload
  6157. * to the GPU and ensures correct texture parameter configuration.
  6158. *
  6159. * @type {boolean}
  6160. * @default false
  6161. * @param {boolean} value
  6162. */
  6163. set needsUpdate( value ) {
  6164. if ( value === true ) {
  6165. this.version ++;
  6166. this.source.needsUpdate = true;
  6167. }
  6168. }
  6169. /**
  6170. * Setting this property to `true` indicates the engine the PMREM
  6171. * must be regenerated.
  6172. *
  6173. * @type {boolean}
  6174. * @default false
  6175. * @param {boolean} value
  6176. */
  6177. set needsPMREMUpdate( value ) {
  6178. if ( value === true ) {
  6179. this.pmremVersion ++;
  6180. }
  6181. }
  6182. }
  6183. /**
  6184. * The default image for all textures.
  6185. *
  6186. * @static
  6187. * @type {?Image}
  6188. * @default null
  6189. */
  6190. Texture.DEFAULT_IMAGE = null;
  6191. /**
  6192. * The default mapping for all textures.
  6193. *
  6194. * @static
  6195. * @type {number}
  6196. * @default UVMapping
  6197. */
  6198. Texture.DEFAULT_MAPPING = UVMapping;
  6199. /**
  6200. * The default anisotropy value for all textures.
  6201. *
  6202. * @static
  6203. * @type {number}
  6204. * @default 1
  6205. */
  6206. Texture.DEFAULT_ANISOTROPY = 1;
  6207. /**
  6208. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  6209. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  6210. *
  6211. * - A point in 4D space.
  6212. * - A direction and length in 4D space. In three.js the length will
  6213. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6214. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6215. * - Any arbitrary ordered quadruplet of numbers.
  6216. *
  6217. * There are other things a 4D vector can be used to represent, however these
  6218. * are the most common uses in *three.js*.
  6219. *
  6220. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6221. * the corresponding order.
  6222. * ```js
  6223. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6224. *
  6225. * //no arguments; will be initialised to (0, 0, 0, 1)
  6226. * const b = new THREE.Vector4( );
  6227. *
  6228. * const d = a.dot( b );
  6229. * ```
  6230. */
  6231. class Vector4 {
  6232. static {
  6233. /**
  6234. * This flag can be used for type testing.
  6235. *
  6236. * @type {boolean}
  6237. * @readonly
  6238. * @default true
  6239. */
  6240. Vector4.prototype.isVector4 = true;
  6241. }
  6242. /**
  6243. * Constructs a new 4D vector.
  6244. *
  6245. * @param {number} [x=0] - The x value of this vector.
  6246. * @param {number} [y=0] - The y value of this vector.
  6247. * @param {number} [z=0] - The z value of this vector.
  6248. * @param {number} [w=1] - The w value of this vector.
  6249. */
  6250. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6251. /**
  6252. * The x value of this vector.
  6253. *
  6254. * @type {number}
  6255. */
  6256. this.x = x;
  6257. /**
  6258. * The y value of this vector.
  6259. *
  6260. * @type {number}
  6261. */
  6262. this.y = y;
  6263. /**
  6264. * The z value of this vector.
  6265. *
  6266. * @type {number}
  6267. */
  6268. this.z = z;
  6269. /**
  6270. * The w value of this vector.
  6271. *
  6272. * @type {number}
  6273. */
  6274. this.w = w;
  6275. }
  6276. /**
  6277. * Alias for {@link Vector4#z}.
  6278. *
  6279. * @type {number}
  6280. */
  6281. get width() {
  6282. return this.z;
  6283. }
  6284. set width( value ) {
  6285. this.z = value;
  6286. }
  6287. /**
  6288. * Alias for {@link Vector4#w}.
  6289. *
  6290. * @type {number}
  6291. */
  6292. get height() {
  6293. return this.w;
  6294. }
  6295. set height( value ) {
  6296. this.w = value;
  6297. }
  6298. /**
  6299. * Sets the vector components.
  6300. *
  6301. * @param {number} x - The value of the x component.
  6302. * @param {number} y - The value of the y component.
  6303. * @param {number} z - The value of the z component.
  6304. * @param {number} w - The value of the w component.
  6305. * @return {Vector4} A reference to this vector.
  6306. */
  6307. set( x, y, z, w ) {
  6308. this.x = x;
  6309. this.y = y;
  6310. this.z = z;
  6311. this.w = w;
  6312. return this;
  6313. }
  6314. /**
  6315. * Sets the vector components to the same value.
  6316. *
  6317. * @param {number} scalar - The value to set for all vector components.
  6318. * @return {Vector4} A reference to this vector.
  6319. */
  6320. setScalar( scalar ) {
  6321. this.x = scalar;
  6322. this.y = scalar;
  6323. this.z = scalar;
  6324. this.w = scalar;
  6325. return this;
  6326. }
  6327. /**
  6328. * Sets the vector's x component to the given value
  6329. *
  6330. * @param {number} x - The value to set.
  6331. * @return {Vector4} A reference to this vector.
  6332. */
  6333. setX( x ) {
  6334. this.x = x;
  6335. return this;
  6336. }
  6337. /**
  6338. * Sets the vector's y component to the given value
  6339. *
  6340. * @param {number} y - The value to set.
  6341. * @return {Vector4} A reference to this vector.
  6342. */
  6343. setY( y ) {
  6344. this.y = y;
  6345. return this;
  6346. }
  6347. /**
  6348. * Sets the vector's z component to the given value
  6349. *
  6350. * @param {number} z - The value to set.
  6351. * @return {Vector4} A reference to this vector.
  6352. */
  6353. setZ( z ) {
  6354. this.z = z;
  6355. return this;
  6356. }
  6357. /**
  6358. * Sets the vector's w component to the given value
  6359. *
  6360. * @param {number} w - The value to set.
  6361. * @return {Vector4} A reference to this vector.
  6362. */
  6363. setW( w ) {
  6364. this.w = w;
  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,
  6371. * `2` equals to z, `3` equals to w.
  6372. * @param {number} value - The value to set.
  6373. * @return {Vector4} A reference to this vector.
  6374. */
  6375. setComponent( index, value ) {
  6376. switch ( index ) {
  6377. case 0: this.x = value; break;
  6378. case 1: this.y = value; break;
  6379. case 2: this.z = value; break;
  6380. case 3: this.w = value; break;
  6381. default: throw new Error( 'THREE.Vector4: index is out of range: ' + index );
  6382. }
  6383. return this;
  6384. }
  6385. /**
  6386. * Returns the value of the vector component which matches the given index.
  6387. *
  6388. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6389. * `2` equals to z, `3` equals to w.
  6390. * @return {number} A vector component value.
  6391. */
  6392. getComponent( index ) {
  6393. switch ( index ) {
  6394. case 0: return this.x;
  6395. case 1: return this.y;
  6396. case 2: return this.z;
  6397. case 3: return this.w;
  6398. default: throw new Error( 'THREE.Vector4: index is out of range: ' + index );
  6399. }
  6400. }
  6401. /**
  6402. * Returns a new vector with copied values from this instance.
  6403. *
  6404. * @return {Vector4} A clone of this instance.
  6405. */
  6406. clone() {
  6407. return new this.constructor( this.x, this.y, this.z, this.w );
  6408. }
  6409. /**
  6410. * Copies the values of the given vector to this instance.
  6411. *
  6412. * @param {Vector3|Vector4} v - The vector to copy.
  6413. * @return {Vector4} A reference to this vector.
  6414. */
  6415. copy( v ) {
  6416. this.x = v.x;
  6417. this.y = v.y;
  6418. this.z = v.z;
  6419. this.w = ( v.w !== undefined ) ? v.w : 1;
  6420. return this;
  6421. }
  6422. /**
  6423. * Adds the given vector to this instance.
  6424. *
  6425. * @param {Vector4} v - The vector to add.
  6426. * @return {Vector4} A reference to this vector.
  6427. */
  6428. add( v ) {
  6429. this.x += v.x;
  6430. this.y += v.y;
  6431. this.z += v.z;
  6432. this.w += v.w;
  6433. return this;
  6434. }
  6435. /**
  6436. * Adds the given scalar value to all components of this instance.
  6437. *
  6438. * @param {number} s - The scalar to add.
  6439. * @return {Vector4} A reference to this vector.
  6440. */
  6441. addScalar( s ) {
  6442. this.x += s;
  6443. this.y += s;
  6444. this.z += s;
  6445. this.w += s;
  6446. return this;
  6447. }
  6448. /**
  6449. * Adds the given vectors and stores the result in this instance.
  6450. *
  6451. * @param {Vector4} a - The first vector.
  6452. * @param {Vector4} b - The second vector.
  6453. * @return {Vector4} A reference to this vector.
  6454. */
  6455. addVectors( a, b ) {
  6456. this.x = a.x + b.x;
  6457. this.y = a.y + b.y;
  6458. this.z = a.z + b.z;
  6459. this.w = a.w + b.w;
  6460. return this;
  6461. }
  6462. /**
  6463. * Adds the given vector scaled by the given factor to this instance.
  6464. *
  6465. * @param {Vector4} v - The vector.
  6466. * @param {number} s - The factor that scales `v`.
  6467. * @return {Vector4} A reference to this vector.
  6468. */
  6469. addScaledVector( v, s ) {
  6470. this.x += v.x * s;
  6471. this.y += v.y * s;
  6472. this.z += v.z * s;
  6473. this.w += v.w * s;
  6474. return this;
  6475. }
  6476. /**
  6477. * Subtracts the given vector from this instance.
  6478. *
  6479. * @param {Vector4} v - The vector to subtract.
  6480. * @return {Vector4} A reference to this vector.
  6481. */
  6482. sub( v ) {
  6483. this.x -= v.x;
  6484. this.y -= v.y;
  6485. this.z -= v.z;
  6486. this.w -= v.w;
  6487. return this;
  6488. }
  6489. /**
  6490. * Subtracts the given scalar value from all components of this instance.
  6491. *
  6492. * @param {number} s - The scalar to subtract.
  6493. * @return {Vector4} A reference to this vector.
  6494. */
  6495. subScalar( s ) {
  6496. this.x -= s;
  6497. this.y -= s;
  6498. this.z -= s;
  6499. this.w -= s;
  6500. return this;
  6501. }
  6502. /**
  6503. * Subtracts the given vectors and stores the result in this instance.
  6504. *
  6505. * @param {Vector4} a - The first vector.
  6506. * @param {Vector4} b - The second vector.
  6507. * @return {Vector4} A reference to this vector.
  6508. */
  6509. subVectors( a, b ) {
  6510. this.x = a.x - b.x;
  6511. this.y = a.y - b.y;
  6512. this.z = a.z - b.z;
  6513. this.w = a.w - b.w;
  6514. return this;
  6515. }
  6516. /**
  6517. * Multiplies the given vector with this instance.
  6518. *
  6519. * @param {Vector4} v - The vector to multiply.
  6520. * @return {Vector4} A reference to this vector.
  6521. */
  6522. multiply( v ) {
  6523. this.x *= v.x;
  6524. this.y *= v.y;
  6525. this.z *= v.z;
  6526. this.w *= v.w;
  6527. return this;
  6528. }
  6529. /**
  6530. * Multiplies the given scalar value with all components of this instance.
  6531. *
  6532. * @param {number} scalar - The scalar to multiply.
  6533. * @return {Vector4} A reference to this vector.
  6534. */
  6535. multiplyScalar( scalar ) {
  6536. this.x *= scalar;
  6537. this.y *= scalar;
  6538. this.z *= scalar;
  6539. this.w *= scalar;
  6540. return this;
  6541. }
  6542. /**
  6543. * Multiplies this vector with the given 4x4 matrix.
  6544. *
  6545. * @param {Matrix4} m - The 4x4 matrix.
  6546. * @return {Vector4} A reference to this vector.
  6547. */
  6548. applyMatrix4( m ) {
  6549. const x = this.x, y = this.y, z = this.z, w = this.w;
  6550. const e = m.elements;
  6551. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6552. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6553. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6554. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6555. return this;
  6556. }
  6557. /**
  6558. * Divides this instance by the given vector.
  6559. *
  6560. * @param {Vector4} v - The vector to divide.
  6561. * @return {Vector4} A reference to this vector.
  6562. */
  6563. divide( v ) {
  6564. this.x /= v.x;
  6565. this.y /= v.y;
  6566. this.z /= v.z;
  6567. this.w /= v.w;
  6568. return this;
  6569. }
  6570. /**
  6571. * Divides this vector by the given scalar.
  6572. *
  6573. * @param {number} scalar - The scalar to divide.
  6574. * @return {Vector4} A reference to this vector.
  6575. */
  6576. divideScalar( scalar ) {
  6577. return this.multiplyScalar( 1 / scalar );
  6578. }
  6579. /**
  6580. * Sets the x, y and z components of this
  6581. * vector to the quaternion's axis and w to the angle.
  6582. *
  6583. * @param {Quaternion} q - The Quaternion to set.
  6584. * @return {Vector4} A reference to this vector.
  6585. */
  6586. setAxisAngleFromQuaternion( q ) {
  6587. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6588. // q is assumed to be normalized
  6589. this.w = 2 * Math.acos( q.w );
  6590. const s = Math.sqrt( 1 - q.w * q.w );
  6591. if ( s < 0.0001 ) {
  6592. this.x = 1;
  6593. this.y = 0;
  6594. this.z = 0;
  6595. } else {
  6596. this.x = q.x / s;
  6597. this.y = q.y / s;
  6598. this.z = q.z / s;
  6599. }
  6600. return this;
  6601. }
  6602. /**
  6603. * Sets the x, y and z components of this
  6604. * vector to the axis of rotation and w to the angle.
  6605. *
  6606. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6607. * @return {Vector4} A reference to this vector.
  6608. */
  6609. setAxisAngleFromRotationMatrix( m ) {
  6610. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6611. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6612. let angle, x, y, z; // variables for result
  6613. const epsilon = 0.01, // margin to allow for rounding errors
  6614. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6615. te = m.elements,
  6616. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6617. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6618. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6619. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6620. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6621. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6622. // singularity found
  6623. // first check for identity matrix which must have +1 for all terms
  6624. // in leading diagonal and zero in other terms
  6625. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6626. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6627. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6628. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6629. // this singularity is identity matrix so angle = 0
  6630. this.set( 1, 0, 0, 0 );
  6631. return this; // zero angle, arbitrary axis
  6632. }
  6633. // otherwise this singularity is angle = 180
  6634. angle = Math.PI;
  6635. const xx = ( m11 + 1 ) / 2;
  6636. const yy = ( m22 + 1 ) / 2;
  6637. const zz = ( m33 + 1 ) / 2;
  6638. const xy = ( m12 + m21 ) / 4;
  6639. const xz = ( m13 + m31 ) / 4;
  6640. const yz = ( m23 + m32 ) / 4;
  6641. if ( ( xx > yy ) && ( xx > zz ) ) {
  6642. // m11 is the largest diagonal term
  6643. if ( xx < epsilon ) {
  6644. x = 0;
  6645. y = 0.707106781;
  6646. z = 0.707106781;
  6647. } else {
  6648. x = Math.sqrt( xx );
  6649. y = xy / x;
  6650. z = xz / x;
  6651. }
  6652. } else if ( yy > zz ) {
  6653. // m22 is the largest diagonal term
  6654. if ( yy < epsilon ) {
  6655. x = 0.707106781;
  6656. y = 0;
  6657. z = 0.707106781;
  6658. } else {
  6659. y = Math.sqrt( yy );
  6660. x = xy / y;
  6661. z = yz / y;
  6662. }
  6663. } else {
  6664. // m33 is the largest diagonal term so base result on this
  6665. if ( zz < epsilon ) {
  6666. x = 0.707106781;
  6667. y = 0.707106781;
  6668. z = 0;
  6669. } else {
  6670. z = Math.sqrt( zz );
  6671. x = xz / z;
  6672. y = yz / z;
  6673. }
  6674. }
  6675. this.set( x, y, z, angle );
  6676. return this; // return 180 deg rotation
  6677. }
  6678. // as we have reached here there are no singularities so we can handle normally
  6679. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6680. ( m13 - m31 ) * ( m13 - m31 ) +
  6681. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6682. if ( Math.abs( s ) < 0.001 ) s = 1;
  6683. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6684. // caught by singularity test above, but I've left it in just in case
  6685. this.x = ( m32 - m23 ) / s;
  6686. this.y = ( m13 - m31 ) / s;
  6687. this.z = ( m21 - m12 ) / s;
  6688. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6689. return this;
  6690. }
  6691. /**
  6692. * Sets the vector components to the position elements of the
  6693. * given transformation matrix.
  6694. *
  6695. * @param {Matrix4} m - The 4x4 matrix.
  6696. * @return {Vector4} A reference to this vector.
  6697. */
  6698. setFromMatrixPosition( m ) {
  6699. const e = m.elements;
  6700. this.x = e[ 12 ];
  6701. this.y = e[ 13 ];
  6702. this.z = e[ 14 ];
  6703. this.w = e[ 15 ];
  6704. return this;
  6705. }
  6706. /**
  6707. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6708. * value, replace that value with the corresponding min value.
  6709. *
  6710. * @param {Vector4} v - The vector.
  6711. * @return {Vector4} A reference to this vector.
  6712. */
  6713. min( v ) {
  6714. this.x = Math.min( this.x, v.x );
  6715. this.y = Math.min( this.y, v.y );
  6716. this.z = Math.min( this.z, v.z );
  6717. this.w = Math.min( this.w, v.w );
  6718. return this;
  6719. }
  6720. /**
  6721. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6722. * value, replace that value with the corresponding max value.
  6723. *
  6724. * @param {Vector4} v - The vector.
  6725. * @return {Vector4} A reference to this vector.
  6726. */
  6727. max( v ) {
  6728. this.x = Math.max( this.x, v.x );
  6729. this.y = Math.max( this.y, v.y );
  6730. this.z = Math.max( this.z, v.z );
  6731. this.w = Math.max( this.w, v.w );
  6732. return this;
  6733. }
  6734. /**
  6735. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6736. * value, it is replaced by the corresponding value.
  6737. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6738. * it is replaced by the corresponding value.
  6739. *
  6740. * @param {Vector4} min - The minimum x, y and z values.
  6741. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6742. * @return {Vector4} A reference to this vector.
  6743. */
  6744. clamp( min, max ) {
  6745. // assumes min < max, componentwise
  6746. this.x = clamp( this.x, min.x, max.x );
  6747. this.y = clamp( this.y, min.y, max.y );
  6748. this.z = clamp( this.z, min.z, max.z );
  6749. this.w = clamp( this.w, min.w, max.w );
  6750. return this;
  6751. }
  6752. /**
  6753. * If this vector's x, y, z or w values are greater than the max value, they are
  6754. * replaced by the max value.
  6755. * If this vector's x, y, z or w values are less than the min value, they are
  6756. * replaced by the min value.
  6757. *
  6758. * @param {number} minVal - The minimum value the components will be clamped to.
  6759. * @param {number} maxVal - The maximum value the components will be clamped to.
  6760. * @return {Vector4} A reference to this vector.
  6761. */
  6762. clampScalar( minVal, maxVal ) {
  6763. this.x = clamp( this.x, minVal, maxVal );
  6764. this.y = clamp( this.y, minVal, maxVal );
  6765. this.z = clamp( this.z, minVal, maxVal );
  6766. this.w = clamp( this.w, minVal, maxVal );
  6767. return this;
  6768. }
  6769. /**
  6770. * If this vector's length is greater than the max value, it is replaced by
  6771. * the max value.
  6772. * If this vector's length is less than the min value, it is replaced by the
  6773. * min value.
  6774. *
  6775. * @param {number} min - The minimum value the vector length will be clamped to.
  6776. * @param {number} max - The maximum value the vector length will be clamped to.
  6777. * @return {Vector4} A reference to this vector.
  6778. */
  6779. clampLength( min, max ) {
  6780. const length = this.length();
  6781. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6782. }
  6783. /**
  6784. * The components of this vector are rounded down to the nearest integer value.
  6785. *
  6786. * @return {Vector4} A reference to this vector.
  6787. */
  6788. floor() {
  6789. this.x = Math.floor( this.x );
  6790. this.y = Math.floor( this.y );
  6791. this.z = Math.floor( this.z );
  6792. this.w = Math.floor( this.w );
  6793. return this;
  6794. }
  6795. /**
  6796. * The components of this vector are rounded up to the nearest integer value.
  6797. *
  6798. * @return {Vector4} A reference to this vector.
  6799. */
  6800. ceil() {
  6801. this.x = Math.ceil( this.x );
  6802. this.y = Math.ceil( this.y );
  6803. this.z = Math.ceil( this.z );
  6804. this.w = Math.ceil( this.w );
  6805. return this;
  6806. }
  6807. /**
  6808. * The components of this vector are rounded to the nearest integer value
  6809. *
  6810. * @return {Vector4} A reference to this vector.
  6811. */
  6812. round() {
  6813. this.x = Math.round( this.x );
  6814. this.y = Math.round( this.y );
  6815. this.z = Math.round( this.z );
  6816. this.w = Math.round( this.w );
  6817. return this;
  6818. }
  6819. /**
  6820. * The components of this vector are rounded towards zero (up if negative,
  6821. * down if positive) to an integer value.
  6822. *
  6823. * @return {Vector4} A reference to this vector.
  6824. */
  6825. roundToZero() {
  6826. this.x = Math.trunc( this.x );
  6827. this.y = Math.trunc( this.y );
  6828. this.z = Math.trunc( this.z );
  6829. this.w = Math.trunc( this.w );
  6830. return this;
  6831. }
  6832. /**
  6833. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6834. *
  6835. * @return {Vector4} A reference to this vector.
  6836. */
  6837. negate() {
  6838. this.x = - this.x;
  6839. this.y = - this.y;
  6840. this.z = - this.z;
  6841. this.w = - this.w;
  6842. return this;
  6843. }
  6844. /**
  6845. * Calculates the dot product of the given vector with this instance.
  6846. *
  6847. * @param {Vector4} v - The vector to compute the dot product with.
  6848. * @return {number} The result of the dot product.
  6849. */
  6850. dot( v ) {
  6851. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6852. }
  6853. /**
  6854. * Computes the square of the Euclidean length (straight-line length) from
  6855. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6856. * compare the length squared instead as it is slightly more efficient to calculate.
  6857. *
  6858. * @return {number} The square length of this vector.
  6859. */
  6860. lengthSq() {
  6861. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6862. }
  6863. /**
  6864. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6865. *
  6866. * @return {number} The length of this vector.
  6867. */
  6868. length() {
  6869. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6870. }
  6871. /**
  6872. * Computes the Manhattan length of this vector.
  6873. *
  6874. * @return {number} The length of this vector.
  6875. */
  6876. manhattanLength() {
  6877. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6878. }
  6879. /**
  6880. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6881. * with the same direction as this one, but with a vector length of `1`.
  6882. *
  6883. * @return {Vector4} A reference to this vector.
  6884. */
  6885. normalize() {
  6886. return this.divideScalar( this.length() || 1 );
  6887. }
  6888. /**
  6889. * Sets this vector to a vector with the same direction as this one, but
  6890. * with the specified length.
  6891. *
  6892. * @param {number} length - The new length of this vector.
  6893. * @return {Vector4} A reference to this vector.
  6894. */
  6895. setLength( length ) {
  6896. return this.normalize().multiplyScalar( length );
  6897. }
  6898. /**
  6899. * Linearly interpolates between the given vector and this instance, where
  6900. * alpha is the percent distance along the line - alpha = 0 will be this
  6901. * vector, and alpha = 1 will be the given one.
  6902. *
  6903. * @param {Vector4} v - The vector to interpolate towards.
  6904. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6905. * @return {Vector4} A reference to this vector.
  6906. */
  6907. lerp( v, alpha ) {
  6908. this.x += ( v.x - this.x ) * alpha;
  6909. this.y += ( v.y - this.y ) * alpha;
  6910. this.z += ( v.z - this.z ) * alpha;
  6911. this.w += ( v.w - this.w ) * alpha;
  6912. return this;
  6913. }
  6914. /**
  6915. * Linearly interpolates between the given vectors, where alpha is the percent
  6916. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6917. * be the second one. The result is stored in this instance.
  6918. *
  6919. * @param {Vector4} v1 - The first vector.
  6920. * @param {Vector4} v2 - The second vector.
  6921. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6922. * @return {Vector4} A reference to this vector.
  6923. */
  6924. lerpVectors( v1, v2, alpha ) {
  6925. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6926. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6927. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6928. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6929. return this;
  6930. }
  6931. /**
  6932. * Returns `true` if this vector is equal with the given one.
  6933. *
  6934. * @param {Vector4} v - The vector to test for equality.
  6935. * @return {boolean} Whether this vector is equal with the given one.
  6936. */
  6937. equals( v ) {
  6938. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6939. }
  6940. /**
  6941. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6942. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6943. *
  6944. * @param {Array<number>} array - An array holding the vector component values.
  6945. * @param {number} [offset=0] - The offset into the array.
  6946. * @return {Vector4} A reference to this vector.
  6947. */
  6948. fromArray( array, offset = 0 ) {
  6949. this.x = array[ offset ];
  6950. this.y = array[ offset + 1 ];
  6951. this.z = array[ offset + 2 ];
  6952. this.w = array[ offset + 3 ];
  6953. return this;
  6954. }
  6955. /**
  6956. * Writes the components of this vector to the given array. If no array is provided,
  6957. * the method returns a new instance.
  6958. *
  6959. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6960. * @param {number} [offset=0] - Index of the first element in the array.
  6961. * @return {Array<number>} The vector components.
  6962. */
  6963. toArray( array = [], offset = 0 ) {
  6964. array[ offset ] = this.x;
  6965. array[ offset + 1 ] = this.y;
  6966. array[ offset + 2 ] = this.z;
  6967. array[ offset + 3 ] = this.w;
  6968. return array;
  6969. }
  6970. /**
  6971. * Sets the components of this vector from the given buffer attribute.
  6972. *
  6973. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6974. * @param {number} index - The index into the attribute.
  6975. * @return {Vector4} A reference to this vector.
  6976. */
  6977. fromBufferAttribute( attribute, index ) {
  6978. this.x = attribute.getX( index );
  6979. this.y = attribute.getY( index );
  6980. this.z = attribute.getZ( index );
  6981. this.w = attribute.getW( index );
  6982. return this;
  6983. }
  6984. /**
  6985. * Sets each component of this vector to a pseudo-random value between `0` and
  6986. * `1`, excluding `1`.
  6987. *
  6988. * @return {Vector4} A reference to this vector.
  6989. */
  6990. random() {
  6991. this.x = Math.random();
  6992. this.y = Math.random();
  6993. this.z = Math.random();
  6994. this.w = Math.random();
  6995. return this;
  6996. }
  6997. *[ Symbol.iterator ]() {
  6998. yield this.x;
  6999. yield this.y;
  7000. yield this.z;
  7001. yield this.w;
  7002. }
  7003. }
  7004. /**
  7005. * A render target is a buffer where the video card draws pixels for a scene
  7006. * that is being rendered in the background. It is used in different effects,
  7007. * such as applying postprocessing to a rendered image before displaying it
  7008. * on the screen.
  7009. *
  7010. * @augments EventDispatcher
  7011. */
  7012. class RenderTarget extends EventDispatcher {
  7013. /**
  7014. * Render target options.
  7015. *
  7016. * @typedef {Object} RenderTarget~Options
  7017. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  7018. * @property {number} [magFilter=LinearFilter] - The mag filter.
  7019. * @property {number} [minFilter=LinearFilter] - The min filter.
  7020. * @property {number} [format=RGBAFormat] - The texture format.
  7021. * @property {number} [type=UnsignedByteType] - The texture type.
  7022. * @property {?string} [internalFormat=null] - The texture's internal format.
  7023. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  7024. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  7025. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  7026. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  7027. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  7028. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  7029. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  7030. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  7031. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  7032. * @property {number} [samples=0] - The MSAA samples count.
  7033. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  7034. * @property {number} [depth=1] - The texture depth.
  7035. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering (WebGL OVR_multiview2 extension).
  7036. * @property {boolean} [useArrayDepthTexture=false] - Whether to create the depth texture as an array texture for per-layer depth testing. This is separate from multiview so layered render targets can use array depth without the multiview extension.
  7037. */
  7038. /**
  7039. * Constructs a new render target.
  7040. *
  7041. * @param {number} [width=1] - The width of the render target.
  7042. * @param {number} [height=1] - The height of the render target.
  7043. * @param {RenderTarget~Options} [options] - The configuration object.
  7044. */
  7045. constructor( width = 1, height = 1, options = {} ) {
  7046. super();
  7047. options = Object.assign( {
  7048. generateMipmaps: false,
  7049. internalFormat: null,
  7050. minFilter: LinearFilter,
  7051. depthBuffer: true,
  7052. stencilBuffer: false,
  7053. resolveDepthBuffer: true,
  7054. resolveStencilBuffer: true,
  7055. depthTexture: null,
  7056. samples: 0,
  7057. count: 1,
  7058. depth: 1,
  7059. multiview: false,
  7060. useArrayDepthTexture: false
  7061. }, options );
  7062. /**
  7063. * This flag can be used for type testing.
  7064. *
  7065. * @type {boolean}
  7066. * @readonly
  7067. * @default true
  7068. */
  7069. this.isRenderTarget = true;
  7070. /**
  7071. * The width of the render target.
  7072. *
  7073. * @type {number}
  7074. * @default 1
  7075. */
  7076. this.width = width;
  7077. /**
  7078. * The height of the render target.
  7079. *
  7080. * @type {number}
  7081. * @default 1
  7082. */
  7083. this.height = height;
  7084. /**
  7085. * The depth of the render target.
  7086. *
  7087. * @type {number}
  7088. * @default 1
  7089. */
  7090. this.depth = options.depth;
  7091. /**
  7092. * A rectangular area inside the render target's viewport. Fragments that are
  7093. * outside the area will be discarded.
  7094. *
  7095. * @type {Vector4}
  7096. * @default (0,0,width,height)
  7097. */
  7098. this.scissor = new Vector4( 0, 0, width, height );
  7099. /**
  7100. * Indicates whether the scissor test should be enabled when rendering into
  7101. * this render target or not.
  7102. *
  7103. * @type {boolean}
  7104. * @default false
  7105. */
  7106. this.scissorTest = false;
  7107. /**
  7108. * A rectangular area representing the render target's viewport.
  7109. *
  7110. * @type {Vector4}
  7111. * @default (0,0,width,height)
  7112. */
  7113. this.viewport = new Vector4( 0, 0, width, height );
  7114. /**
  7115. * An array of textures. Each color attachment is represented as a separate texture.
  7116. * Has at least a single entry for the default color attachment.
  7117. *
  7118. * @type {Array<Texture>}
  7119. */
  7120. this.textures = [];
  7121. const image = { width: width, height: height, depth: options.depth };
  7122. const texture = new Texture( image );
  7123. const count = options.count;
  7124. for ( let i = 0; i < count; i ++ ) {
  7125. this.textures[ i ] = texture.clone();
  7126. this.textures[ i ].isRenderTargetTexture = true;
  7127. this.textures[ i ].renderTarget = this;
  7128. }
  7129. this._setTextureOptions( options );
  7130. /**
  7131. * Whether to allocate a depth buffer or not.
  7132. *
  7133. * @type {boolean}
  7134. * @default true
  7135. */
  7136. this.depthBuffer = options.depthBuffer;
  7137. /**
  7138. * Whether to allocate a stencil buffer or not.
  7139. *
  7140. * @type {boolean}
  7141. * @default false
  7142. */
  7143. this.stencilBuffer = options.stencilBuffer;
  7144. /**
  7145. * Whether to resolve the depth buffer or not.
  7146. *
  7147. * @type {boolean}
  7148. * @default true
  7149. */
  7150. this.resolveDepthBuffer = options.resolveDepthBuffer;
  7151. /**
  7152. * Whether to resolve the stencil buffer or not.
  7153. *
  7154. * @type {boolean}
  7155. * @default true
  7156. */
  7157. this.resolveStencilBuffer = options.resolveStencilBuffer;
  7158. this._depthTexture = null;
  7159. this.depthTexture = options.depthTexture;
  7160. /**
  7161. * The number of MSAA samples.
  7162. *
  7163. * A value of `0` disables MSAA.
  7164. *
  7165. * @type {number}
  7166. * @default 0
  7167. */
  7168. this.samples = options.samples;
  7169. /**
  7170. * Whether to this target is used in multiview rendering.
  7171. *
  7172. * @type {boolean}
  7173. * @default false
  7174. */
  7175. this.multiview = options.multiview;
  7176. /**
  7177. * Whether to create the depth texture as an array texture for per-layer depth testing.
  7178. * This is separate from multiview so layered render targets can use array depth without
  7179. * the multiview extension.
  7180. *
  7181. * @type {boolean}
  7182. * @default false
  7183. */
  7184. this.useArrayDepthTexture = options.useArrayDepthTexture;
  7185. }
  7186. _setTextureOptions( options = {} ) {
  7187. const values = {
  7188. minFilter: LinearFilter,
  7189. generateMipmaps: false,
  7190. flipY: false,
  7191. internalFormat: null
  7192. };
  7193. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  7194. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  7195. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  7196. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  7197. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  7198. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  7199. if ( options.format !== undefined ) values.format = options.format;
  7200. if ( options.type !== undefined ) values.type = options.type;
  7201. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  7202. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  7203. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  7204. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  7205. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  7206. for ( let i = 0; i < this.textures.length; i ++ ) {
  7207. const texture = this.textures[ i ];
  7208. texture.setValues( values );
  7209. }
  7210. }
  7211. /**
  7212. * The texture representing the default color attachment.
  7213. *
  7214. * @type {Texture}
  7215. */
  7216. get texture() {
  7217. return this.textures[ 0 ];
  7218. }
  7219. set texture( value ) {
  7220. this.textures[ 0 ] = value;
  7221. }
  7222. set depthTexture( current ) {
  7223. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  7224. if ( current !== null ) current.renderTarget = this;
  7225. this._depthTexture = current;
  7226. }
  7227. /**
  7228. * Instead of saving the depth in a renderbuffer, a texture
  7229. * can be used instead which is useful for further processing
  7230. * e.g. in context of post-processing.
  7231. *
  7232. * @type {?DepthTexture}
  7233. * @default null
  7234. */
  7235. get depthTexture() {
  7236. return this._depthTexture;
  7237. }
  7238. /**
  7239. * Sets the size of this render target.
  7240. *
  7241. * @param {number} width - The width.
  7242. * @param {number} height - The height.
  7243. * @param {number} [depth=1] - The depth.
  7244. */
  7245. setSize( width, height, depth = 1 ) {
  7246. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7247. this.width = width;
  7248. this.height = height;
  7249. this.depth = depth;
  7250. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7251. this.textures[ i ].image.width = width;
  7252. this.textures[ i ].image.height = height;
  7253. this.textures[ i ].image.depth = depth;
  7254. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7255. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7256. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7257. // both are evaluated on each call?
  7258. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7259. }
  7260. }
  7261. this.dispose();
  7262. }
  7263. this.viewport.set( 0, 0, width, height );
  7264. this.scissor.set( 0, 0, width, height );
  7265. }
  7266. /**
  7267. * Returns a new render target with copied values from this instance.
  7268. *
  7269. * @return {RenderTarget} A clone of this instance.
  7270. */
  7271. clone() {
  7272. return new this.constructor().copy( this );
  7273. }
  7274. /**
  7275. * Copies the settings of the given render target. This is a structural copy so
  7276. * no resources are shared between render targets after the copy. That includes
  7277. * all MRT textures and the depth texture.
  7278. *
  7279. * @param {RenderTarget} source - The render target to copy.
  7280. * @return {RenderTarget} A reference to this instance.
  7281. */
  7282. copy( source ) {
  7283. this.width = source.width;
  7284. this.height = source.height;
  7285. this.depth = source.depth;
  7286. this.scissor.copy( source.scissor );
  7287. this.scissorTest = source.scissorTest;
  7288. this.viewport.copy( source.viewport );
  7289. this.textures.length = 0;
  7290. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7291. this.textures[ i ] = source.textures[ i ].clone();
  7292. this.textures[ i ].isRenderTargetTexture = true;
  7293. this.textures[ i ].renderTarget = this;
  7294. // ensure image object is not shared, see #20328
  7295. const image = Object.assign( {}, source.textures[ i ].image );
  7296. this.textures[ i ].source = new Source( image );
  7297. }
  7298. this.depthBuffer = source.depthBuffer;
  7299. this.stencilBuffer = source.stencilBuffer;
  7300. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7301. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7302. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7303. this.samples = source.samples;
  7304. this.multiview = source.multiview;
  7305. this.useArrayDepthTexture = source.useArrayDepthTexture;
  7306. return this;
  7307. }
  7308. /**
  7309. * Frees the GPU-related resources allocated by this instance. Call this
  7310. * method whenever this instance is no longer used in your app.
  7311. *
  7312. * @fires RenderTarget#dispose
  7313. */
  7314. dispose() {
  7315. this.dispatchEvent( { type: 'dispose' } );
  7316. }
  7317. }
  7318. /**
  7319. * A render target used in context of {@link WebGLRenderer}.
  7320. *
  7321. * @augments RenderTarget
  7322. */
  7323. class WebGLRenderTarget extends RenderTarget {
  7324. /**
  7325. * Constructs a new 3D render target.
  7326. *
  7327. * @param {number} [width=1] - The width of the render target.
  7328. * @param {number} [height=1] - The height of the render target.
  7329. * @param {RenderTarget~Options} [options] - The configuration object.
  7330. */
  7331. constructor( width = 1, height = 1, options = {} ) {
  7332. super( width, height, options );
  7333. /**
  7334. * This flag can be used for type testing.
  7335. *
  7336. * @type {boolean}
  7337. * @readonly
  7338. * @default true
  7339. */
  7340. this.isWebGLRenderTarget = true;
  7341. }
  7342. }
  7343. /**
  7344. * Creates an array of textures directly from raw buffer data.
  7345. *
  7346. * @augments Texture
  7347. */
  7348. class DataArrayTexture extends Texture {
  7349. /**
  7350. * Constructs a new data array texture.
  7351. *
  7352. * @param {?TypedArray} [data=null] - The buffer data.
  7353. * @param {number} [width=1] - The width of the texture.
  7354. * @param {number} [height=1] - The height of the texture.
  7355. * @param {number} [depth=1] - The depth of the texture.
  7356. */
  7357. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7358. super( null );
  7359. /**
  7360. * This flag can be used for type testing.
  7361. *
  7362. * @type {boolean}
  7363. * @readonly
  7364. * @default true
  7365. */
  7366. this.isDataArrayTexture = true;
  7367. /**
  7368. * The image definition of a data texture.
  7369. *
  7370. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7371. */
  7372. this.image = { data, width, height, depth };
  7373. /**
  7374. * How the texture is sampled when a texel covers more than one pixel.
  7375. *
  7376. * Overwritten and set to `NearestFilter` by default.
  7377. *
  7378. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7379. * @default NearestFilter
  7380. */
  7381. this.magFilter = NearestFilter;
  7382. /**
  7383. * How the texture is sampled when a texel covers less than one pixel.
  7384. *
  7385. * Overwritten and set to `NearestFilter` by default.
  7386. *
  7387. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7388. * @default NearestFilter
  7389. */
  7390. this.minFilter = NearestFilter;
  7391. /**
  7392. * This defines how the texture is wrapped in the depth and corresponds to
  7393. * *W* in UVW mapping.
  7394. *
  7395. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7396. * @default ClampToEdgeWrapping
  7397. */
  7398. this.wrapR = ClampToEdgeWrapping;
  7399. /**
  7400. * Whether to generate mipmaps (if possible) for a texture.
  7401. *
  7402. * Overwritten and set to `false` by default.
  7403. *
  7404. * @type {boolean}
  7405. * @default false
  7406. */
  7407. this.generateMipmaps = false;
  7408. /**
  7409. * If set to `true`, the texture is flipped along the vertical axis when
  7410. * uploaded to the GPU.
  7411. *
  7412. * Overwritten and set to `false` by default.
  7413. *
  7414. * @type {boolean}
  7415. * @default false
  7416. */
  7417. this.flipY = false;
  7418. /**
  7419. * Specifies the alignment requirements for the start of each pixel row in memory.
  7420. *
  7421. * Overwritten and set to `1` by default.
  7422. *
  7423. * @type {boolean}
  7424. * @default 1
  7425. */
  7426. this.unpackAlignment = 1;
  7427. /**
  7428. * A set of all layers which need to be updated in the texture.
  7429. *
  7430. * @type {Set<number>}
  7431. */
  7432. this.layerUpdates = new Set();
  7433. }
  7434. /**
  7435. * Describes that a specific layer of the texture needs to be updated.
  7436. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7437. * entire data texture array is sent to the GPU. Marking specific
  7438. * layers will only transmit subsets of all mipmaps associated with a
  7439. * specific depth in the array which is often much more performant.
  7440. *
  7441. * @param {number} layerIndex - The layer index that should be updated.
  7442. */
  7443. addLayerUpdate( layerIndex ) {
  7444. this.layerUpdates.add( layerIndex );
  7445. }
  7446. /**
  7447. * Resets the layer updates registry.
  7448. */
  7449. clearLayerUpdates() {
  7450. this.layerUpdates.clear();
  7451. }
  7452. }
  7453. /**
  7454. * An array render target used in context of {@link WebGLRenderer}.
  7455. *
  7456. * @augments WebGLRenderTarget
  7457. */
  7458. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7459. /**
  7460. * Constructs a new array render target.
  7461. *
  7462. * @param {number} [width=1] - The width of the render target.
  7463. * @param {number} [height=1] - The height of the render target.
  7464. * @param {number} [depth=1] - The height of the render target.
  7465. * @param {RenderTarget~Options} [options] - The configuration object.
  7466. */
  7467. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7468. super( width, height, options );
  7469. /**
  7470. * This flag can be used for type testing.
  7471. *
  7472. * @type {boolean}
  7473. * @readonly
  7474. * @default true
  7475. */
  7476. this.isWebGLArrayRenderTarget = true;
  7477. this.depth = depth;
  7478. /**
  7479. * Overwritten with a different texture type.
  7480. *
  7481. * @type {DataArrayTexture}
  7482. */
  7483. this.texture = new DataArrayTexture( null, width, height, depth );
  7484. this._setTextureOptions( options );
  7485. this.texture.isRenderTargetTexture = true;
  7486. }
  7487. }
  7488. /**
  7489. * Creates a three-dimensional texture from raw data, with parameters to
  7490. * divide it into width, height, and depth.
  7491. *
  7492. * @augments Texture
  7493. */
  7494. class Data3DTexture extends Texture {
  7495. /**
  7496. * Constructs a new data array texture.
  7497. *
  7498. * @param {?TypedArray} [data=null] - The buffer data.
  7499. * @param {number} [width=1] - The width of the texture.
  7500. * @param {number} [height=1] - The height of the texture.
  7501. * @param {number} [depth=1] - The depth of the texture.
  7502. */
  7503. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7504. // We're going to add .setXXX() methods for setting properties later.
  7505. // Users can still set in Data3DTexture directly.
  7506. //
  7507. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7508. // texture.anisotropy = 16;
  7509. //
  7510. // See #14839
  7511. super( null );
  7512. /**
  7513. * This flag can be used for type testing.
  7514. *
  7515. * @type {boolean}
  7516. * @readonly
  7517. * @default true
  7518. */
  7519. this.isData3DTexture = true;
  7520. /**
  7521. * The image definition of a data texture.
  7522. *
  7523. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7524. */
  7525. this.image = { data, width, height, depth };
  7526. /**
  7527. * How the texture is sampled when a texel covers more than one pixel.
  7528. *
  7529. * Overwritten and set to `NearestFilter` by default.
  7530. *
  7531. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7532. * @default NearestFilter
  7533. */
  7534. this.magFilter = NearestFilter;
  7535. /**
  7536. * How the texture is sampled when a texel covers less than one pixel.
  7537. *
  7538. * Overwritten and set to `NearestFilter` by default.
  7539. *
  7540. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7541. * @default NearestFilter
  7542. */
  7543. this.minFilter = NearestFilter;
  7544. /**
  7545. * This defines how the texture is wrapped in the depth and corresponds to
  7546. * *W* in UVW mapping.
  7547. *
  7548. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7549. * @default ClampToEdgeWrapping
  7550. */
  7551. this.wrapR = ClampToEdgeWrapping;
  7552. /**
  7553. * Whether to generate mipmaps (if possible) for a texture.
  7554. *
  7555. * Overwritten and set to `false` by default.
  7556. *
  7557. * @type {boolean}
  7558. * @default false
  7559. */
  7560. this.generateMipmaps = false;
  7561. /**
  7562. * If set to `true`, the texture is flipped along the vertical axis when
  7563. * uploaded to the GPU.
  7564. *
  7565. * Overwritten and set to `false` by default.
  7566. *
  7567. * @type {boolean}
  7568. * @default false
  7569. */
  7570. this.flipY = false;
  7571. /**
  7572. * Specifies the alignment requirements for the start of each pixel row in memory.
  7573. *
  7574. * Overwritten and set to `1` by default.
  7575. *
  7576. * @type {boolean}
  7577. * @default 1
  7578. */
  7579. this.unpackAlignment = 1;
  7580. }
  7581. }
  7582. /**
  7583. * A 3D render target used in context of {@link WebGLRenderer}.
  7584. *
  7585. * @augments WebGLRenderTarget
  7586. */
  7587. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7588. /**
  7589. * Constructs a new 3D render target.
  7590. *
  7591. * @param {number} [width=1] - The width of the render target.
  7592. * @param {number} [height=1] - The height of the render target.
  7593. * @param {number} [depth=1] - The height of the render target.
  7594. * @param {RenderTarget~Options} [options] - The configuration object.
  7595. */
  7596. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7597. super( width, height, options );
  7598. /**
  7599. * This flag can be used for type testing.
  7600. *
  7601. * @type {boolean}
  7602. * @readonly
  7603. * @default true
  7604. */
  7605. this.isWebGL3DRenderTarget = true;
  7606. this.depth = depth;
  7607. /**
  7608. * Overwritten with a different texture type.
  7609. *
  7610. * @type {Data3DTexture}
  7611. */
  7612. this.texture = new Data3DTexture( null, width, height, depth );
  7613. this._setTextureOptions( options );
  7614. this.texture.isRenderTargetTexture = true;
  7615. }
  7616. }
  7617. /**
  7618. * Represents a 4x4 matrix.
  7619. *
  7620. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  7621. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  7622. *
  7623. * This allows a 3D vector representing a point in 3D space to undergo
  7624. * transformations such as translation, rotation, shear, scale, reflection,
  7625. * orthogonal or perspective projection and so on, by being multiplied by the
  7626. * matrix. This is known as `applying` the matrix to the vector.
  7627. *
  7628. * A Note on Row-Major and Column-Major Ordering:
  7629. *
  7630. * The constructor and {@link Matrix3#set} method take arguments in
  7631. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  7632. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  7633. * This means that calling:
  7634. * ```js
  7635. * const m = new THREE.Matrix4();
  7636. * m.set( 11, 12, 13, 14,
  7637. * 21, 22, 23, 24,
  7638. * 31, 32, 33, 34,
  7639. * 41, 42, 43, 44 );
  7640. * ```
  7641. * will result in the elements array containing:
  7642. * ```js
  7643. * m.elements = [ 11, 21, 31, 41,
  7644. * 12, 22, 32, 42,
  7645. * 13, 23, 33, 43,
  7646. * 14, 24, 34, 44 ];
  7647. * ```
  7648. * and internally all calculations are performed using column-major ordering.
  7649. * However, as the actual ordering makes no difference mathematically and
  7650. * most people are used to thinking about matrices in row-major order, the
  7651. * three.js documentation shows matrices in row-major order. Just bear in
  7652. * mind that if you are reading the source code, you'll have to take the
  7653. * transpose of any matrices outlined here to make sense of the calculations.
  7654. */
  7655. class Matrix4 {
  7656. static {
  7657. /**
  7658. * This flag can be used for type testing.
  7659. *
  7660. * @type {boolean}
  7661. * @readonly
  7662. * @default true
  7663. */
  7664. Matrix4.prototype.isMatrix4 = true;
  7665. }
  7666. /**
  7667. * Constructs a new 4x4 matrix. The arguments are supposed to be
  7668. * in row-major order. If no arguments are provided, the constructor
  7669. * initializes the matrix as an identity matrix.
  7670. *
  7671. * @param {number} [n11] - 1-1 matrix element.
  7672. * @param {number} [n12] - 1-2 matrix element.
  7673. * @param {number} [n13] - 1-3 matrix element.
  7674. * @param {number} [n14] - 1-4 matrix element.
  7675. * @param {number} [n21] - 2-1 matrix element.
  7676. * @param {number} [n22] - 2-2 matrix element.
  7677. * @param {number} [n23] - 2-3 matrix element.
  7678. * @param {number} [n24] - 2-4 matrix element.
  7679. * @param {number} [n31] - 3-1 matrix element.
  7680. * @param {number} [n32] - 3-2 matrix element.
  7681. * @param {number} [n33] - 3-3 matrix element.
  7682. * @param {number} [n34] - 3-4 matrix element.
  7683. * @param {number} [n41] - 4-1 matrix element.
  7684. * @param {number} [n42] - 4-2 matrix element.
  7685. * @param {number} [n43] - 4-3 matrix element.
  7686. * @param {number} [n44] - 4-4 matrix element.
  7687. */
  7688. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7689. /**
  7690. * A column-major list of matrix values.
  7691. *
  7692. * @type {Array<number>}
  7693. */
  7694. this.elements = [
  7695. 1, 0, 0, 0,
  7696. 0, 1, 0, 0,
  7697. 0, 0, 1, 0,
  7698. 0, 0, 0, 1
  7699. ];
  7700. if ( n11 !== undefined ) {
  7701. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  7702. }
  7703. }
  7704. /**
  7705. * Sets the elements of the matrix.The arguments are supposed to be
  7706. * in row-major order.
  7707. *
  7708. * @param {number} [n11] - 1-1 matrix element.
  7709. * @param {number} [n12] - 1-2 matrix element.
  7710. * @param {number} [n13] - 1-3 matrix element.
  7711. * @param {number} [n14] - 1-4 matrix element.
  7712. * @param {number} [n21] - 2-1 matrix element.
  7713. * @param {number} [n22] - 2-2 matrix element.
  7714. * @param {number} [n23] - 2-3 matrix element.
  7715. * @param {number} [n24] - 2-4 matrix element.
  7716. * @param {number} [n31] - 3-1 matrix element.
  7717. * @param {number} [n32] - 3-2 matrix element.
  7718. * @param {number} [n33] - 3-3 matrix element.
  7719. * @param {number} [n34] - 3-4 matrix element.
  7720. * @param {number} [n41] - 4-1 matrix element.
  7721. * @param {number} [n42] - 4-2 matrix element.
  7722. * @param {number} [n43] - 4-3 matrix element.
  7723. * @param {number} [n44] - 4-4 matrix element.
  7724. * @return {Matrix4} A reference to this matrix.
  7725. */
  7726. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  7727. const te = this.elements;
  7728. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  7729. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  7730. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  7731. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  7732. return this;
  7733. }
  7734. /**
  7735. * Sets this matrix to the 4x4 identity matrix.
  7736. *
  7737. * @return {Matrix4} A reference to this matrix.
  7738. */
  7739. identity() {
  7740. this.set(
  7741. 1, 0, 0, 0,
  7742. 0, 1, 0, 0,
  7743. 0, 0, 1, 0,
  7744. 0, 0, 0, 1
  7745. );
  7746. return this;
  7747. }
  7748. /**
  7749. * Returns a matrix with copied values from this instance.
  7750. *
  7751. * @return {Matrix4} A clone of this instance.
  7752. */
  7753. clone() {
  7754. return new Matrix4().fromArray( this.elements );
  7755. }
  7756. /**
  7757. * Copies the values of the given matrix to this instance.
  7758. *
  7759. * @param {Matrix4} m - The matrix to copy.
  7760. * @return {Matrix4} A reference to this matrix.
  7761. */
  7762. copy( m ) {
  7763. const te = this.elements;
  7764. const me = m.elements;
  7765. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  7766. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  7767. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  7768. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  7769. return this;
  7770. }
  7771. /**
  7772. * Copies the translation component of the given matrix
  7773. * into this matrix's translation component.
  7774. *
  7775. * @param {Matrix4} m - The matrix to copy the translation component.
  7776. * @return {Matrix4} A reference to this matrix.
  7777. */
  7778. copyPosition( m ) {
  7779. const te = this.elements, me = m.elements;
  7780. te[ 12 ] = me[ 12 ];
  7781. te[ 13 ] = me[ 13 ];
  7782. te[ 14 ] = me[ 14 ];
  7783. return this;
  7784. }
  7785. /**
  7786. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  7787. *
  7788. * @param {Matrix3} m - The 3x3 matrix.
  7789. * @return {Matrix4} A reference to this matrix.
  7790. */
  7791. setFromMatrix3( m ) {
  7792. const me = m.elements;
  7793. this.set(
  7794. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  7795. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  7796. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  7797. 0, 0, 0, 1
  7798. );
  7799. return this;
  7800. }
  7801. /**
  7802. * Extracts the basis of this matrix into the three axis vectors provided.
  7803. *
  7804. * @param {Vector3} xAxis - The basis's x axis.
  7805. * @param {Vector3} yAxis - The basis's y axis.
  7806. * @param {Vector3} zAxis - The basis's z axis.
  7807. * @return {Matrix4} A reference to this matrix.
  7808. */
  7809. extractBasis( xAxis, yAxis, zAxis ) {
  7810. if ( this.determinant() === 0 ) {
  7811. xAxis.set( 1, 0, 0 );
  7812. yAxis.set( 0, 1, 0 );
  7813. zAxis.set( 0, 0, 1 );
  7814. return this;
  7815. }
  7816. xAxis.setFromMatrixColumn( this, 0 );
  7817. yAxis.setFromMatrixColumn( this, 1 );
  7818. zAxis.setFromMatrixColumn( this, 2 );
  7819. return this;
  7820. }
  7821. /**
  7822. * Sets the given basis vectors to this matrix.
  7823. *
  7824. * @param {Vector3} xAxis - The basis's x axis.
  7825. * @param {Vector3} yAxis - The basis's y axis.
  7826. * @param {Vector3} zAxis - The basis's z axis.
  7827. * @return {Matrix4} A reference to this matrix.
  7828. */
  7829. makeBasis( xAxis, yAxis, zAxis ) {
  7830. this.set(
  7831. xAxis.x, yAxis.x, zAxis.x, 0,
  7832. xAxis.y, yAxis.y, zAxis.y, 0,
  7833. xAxis.z, yAxis.z, zAxis.z, 0,
  7834. 0, 0, 0, 1
  7835. );
  7836. return this;
  7837. }
  7838. /**
  7839. * Extracts the rotation component of the given matrix
  7840. * into this matrix's rotation component.
  7841. *
  7842. * Note: This method does not support reflection matrices.
  7843. *
  7844. * @param {Matrix4} m - The matrix.
  7845. * @return {Matrix4} A reference to this matrix.
  7846. */
  7847. extractRotation( m ) {
  7848. if ( m.determinant() === 0 ) {
  7849. return this.identity();
  7850. }
  7851. const te = this.elements;
  7852. const me = m.elements;
  7853. const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length();
  7854. const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length();
  7855. const scaleZ = 1 / _v1$7.setFromMatrixColumn( m, 2 ).length();
  7856. te[ 0 ] = me[ 0 ] * scaleX;
  7857. te[ 1 ] = me[ 1 ] * scaleX;
  7858. te[ 2 ] = me[ 2 ] * scaleX;
  7859. te[ 3 ] = 0;
  7860. te[ 4 ] = me[ 4 ] * scaleY;
  7861. te[ 5 ] = me[ 5 ] * scaleY;
  7862. te[ 6 ] = me[ 6 ] * scaleY;
  7863. te[ 7 ] = 0;
  7864. te[ 8 ] = me[ 8 ] * scaleZ;
  7865. te[ 9 ] = me[ 9 ] * scaleZ;
  7866. te[ 10 ] = me[ 10 ] * scaleZ;
  7867. te[ 11 ] = 0;
  7868. te[ 12 ] = 0;
  7869. te[ 13 ] = 0;
  7870. te[ 14 ] = 0;
  7871. te[ 15 ] = 1;
  7872. return this;
  7873. }
  7874. /**
  7875. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  7876. * the rotation specified by the given Euler angles. The rest of
  7877. * the matrix is set to the identity. Depending on the {@link Euler#order},
  7878. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  7879. * for a complete list.
  7880. *
  7881. * @param {Euler} euler - The Euler angles.
  7882. * @return {Matrix4} A reference to this matrix.
  7883. */
  7884. makeRotationFromEuler( euler ) {
  7885. const te = this.elements;
  7886. const x = euler.x, y = euler.y, z = euler.z;
  7887. const a = Math.cos( x ), b = Math.sin( x );
  7888. const c = Math.cos( y ), d = Math.sin( y );
  7889. const e = Math.cos( z ), f = Math.sin( z );
  7890. if ( euler.order === 'XYZ' ) {
  7891. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7892. te[ 0 ] = c * e;
  7893. te[ 4 ] = - c * f;
  7894. te[ 8 ] = d;
  7895. te[ 1 ] = af + be * d;
  7896. te[ 5 ] = ae - bf * d;
  7897. te[ 9 ] = - b * c;
  7898. te[ 2 ] = bf - ae * d;
  7899. te[ 6 ] = be + af * d;
  7900. te[ 10 ] = a * c;
  7901. } else if ( euler.order === 'YXZ' ) {
  7902. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7903. te[ 0 ] = ce + df * b;
  7904. te[ 4 ] = de * b - cf;
  7905. te[ 8 ] = a * d;
  7906. te[ 1 ] = a * f;
  7907. te[ 5 ] = a * e;
  7908. te[ 9 ] = - b;
  7909. te[ 2 ] = cf * b - de;
  7910. te[ 6 ] = df + ce * b;
  7911. te[ 10 ] = a * c;
  7912. } else if ( euler.order === 'ZXY' ) {
  7913. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  7914. te[ 0 ] = ce - df * b;
  7915. te[ 4 ] = - a * f;
  7916. te[ 8 ] = de + cf * b;
  7917. te[ 1 ] = cf + de * b;
  7918. te[ 5 ] = a * e;
  7919. te[ 9 ] = df - ce * b;
  7920. te[ 2 ] = - a * d;
  7921. te[ 6 ] = b;
  7922. te[ 10 ] = a * c;
  7923. } else if ( euler.order === 'ZYX' ) {
  7924. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  7925. te[ 0 ] = c * e;
  7926. te[ 4 ] = be * d - af;
  7927. te[ 8 ] = ae * d + bf;
  7928. te[ 1 ] = c * f;
  7929. te[ 5 ] = bf * d + ae;
  7930. te[ 9 ] = af * d - be;
  7931. te[ 2 ] = - d;
  7932. te[ 6 ] = b * c;
  7933. te[ 10 ] = a * c;
  7934. } else if ( euler.order === 'YZX' ) {
  7935. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7936. te[ 0 ] = c * e;
  7937. te[ 4 ] = bd - ac * f;
  7938. te[ 8 ] = bc * f + ad;
  7939. te[ 1 ] = f;
  7940. te[ 5 ] = a * e;
  7941. te[ 9 ] = - b * e;
  7942. te[ 2 ] = - d * e;
  7943. te[ 6 ] = ad * f + bc;
  7944. te[ 10 ] = ac - bd * f;
  7945. } else if ( euler.order === 'XZY' ) {
  7946. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  7947. te[ 0 ] = c * e;
  7948. te[ 4 ] = - f;
  7949. te[ 8 ] = d * e;
  7950. te[ 1 ] = ac * f + bd;
  7951. te[ 5 ] = a * e;
  7952. te[ 9 ] = ad * f - bc;
  7953. te[ 2 ] = bc * f - ad;
  7954. te[ 6 ] = b * e;
  7955. te[ 10 ] = bd * f + ac;
  7956. }
  7957. // bottom row
  7958. te[ 3 ] = 0;
  7959. te[ 7 ] = 0;
  7960. te[ 11 ] = 0;
  7961. // last column
  7962. te[ 12 ] = 0;
  7963. te[ 13 ] = 0;
  7964. te[ 14 ] = 0;
  7965. te[ 15 ] = 1;
  7966. return this;
  7967. }
  7968. /**
  7969. * Sets the rotation component of this matrix to the rotation specified by
  7970. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  7971. * The rest of the matrix is set to the identity.
  7972. *
  7973. * @param {Quaternion} q - The Quaternion.
  7974. * @return {Matrix4} A reference to this matrix.
  7975. */
  7976. makeRotationFromQuaternion( q ) {
  7977. return this.compose( _zero, q, _one );
  7978. }
  7979. /**
  7980. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  7981. * `target`, and oriented by the up-direction.
  7982. *
  7983. * @param {Vector3} eye - The eye vector.
  7984. * @param {Vector3} target - The target vector.
  7985. * @param {Vector3} up - The up vector.
  7986. * @return {Matrix4} A reference to this matrix.
  7987. */
  7988. lookAt( eye, target, up ) {
  7989. const te = this.elements;
  7990. _z.subVectors( eye, target );
  7991. if ( _z.lengthSq() === 0 ) {
  7992. // eye and target are in the same position
  7993. _z.z = 1;
  7994. }
  7995. _z.normalize();
  7996. _x.crossVectors( up, _z );
  7997. if ( _x.lengthSq() === 0 ) {
  7998. // up and z are parallel
  7999. if ( Math.abs( up.z ) === 1 ) {
  8000. _z.x += 0.0001;
  8001. } else {
  8002. _z.z += 0.0001;
  8003. }
  8004. _z.normalize();
  8005. _x.crossVectors( up, _z );
  8006. }
  8007. _x.normalize();
  8008. _y.crossVectors( _z, _x );
  8009. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  8010. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  8011. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  8012. return this;
  8013. }
  8014. /**
  8015. * Post-multiplies this matrix by the given 4x4 matrix.
  8016. *
  8017. * @param {Matrix4} m - The matrix to multiply with.
  8018. * @return {Matrix4} A reference to this matrix.
  8019. */
  8020. multiply( m ) {
  8021. return this.multiplyMatrices( this, m );
  8022. }
  8023. /**
  8024. * Pre-multiplies this matrix by the given 4x4 matrix.
  8025. *
  8026. * @param {Matrix4} m - The matrix to multiply with.
  8027. * @return {Matrix4} A reference to this matrix.
  8028. */
  8029. premultiply( m ) {
  8030. return this.multiplyMatrices( m, this );
  8031. }
  8032. /**
  8033. * Multiples the given 4x4 matrices and stores the result
  8034. * in this matrix.
  8035. *
  8036. * @param {Matrix4} a - The first matrix.
  8037. * @param {Matrix4} b - The second matrix.
  8038. * @return {Matrix4} A reference to this matrix.
  8039. */
  8040. multiplyMatrices( a, b ) {
  8041. const ae = a.elements;
  8042. const be = b.elements;
  8043. const te = this.elements;
  8044. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  8045. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  8046. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  8047. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  8048. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  8049. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  8050. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  8051. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  8052. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  8053. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  8054. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  8055. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  8056. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  8057. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  8058. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  8059. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  8060. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  8061. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  8062. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  8063. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  8064. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  8065. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  8066. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  8067. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  8068. return this;
  8069. }
  8070. /**
  8071. * Multiplies every component of the matrix by the given scalar.
  8072. *
  8073. * @param {number} s - The scalar.
  8074. * @return {Matrix4} A reference to this matrix.
  8075. */
  8076. multiplyScalar( s ) {
  8077. const te = this.elements;
  8078. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  8079. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  8080. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  8081. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  8082. return this;
  8083. }
  8084. /**
  8085. * Computes and returns the determinant of this matrix.
  8086. *
  8087. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  8088. *
  8089. * @return {number} The determinant.
  8090. */
  8091. determinant() {
  8092. const te = this.elements;
  8093. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8094. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8095. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8096. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8097. const t11 = n23 * n34 - n24 * n33;
  8098. const t12 = n22 * n34 - n24 * n32;
  8099. const t13 = n22 * n33 - n23 * n32;
  8100. const t21 = n21 * n34 - n24 * n31;
  8101. const t22 = n21 * n33 - n23 * n31;
  8102. const t23 = n21 * n32 - n22 * n31;
  8103. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  8104. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  8105. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  8106. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  8107. }
  8108. /**
  8109. * Transposes this matrix in place.
  8110. *
  8111. * @return {Matrix4} A reference to this matrix.
  8112. */
  8113. transpose() {
  8114. const te = this.elements;
  8115. let tmp;
  8116. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8117. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8118. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8119. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8120. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8121. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8122. return this;
  8123. }
  8124. /**
  8125. * Sets the position component for this matrix from the given vector,
  8126. * without affecting the rest of the matrix.
  8127. *
  8128. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8129. * @param {number} y - The y component of the vector.
  8130. * @param {number} z - The z component of the vector.
  8131. * @return {Matrix4} A reference to this matrix.
  8132. */
  8133. setPosition( x, y, z ) {
  8134. const te = this.elements;
  8135. if ( x.isVector3 ) {
  8136. te[ 12 ] = x.x;
  8137. te[ 13 ] = x.y;
  8138. te[ 14 ] = x.z;
  8139. } else {
  8140. te[ 12 ] = x;
  8141. te[ 13 ] = y;
  8142. te[ 14 ] = z;
  8143. }
  8144. return this;
  8145. }
  8146. /**
  8147. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  8148. * You can not invert with a determinant of zero. If you attempt this, the method produces
  8149. * a zero matrix instead.
  8150. *
  8151. * @return {Matrix4} A reference to this matrix.
  8152. */
  8153. invert() {
  8154. // based on https://github.com/toji/gl-matrix
  8155. const te = this.elements,
  8156. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  8157. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  8158. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  8159. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  8160. t1 = n11 * n22 - n21 * n12,
  8161. t2 = n11 * n32 - n31 * n12,
  8162. t3 = n11 * n42 - n41 * n12,
  8163. t4 = n21 * n32 - n31 * n22,
  8164. t5 = n21 * n42 - n41 * n22,
  8165. t6 = n31 * n42 - n41 * n32,
  8166. t7 = n13 * n24 - n23 * n14,
  8167. t8 = n13 * n34 - n33 * n14,
  8168. t9 = n13 * n44 - n43 * n14,
  8169. t10 = n23 * n34 - n33 * n24,
  8170. t11 = n23 * n44 - n43 * n24,
  8171. t12 = n33 * n44 - n43 * n34;
  8172. const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
  8173. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  8174. const detInv = 1 / det;
  8175. te[ 0 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv;
  8176. te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv;
  8177. te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv;
  8178. te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv;
  8179. te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv;
  8180. te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv;
  8181. te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv;
  8182. te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv;
  8183. te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv;
  8184. te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv;
  8185. te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv;
  8186. te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv;
  8187. te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv;
  8188. te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv;
  8189. te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv;
  8190. te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv;
  8191. return this;
  8192. }
  8193. /**
  8194. * Multiplies the columns of this matrix by the given vector.
  8195. *
  8196. * @param {Vector3} v - The scale vector.
  8197. * @return {Matrix4} A reference to this matrix.
  8198. */
  8199. scale( v ) {
  8200. const te = this.elements;
  8201. const x = v.x, y = v.y, z = v.z;
  8202. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  8203. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  8204. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  8205. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  8206. return this;
  8207. }
  8208. /**
  8209. * Gets the maximum scale value of the three axes.
  8210. *
  8211. * @return {number} The maximum scale.
  8212. */
  8213. getMaxScaleOnAxis() {
  8214. const te = this.elements;
  8215. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  8216. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  8217. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  8218. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  8219. }
  8220. /**
  8221. * Sets this matrix as a translation transform from the given vector.
  8222. *
  8223. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  8224. * @param {number} y - The amount to translate in the Y axis.
  8225. * @param {number} z - The amount to translate in the z axis.
  8226. * @return {Matrix4} A reference to this matrix.
  8227. */
  8228. makeTranslation( x, y, z ) {
  8229. if ( x.isVector3 ) {
  8230. this.set(
  8231. 1, 0, 0, x.x,
  8232. 0, 1, 0, x.y,
  8233. 0, 0, 1, x.z,
  8234. 0, 0, 0, 1
  8235. );
  8236. } else {
  8237. this.set(
  8238. 1, 0, 0, x,
  8239. 0, 1, 0, y,
  8240. 0, 0, 1, z,
  8241. 0, 0, 0, 1
  8242. );
  8243. }
  8244. return this;
  8245. }
  8246. /**
  8247. * Sets this matrix as a rotational transformation around the X axis by
  8248. * the given angle.
  8249. *
  8250. * @param {number} theta - The rotation in radians.
  8251. * @return {Matrix4} A reference to this matrix.
  8252. */
  8253. makeRotationX( theta ) {
  8254. const c = Math.cos( theta ), s = Math.sin( theta );
  8255. this.set(
  8256. 1, 0, 0, 0,
  8257. 0, c, - s, 0,
  8258. 0, s, c, 0,
  8259. 0, 0, 0, 1
  8260. );
  8261. return this;
  8262. }
  8263. /**
  8264. * Sets this matrix as a rotational transformation around the Y axis by
  8265. * the given angle.
  8266. *
  8267. * @param {number} theta - The rotation in radians.
  8268. * @return {Matrix4} A reference to this matrix.
  8269. */
  8270. makeRotationY( theta ) {
  8271. const c = Math.cos( theta ), s = Math.sin( theta );
  8272. this.set(
  8273. c, 0, s, 0,
  8274. 0, 1, 0, 0,
  8275. - s, 0, c, 0,
  8276. 0, 0, 0, 1
  8277. );
  8278. return this;
  8279. }
  8280. /**
  8281. * Sets this matrix as a rotational transformation around the Z axis by
  8282. * the given angle.
  8283. *
  8284. * @param {number} theta - The rotation in radians.
  8285. * @return {Matrix4} A reference to this matrix.
  8286. */
  8287. makeRotationZ( theta ) {
  8288. const c = Math.cos( theta ), s = Math.sin( theta );
  8289. this.set(
  8290. c, - s, 0, 0,
  8291. s, c, 0, 0,
  8292. 0, 0, 1, 0,
  8293. 0, 0, 0, 1
  8294. );
  8295. return this;
  8296. }
  8297. /**
  8298. * Sets this matrix as a rotational transformation around the given axis by
  8299. * the given angle.
  8300. *
  8301. * This is a somewhat controversial but mathematically sound alternative to
  8302. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  8303. *
  8304. * @param {Vector3} axis - The normalized rotation axis.
  8305. * @param {number} angle - The rotation in radians.
  8306. * @return {Matrix4} A reference to this matrix.
  8307. */
  8308. makeRotationAxis( axis, angle ) {
  8309. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  8310. const c = Math.cos( angle );
  8311. const s = Math.sin( angle );
  8312. const t = 1 - c;
  8313. const x = axis.x, y = axis.y, z = axis.z;
  8314. const tx = t * x, ty = t * y;
  8315. this.set(
  8316. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  8317. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  8318. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  8319. 0, 0, 0, 1
  8320. );
  8321. return this;
  8322. }
  8323. /**
  8324. * Sets this matrix as a scale transformation.
  8325. *
  8326. * @param {number} x - The amount to scale in the X axis.
  8327. * @param {number} y - The amount to scale in the Y axis.
  8328. * @param {number} z - The amount to scale in the Z axis.
  8329. * @return {Matrix4} A reference to this matrix.
  8330. */
  8331. makeScale( x, y, z ) {
  8332. this.set(
  8333. x, 0, 0, 0,
  8334. 0, y, 0, 0,
  8335. 0, 0, z, 0,
  8336. 0, 0, 0, 1
  8337. );
  8338. return this;
  8339. }
  8340. /**
  8341. * Sets this matrix as a shear transformation.
  8342. *
  8343. * @param {number} xy - The amount to shear X by Y.
  8344. * @param {number} xz - The amount to shear X by Z.
  8345. * @param {number} yx - The amount to shear Y by X.
  8346. * @param {number} yz - The amount to shear Y by Z.
  8347. * @param {number} zx - The amount to shear Z by X.
  8348. * @param {number} zy - The amount to shear Z by Y.
  8349. * @return {Matrix4} A reference to this matrix.
  8350. */
  8351. makeShear( xy, xz, yx, yz, zx, zy ) {
  8352. this.set(
  8353. 1, yx, zx, 0,
  8354. xy, 1, zy, 0,
  8355. xz, yz, 1, 0,
  8356. 0, 0, 0, 1
  8357. );
  8358. return this;
  8359. }
  8360. /**
  8361. * Sets this matrix to the transformation composed of the given position,
  8362. * rotation (Quaternion) and scale.
  8363. *
  8364. * @param {Vector3} position - The position vector.
  8365. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8366. * @param {Vector3} scale - The scale vector.
  8367. * @return {Matrix4} A reference to this matrix.
  8368. */
  8369. compose( position, quaternion, scale ) {
  8370. const te = this.elements;
  8371. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  8372. const x2 = x + x, y2 = y + y, z2 = z + z;
  8373. const xx = x * x2, xy = x * y2, xz = x * z2;
  8374. const yy = y * y2, yz = y * z2, zz = z * z2;
  8375. const wx = w * x2, wy = w * y2, wz = w * z2;
  8376. const sx = scale.x, sy = scale.y, sz = scale.z;
  8377. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  8378. te[ 1 ] = ( xy + wz ) * sx;
  8379. te[ 2 ] = ( xz - wy ) * sx;
  8380. te[ 3 ] = 0;
  8381. te[ 4 ] = ( xy - wz ) * sy;
  8382. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  8383. te[ 6 ] = ( yz + wx ) * sy;
  8384. te[ 7 ] = 0;
  8385. te[ 8 ] = ( xz + wy ) * sz;
  8386. te[ 9 ] = ( yz - wx ) * sz;
  8387. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  8388. te[ 11 ] = 0;
  8389. te[ 12 ] = position.x;
  8390. te[ 13 ] = position.y;
  8391. te[ 14 ] = position.z;
  8392. te[ 15 ] = 1;
  8393. return this;
  8394. }
  8395. /**
  8396. * Decomposes this matrix into its position, rotation and scale components
  8397. * and provides the result in the given objects.
  8398. *
  8399. * Note: Not all matrices are decomposable in this way. For example, if an
  8400. * object has a non-uniformly scaled parent, then the object's world matrix
  8401. * may not be decomposable, and this method may not be appropriate.
  8402. *
  8403. * @param {Vector3} position - The position vector.
  8404. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  8405. * @param {Vector3} scale - The scale vector.
  8406. * @return {Matrix4} A reference to this matrix.
  8407. */
  8408. decompose( position, quaternion, scale ) {
  8409. const te = this.elements;
  8410. position.x = te[ 12 ];
  8411. position.y = te[ 13 ];
  8412. position.z = te[ 14 ];
  8413. const det = this.determinant();
  8414. if ( det === 0 ) {
  8415. scale.set( 1, 1, 1 );
  8416. quaternion.identity();
  8417. return this;
  8418. }
  8419. let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  8420. const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  8421. const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  8422. // if determinant is negative, we need to invert one scale
  8423. if ( det < 0 ) sx = - sx;
  8424. // scale the rotation part
  8425. _m1$2.copy( this );
  8426. const invSX = 1 / sx;
  8427. const invSY = 1 / sy;
  8428. const invSZ = 1 / sz;
  8429. _m1$2.elements[ 0 ] *= invSX;
  8430. _m1$2.elements[ 1 ] *= invSX;
  8431. _m1$2.elements[ 2 ] *= invSX;
  8432. _m1$2.elements[ 4 ] *= invSY;
  8433. _m1$2.elements[ 5 ] *= invSY;
  8434. _m1$2.elements[ 6 ] *= invSY;
  8435. _m1$2.elements[ 8 ] *= invSZ;
  8436. _m1$2.elements[ 9 ] *= invSZ;
  8437. _m1$2.elements[ 10 ] *= invSZ;
  8438. quaternion.setFromRotationMatrix( _m1$2 );
  8439. scale.x = sx;
  8440. scale.y = sy;
  8441. scale.z = sz;
  8442. return this;
  8443. }
  8444. /**
  8445. * Creates a perspective projection matrix. This is used internally by
  8446. * {@link PerspectiveCamera#updateProjectionMatrix}.
  8447. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8448. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8449. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8450. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8451. * @param {number} near - The distance from the camera to the near plane.
  8452. * @param {number} far - The distance from the camera to the far plane.
  8453. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8454. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8455. * @return {Matrix4} A reference to this matrix.
  8456. */
  8457. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8458. const te = this.elements;
  8459. const x = 2 * near / ( right - left );
  8460. const y = 2 * near / ( top - bottom );
  8461. const a = ( right + left ) / ( right - left );
  8462. const b = ( top + bottom ) / ( top - bottom );
  8463. let c, d;
  8464. if ( reversedDepth ) {
  8465. c = near / ( far - near );
  8466. d = ( far * near ) / ( far - near );
  8467. } else {
  8468. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8469. c = - ( far + near ) / ( far - near );
  8470. d = ( -2 * far * near ) / ( far - near );
  8471. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8472. c = - far / ( far - near );
  8473. d = ( - far * near ) / ( far - near );
  8474. } else {
  8475. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  8476. }
  8477. }
  8478. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  8479. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  8480. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8481. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  8482. return this;
  8483. }
  8484. /**
  8485. * Creates a orthographic projection matrix. This is used internally by
  8486. * {@link OrthographicCamera#updateProjectionMatrix}.
  8487. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  8488. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  8489. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  8490. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  8491. * @param {number} near - The distance from the camera to the near plane.
  8492. * @param {number} far - The distance from the camera to the far plane.
  8493. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  8494. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  8495. * @return {Matrix4} A reference to this matrix.
  8496. */
  8497. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  8498. const te = this.elements;
  8499. const x = 2 / ( right - left );
  8500. const y = 2 / ( top - bottom );
  8501. const a = - ( right + left ) / ( right - left );
  8502. const b = - ( top + bottom ) / ( top - bottom );
  8503. let c, d;
  8504. if ( reversedDepth ) {
  8505. c = 1 / ( far - near );
  8506. d = far / ( far - near );
  8507. } else {
  8508. if ( coordinateSystem === WebGLCoordinateSystem ) {
  8509. c = -2 / ( far - near );
  8510. d = - ( far + near ) / ( far - near );
  8511. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  8512. c = -1 / ( far - near );
  8513. d = - near / ( far - near );
  8514. } else {
  8515. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  8516. }
  8517. }
  8518. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  8519. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  8520. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  8521. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  8522. return this;
  8523. }
  8524. /**
  8525. * Returns `true` if this matrix is equal with the given one.
  8526. *
  8527. * @param {Matrix4} matrix - The matrix to test for equality.
  8528. * @return {boolean} Whether this matrix is equal with the given one.
  8529. */
  8530. equals( matrix ) {
  8531. const te = this.elements;
  8532. const me = matrix.elements;
  8533. for ( let i = 0; i < 16; i ++ ) {
  8534. if ( te[ i ] !== me[ i ] ) return false;
  8535. }
  8536. return true;
  8537. }
  8538. /**
  8539. * Sets the elements of the matrix from the given array.
  8540. *
  8541. * @param {Array<number>} array - The matrix elements in column-major order.
  8542. * @param {number} [offset=0] - Index of the first element in the array.
  8543. * @return {Matrix4} A reference to this matrix.
  8544. */
  8545. fromArray( array, offset = 0 ) {
  8546. for ( let i = 0; i < 16; i ++ ) {
  8547. this.elements[ i ] = array[ i + offset ];
  8548. }
  8549. return this;
  8550. }
  8551. /**
  8552. * Writes the elements of this matrix to the given array. If no array is provided,
  8553. * the method returns a new instance.
  8554. *
  8555. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  8556. * @param {number} [offset=0] - Index of the first element in the array.
  8557. * @return {Array<number>} The matrix elements in column-major order.
  8558. */
  8559. toArray( array = [], offset = 0 ) {
  8560. const te = this.elements;
  8561. array[ offset ] = te[ 0 ];
  8562. array[ offset + 1 ] = te[ 1 ];
  8563. array[ offset + 2 ] = te[ 2 ];
  8564. array[ offset + 3 ] = te[ 3 ];
  8565. array[ offset + 4 ] = te[ 4 ];
  8566. array[ offset + 5 ] = te[ 5 ];
  8567. array[ offset + 6 ] = te[ 6 ];
  8568. array[ offset + 7 ] = te[ 7 ];
  8569. array[ offset + 8 ] = te[ 8 ];
  8570. array[ offset + 9 ] = te[ 9 ];
  8571. array[ offset + 10 ] = te[ 10 ];
  8572. array[ offset + 11 ] = te[ 11 ];
  8573. array[ offset + 12 ] = te[ 12 ];
  8574. array[ offset + 13 ] = te[ 13 ];
  8575. array[ offset + 14 ] = te[ 14 ];
  8576. array[ offset + 15 ] = te[ 15 ];
  8577. return array;
  8578. }
  8579. }
  8580. const _v1$7 = /*@__PURE__*/ new Vector3();
  8581. const _m1$2 = /*@__PURE__*/ new Matrix4();
  8582. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  8583. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  8584. const _x = /*@__PURE__*/ new Vector3();
  8585. const _y = /*@__PURE__*/ new Vector3();
  8586. const _z = /*@__PURE__*/ new Vector3();
  8587. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  8588. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  8589. /**
  8590. * A class representing Euler angles.
  8591. *
  8592. * Euler angles describe a rotational transformation by rotating an object on
  8593. * its various axes in specified amounts per axis, and a specified axis
  8594. * order.
  8595. *
  8596. * Iterating through an instance will yield its components (x, y, z,
  8597. * order) in the corresponding order.
  8598. *
  8599. * ```js
  8600. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  8601. * const b = new THREE.Vector3( 1, 0, 1 );
  8602. * b.applyEuler(a);
  8603. * ```
  8604. */
  8605. class Euler {
  8606. /**
  8607. * Constructs a new euler instance.
  8608. *
  8609. * @param {number} [x=0] - The angle of the x axis in radians.
  8610. * @param {number} [y=0] - The angle of the y axis in radians.
  8611. * @param {number} [z=0] - The angle of the z axis in radians.
  8612. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  8613. */
  8614. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  8615. /**
  8616. * This flag can be used for type testing.
  8617. *
  8618. * @type {boolean}
  8619. * @readonly
  8620. * @default true
  8621. */
  8622. this.isEuler = true;
  8623. this._x = x;
  8624. this._y = y;
  8625. this._z = z;
  8626. this._order = order;
  8627. }
  8628. /**
  8629. * The angle of the x axis in radians.
  8630. *
  8631. * @type {number}
  8632. * @default 0
  8633. */
  8634. get x() {
  8635. return this._x;
  8636. }
  8637. set x( value ) {
  8638. this._x = value;
  8639. this._onChangeCallback();
  8640. }
  8641. /**
  8642. * The angle of the y axis in radians.
  8643. *
  8644. * @type {number}
  8645. * @default 0
  8646. */
  8647. get y() {
  8648. return this._y;
  8649. }
  8650. set y( value ) {
  8651. this._y = value;
  8652. this._onChangeCallback();
  8653. }
  8654. /**
  8655. * The angle of the z axis in radians.
  8656. *
  8657. * @type {number}
  8658. * @default 0
  8659. */
  8660. get z() {
  8661. return this._z;
  8662. }
  8663. set z( value ) {
  8664. this._z = value;
  8665. this._onChangeCallback();
  8666. }
  8667. /**
  8668. * A string representing the order that the rotations are applied.
  8669. *
  8670. * @type {string}
  8671. * @default 'XYZ'
  8672. */
  8673. get order() {
  8674. return this._order;
  8675. }
  8676. set order( value ) {
  8677. this._order = value;
  8678. this._onChangeCallback();
  8679. }
  8680. /**
  8681. * Sets the Euler components.
  8682. *
  8683. * @param {number} x - The angle of the x axis in radians.
  8684. * @param {number} y - The angle of the y axis in radians.
  8685. * @param {number} z - The angle of the z axis in radians.
  8686. * @param {string} [order] - A string representing the order that the rotations are applied.
  8687. * @return {Euler} A reference to this Euler instance.
  8688. */
  8689. set( x, y, z, order = this._order ) {
  8690. this._x = x;
  8691. this._y = y;
  8692. this._z = z;
  8693. this._order = order;
  8694. this._onChangeCallback();
  8695. return this;
  8696. }
  8697. /**
  8698. * Returns a new Euler instance with copied values from this instance.
  8699. *
  8700. * @return {Euler} A clone of this instance.
  8701. */
  8702. clone() {
  8703. return new this.constructor( this._x, this._y, this._z, this._order );
  8704. }
  8705. /**
  8706. * Copies the values of the given Euler instance to this instance.
  8707. *
  8708. * @param {Euler} euler - The Euler instance to copy.
  8709. * @return {Euler} A reference to this Euler instance.
  8710. */
  8711. copy( euler ) {
  8712. this._x = euler._x;
  8713. this._y = euler._y;
  8714. this._z = euler._z;
  8715. this._order = euler._order;
  8716. this._onChangeCallback();
  8717. return this;
  8718. }
  8719. /**
  8720. * Sets the angles of this Euler instance from a pure rotation matrix.
  8721. *
  8722. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  8723. * @param {string} [order] - A string representing the order that the rotations are applied.
  8724. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8725. * @return {Euler} A reference to this Euler instance.
  8726. */
  8727. setFromRotationMatrix( m, order = this._order, update = true ) {
  8728. const te = m.elements;
  8729. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  8730. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  8731. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  8732. switch ( order ) {
  8733. case 'XYZ':
  8734. this._y = Math.asin( clamp( m13, -1, 1 ) );
  8735. if ( Math.abs( m13 ) < 0.9999999 ) {
  8736. this._x = Math.atan2( - m23, m33 );
  8737. this._z = Math.atan2( - m12, m11 );
  8738. } else {
  8739. this._x = Math.atan2( m32, m22 );
  8740. this._z = 0;
  8741. }
  8742. break;
  8743. case 'YXZ':
  8744. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  8745. if ( Math.abs( m23 ) < 0.9999999 ) {
  8746. this._y = Math.atan2( m13, m33 );
  8747. this._z = Math.atan2( m21, m22 );
  8748. } else {
  8749. this._y = Math.atan2( - m31, m11 );
  8750. this._z = 0;
  8751. }
  8752. break;
  8753. case 'ZXY':
  8754. this._x = Math.asin( clamp( m32, -1, 1 ) );
  8755. if ( Math.abs( m32 ) < 0.9999999 ) {
  8756. this._y = Math.atan2( - m31, m33 );
  8757. this._z = Math.atan2( - m12, m22 );
  8758. } else {
  8759. this._y = 0;
  8760. this._z = Math.atan2( m21, m11 );
  8761. }
  8762. break;
  8763. case 'ZYX':
  8764. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  8765. if ( Math.abs( m31 ) < 0.9999999 ) {
  8766. this._x = Math.atan2( m32, m33 );
  8767. this._z = Math.atan2( m21, m11 );
  8768. } else {
  8769. this._x = 0;
  8770. this._z = Math.atan2( - m12, m22 );
  8771. }
  8772. break;
  8773. case 'YZX':
  8774. this._z = Math.asin( clamp( m21, -1, 1 ) );
  8775. if ( Math.abs( m21 ) < 0.9999999 ) {
  8776. this._x = Math.atan2( - m23, m22 );
  8777. this._y = Math.atan2( - m31, m11 );
  8778. } else {
  8779. this._x = 0;
  8780. this._y = Math.atan2( m13, m33 );
  8781. }
  8782. break;
  8783. case 'XZY':
  8784. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  8785. if ( Math.abs( m12 ) < 0.9999999 ) {
  8786. this._x = Math.atan2( m32, m22 );
  8787. this._y = Math.atan2( m13, m11 );
  8788. } else {
  8789. this._x = Math.atan2( - m23, m33 );
  8790. this._y = 0;
  8791. }
  8792. break;
  8793. default:
  8794. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  8795. }
  8796. this._order = order;
  8797. if ( update === true ) this._onChangeCallback();
  8798. return this;
  8799. }
  8800. /**
  8801. * Sets the angles of this Euler instance from a normalized quaternion.
  8802. *
  8803. * @param {Quaternion} q - A normalized Quaternion.
  8804. * @param {string} [order] - A string representing the order that the rotations are applied.
  8805. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  8806. * @return {Euler} A reference to this Euler instance.
  8807. */
  8808. setFromQuaternion( q, order, update ) {
  8809. _matrix$2.makeRotationFromQuaternion( q );
  8810. return this.setFromRotationMatrix( _matrix$2, order, update );
  8811. }
  8812. /**
  8813. * Sets the angles of this Euler instance from the given vector.
  8814. *
  8815. * @param {Vector3} v - The vector.
  8816. * @param {string} [order] - A string representing the order that the rotations are applied.
  8817. * @return {Euler} A reference to this Euler instance.
  8818. */
  8819. setFromVector3( v, order = this._order ) {
  8820. return this.set( v.x, v.y, v.z, order );
  8821. }
  8822. /**
  8823. * Resets the euler angle with a new order by creating a quaternion from this
  8824. * euler angle and then setting this euler angle with the quaternion and the
  8825. * new order.
  8826. *
  8827. * Warning: This discards revolution information.
  8828. *
  8829. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  8830. * @return {Euler} A reference to this Euler instance.
  8831. */
  8832. reorder( newOrder ) {
  8833. _quaternion$4.setFromEuler( this );
  8834. return this.setFromQuaternion( _quaternion$4, newOrder );
  8835. }
  8836. /**
  8837. * Returns `true` if this Euler instance is equal with the given one.
  8838. *
  8839. * @param {Euler} euler - The Euler instance to test for equality.
  8840. * @return {boolean} Whether this Euler instance is equal with the given one.
  8841. */
  8842. equals( euler ) {
  8843. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  8844. }
  8845. /**
  8846. * Sets this Euler instance's components to values from the given array. The first three
  8847. * entries of the array are assign to the x,y and z components. An optional fourth entry
  8848. * defines the Euler order.
  8849. *
  8850. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  8851. * @return {Euler} A reference to this Euler instance.
  8852. */
  8853. fromArray( array ) {
  8854. this._x = array[ 0 ];
  8855. this._y = array[ 1 ];
  8856. this._z = array[ 2 ];
  8857. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  8858. this._onChangeCallback();
  8859. return this;
  8860. }
  8861. /**
  8862. * Writes the components of this Euler instance to the given array. If no array is provided,
  8863. * the method returns a new instance.
  8864. *
  8865. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  8866. * @param {number} [offset=0] - Index of the first element in the array.
  8867. * @return {Array<number,number,number,string>} The Euler components.
  8868. */
  8869. toArray( array = [], offset = 0 ) {
  8870. array[ offset ] = this._x;
  8871. array[ offset + 1 ] = this._y;
  8872. array[ offset + 2 ] = this._z;
  8873. array[ offset + 3 ] = this._order;
  8874. return array;
  8875. }
  8876. _onChange( callback ) {
  8877. this._onChangeCallback = callback;
  8878. return this;
  8879. }
  8880. _onChangeCallback() {}
  8881. *[ Symbol.iterator ]() {
  8882. yield this._x;
  8883. yield this._y;
  8884. yield this._z;
  8885. yield this._order;
  8886. }
  8887. }
  8888. /**
  8889. * The default Euler angle order.
  8890. *
  8891. * @static
  8892. * @type {string}
  8893. * @default 'XYZ'
  8894. */
  8895. Euler.DEFAULT_ORDER = 'XYZ';
  8896. /**
  8897. * A layers object assigns an 3D object to 1 or more of 32
  8898. * layers numbered `0` to `31` - internally the layers are stored as a
  8899. * bit mask], and by default all 3D objects are a member of layer `0`.
  8900. *
  8901. * This can be used to control visibility - an object must share a layer with
  8902. * a camera to be visible when that camera's view is
  8903. * rendered.
  8904. *
  8905. * All classes that inherit from {@link Object3D} have an `layers` property which
  8906. * is an instance of this class.
  8907. */
  8908. class Layers {
  8909. /**
  8910. * Constructs a new layers instance, with membership
  8911. * initially set to layer `0`.
  8912. */
  8913. constructor() {
  8914. /**
  8915. * A bit mask storing which of the 32 layers this layers object is currently
  8916. * a member of.
  8917. *
  8918. * @type {number}
  8919. */
  8920. this.mask = 1 | 0;
  8921. }
  8922. /**
  8923. * Sets membership to the given layer, and remove membership all other layers.
  8924. *
  8925. * @param {number} layer - The layer to set.
  8926. */
  8927. set( layer ) {
  8928. this.mask = ( 1 << layer | 0 ) >>> 0;
  8929. }
  8930. /**
  8931. * Adds membership of the given layer.
  8932. *
  8933. * @param {number} layer - The layer to enable.
  8934. */
  8935. enable( layer ) {
  8936. this.mask |= 1 << layer | 0;
  8937. }
  8938. /**
  8939. * Adds membership to all layers.
  8940. */
  8941. enableAll() {
  8942. this.mask = 0xffffffff | 0;
  8943. }
  8944. /**
  8945. * Toggles the membership of the given layer.
  8946. *
  8947. * @param {number} layer - The layer to toggle.
  8948. */
  8949. toggle( layer ) {
  8950. this.mask ^= 1 << layer | 0;
  8951. }
  8952. /**
  8953. * Removes membership of the given layer.
  8954. *
  8955. * @param {number} layer - The layer to enable.
  8956. */
  8957. disable( layer ) {
  8958. this.mask &= ~ ( 1 << layer | 0 );
  8959. }
  8960. /**
  8961. * Removes the membership from all layers.
  8962. */
  8963. disableAll() {
  8964. this.mask = 0;
  8965. }
  8966. /**
  8967. * Returns `true` if this and the given layers object have at least one
  8968. * layer in common.
  8969. *
  8970. * @param {Layers} layers - The layers to test.
  8971. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  8972. */
  8973. test( layers ) {
  8974. return ( this.mask & layers.mask ) !== 0;
  8975. }
  8976. /**
  8977. * Returns `true` if the given layer is enabled.
  8978. *
  8979. * @param {number} layer - The layer to test.
  8980. * @return {boolean } Whether the given layer is enabled or not.
  8981. */
  8982. isEnabled( layer ) {
  8983. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  8984. }
  8985. }
  8986. let _object3DId = 0;
  8987. const _v1$6 = /*@__PURE__*/ new Vector3();
  8988. const _q1 = /*@__PURE__*/ new Quaternion();
  8989. const _m1$1 = /*@__PURE__*/ new Matrix4();
  8990. const _target = /*@__PURE__*/ new Vector3();
  8991. const _position$4 = /*@__PURE__*/ new Vector3();
  8992. const _scale$3 = /*@__PURE__*/ new Vector3();
  8993. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  8994. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  8995. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  8996. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  8997. /**
  8998. * Fires when the object has been added to its parent object.
  8999. *
  9000. * @event Object3D#added
  9001. * @type {Object}
  9002. */
  9003. const _addedEvent = { type: 'added' };
  9004. /**
  9005. * Fires when the object has been removed from its parent object.
  9006. *
  9007. * @event Object3D#removed
  9008. * @type {Object}
  9009. */
  9010. const _removedEvent = { type: 'removed' };
  9011. /**
  9012. * Fires when a new child object has been added.
  9013. *
  9014. * @event Object3D#childadded
  9015. * @type {Object}
  9016. */
  9017. const _childaddedEvent = { type: 'childadded', child: null };
  9018. /**
  9019. * Fires when a child object has been removed.
  9020. *
  9021. * @event Object3D#childremoved
  9022. * @type {Object}
  9023. */
  9024. const _childremovedEvent = { type: 'childremoved', child: null };
  9025. /**
  9026. * This is the base class for most objects in three.js and provides a set of
  9027. * properties and methods for manipulating objects in 3D space.
  9028. *
  9029. * @augments EventDispatcher
  9030. */
  9031. class Object3D extends EventDispatcher {
  9032. /**
  9033. * Constructs a new 3D object.
  9034. */
  9035. constructor() {
  9036. super();
  9037. /**
  9038. * This flag can be used for type testing.
  9039. *
  9040. * @type {boolean}
  9041. * @readonly
  9042. * @default true
  9043. */
  9044. this.isObject3D = true;
  9045. /**
  9046. * The ID of the 3D object.
  9047. *
  9048. * @name Object3D#id
  9049. * @type {number}
  9050. * @readonly
  9051. */
  9052. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  9053. /**
  9054. * The UUID of the 3D object.
  9055. *
  9056. * @type {string}
  9057. * @readonly
  9058. */
  9059. this.uuid = generateUUID();
  9060. /**
  9061. * The name of the 3D object.
  9062. *
  9063. * @type {string}
  9064. */
  9065. this.name = '';
  9066. /**
  9067. * The type property is used for detecting the object type
  9068. * in context of serialization/deserialization.
  9069. *
  9070. * @type {string}
  9071. * @readonly
  9072. */
  9073. this.type = 'Object3D';
  9074. /**
  9075. * A reference to the parent object.
  9076. *
  9077. * @type {?Object3D}
  9078. * @default null
  9079. */
  9080. this.parent = null;
  9081. /**
  9082. * An array holding the child 3D objects of this instance.
  9083. *
  9084. * @type {Array<Object3D>}
  9085. */
  9086. this.children = [];
  9087. /**
  9088. * Defines the `up` direction of the 3D object which influences
  9089. * the orientation via methods like {@link Object3D#lookAt}.
  9090. *
  9091. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9092. *
  9093. * @type {Vector3}
  9094. */
  9095. this.up = Object3D.DEFAULT_UP.clone();
  9096. const position = new Vector3();
  9097. const rotation = new Euler();
  9098. const quaternion = new Quaternion();
  9099. const scale = new Vector3( 1, 1, 1 );
  9100. function onRotationChange() {
  9101. quaternion.setFromEuler( rotation, false );
  9102. }
  9103. function onQuaternionChange() {
  9104. rotation.setFromQuaternion( quaternion, undefined, false );
  9105. }
  9106. rotation._onChange( onRotationChange );
  9107. quaternion._onChange( onQuaternionChange );
  9108. Object.defineProperties( this, {
  9109. /**
  9110. * Represents the object's local position.
  9111. *
  9112. * @name Object3D#position
  9113. * @type {Vector3}
  9114. * @default (0,0,0)
  9115. */
  9116. position: {
  9117. configurable: true,
  9118. enumerable: true,
  9119. value: position
  9120. },
  9121. /**
  9122. * Represents the object's local rotation as Euler angles, in radians.
  9123. *
  9124. * @name Object3D#rotation
  9125. * @type {Euler}
  9126. * @default (0,0,0)
  9127. */
  9128. rotation: {
  9129. configurable: true,
  9130. enumerable: true,
  9131. value: rotation
  9132. },
  9133. /**
  9134. * Represents the object's local rotation as Quaternions.
  9135. *
  9136. * @name Object3D#quaternion
  9137. * @type {Quaternion}
  9138. */
  9139. quaternion: {
  9140. configurable: true,
  9141. enumerable: true,
  9142. value: quaternion
  9143. },
  9144. /**
  9145. * Represents the object's local scale.
  9146. *
  9147. * @name Object3D#scale
  9148. * @type {Vector3}
  9149. * @default (1,1,1)
  9150. */
  9151. scale: {
  9152. configurable: true,
  9153. enumerable: true,
  9154. value: scale
  9155. },
  9156. /**
  9157. * Represents the object's model-view matrix.
  9158. *
  9159. * @name Object3D#modelViewMatrix
  9160. * @type {Matrix4}
  9161. */
  9162. modelViewMatrix: {
  9163. value: new Matrix4()
  9164. },
  9165. /**
  9166. * Represents the object's normal matrix.
  9167. *
  9168. * @name Object3D#normalMatrix
  9169. * @type {Matrix3}
  9170. */
  9171. normalMatrix: {
  9172. value: new Matrix3()
  9173. }
  9174. } );
  9175. /**
  9176. * Represents the object's transformation matrix in local space.
  9177. *
  9178. * @type {Matrix4}
  9179. */
  9180. this.matrix = new Matrix4();
  9181. /**
  9182. * Represents the object's transformation matrix in world space.
  9183. * If the 3D object has no parent, then it's identical to the local transformation matrix
  9184. *
  9185. * @type {Matrix4}
  9186. */
  9187. this.matrixWorld = new Matrix4();
  9188. /**
  9189. * When set to `true`, the engine automatically computes the local matrix from position,
  9190. * rotation and scale every frame. If set to `false`, the app is responsible for recomputing
  9191. * the local matrix by calling `updateMatrix()`.
  9192. *
  9193. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  9194. *
  9195. * @type {boolean}
  9196. * @default true
  9197. */
  9198. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  9199. /**
  9200. * When set to `true`, the engine automatically computes the world matrix from the current local
  9201. * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
  9202. * recomputing the world matrix by directly updating the `matrixWorld` property.
  9203. *
  9204. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  9205. *
  9206. * @type {boolean}
  9207. * @default true
  9208. */
  9209. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  9210. /**
  9211. * When set to `true`, it calculates the world matrix in that frame and resets this property
  9212. * to `false`.
  9213. *
  9214. * @type {boolean}
  9215. * @default false
  9216. */
  9217. this.matrixWorldNeedsUpdate = false;
  9218. /**
  9219. * The layer membership of the 3D object. The 3D object is only visible if it has
  9220. * at least one layer in common with the camera in use. This property can also be
  9221. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  9222. *
  9223. * @type {Layers}
  9224. */
  9225. this.layers = new Layers();
  9226. /**
  9227. * When set to `true`, the 3D object gets rendered.
  9228. *
  9229. * @type {boolean}
  9230. * @default true
  9231. */
  9232. this.visible = true;
  9233. /**
  9234. * When set to `true`, the 3D object gets rendered into shadow maps.
  9235. *
  9236. * @type {boolean}
  9237. * @default false
  9238. */
  9239. this.castShadow = false;
  9240. /**
  9241. * When set to `true`, the 3D object is affected by shadows in the scene.
  9242. *
  9243. * @type {boolean}
  9244. * @default false
  9245. */
  9246. this.receiveShadow = false;
  9247. /**
  9248. * When set to `true`, the 3D object is honored by view frustum culling.
  9249. *
  9250. * @type {boolean}
  9251. * @default true
  9252. */
  9253. this.frustumCulled = true;
  9254. /**
  9255. * This value allows the default rendering order of scene graph objects to be
  9256. * overridden although opaque and transparent objects remain sorted independently.
  9257. * When this property is set for an instance of {@link Group},all descendants
  9258. * objects will be sorted and rendered together. Sorting is from lowest to highest
  9259. * render order.
  9260. *
  9261. * @type {number}
  9262. * @default 0
  9263. */
  9264. this.renderOrder = 0;
  9265. /**
  9266. * An array holding the animation clips of the 3D object.
  9267. *
  9268. * @type {Array<AnimationClip>}
  9269. */
  9270. this.animations = [];
  9271. /**
  9272. * Custom depth material to be used when rendering to the depth map. Can only be used
  9273. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  9274. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  9275. * material for proper shadows.
  9276. *
  9277. * Only relevant in context of {@link WebGLRenderer}.
  9278. *
  9279. * @type {(Material|undefined)}
  9280. * @default undefined
  9281. */
  9282. this.customDepthMaterial = undefined;
  9283. /**
  9284. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  9285. *
  9286. * Only relevant in context of {@link WebGLRenderer}.
  9287. *
  9288. * @type {(Material|undefined)}
  9289. * @default undefined
  9290. */
  9291. this.customDistanceMaterial = undefined;
  9292. /**
  9293. * Whether the 3D object is supposed to be static or not. If set to `true`, it means
  9294. * the 3D object is not going to be changed after the initial renderer. This includes
  9295. * geometry and material settings. A static 3D object can be processed by the renderer
  9296. * slightly faster since certain state checks can be bypassed.
  9297. *
  9298. * Only relevant in context of {@link WebGPURenderer}.
  9299. *
  9300. * @type {boolean}
  9301. * @default false
  9302. */
  9303. this.static = false;
  9304. /**
  9305. * An object that can be used to store custom data about the 3D object. It
  9306. * should not hold references to functions as these will not be cloned.
  9307. *
  9308. * @type {Object}
  9309. */
  9310. this.userData = {};
  9311. /**
  9312. * The pivot point for rotation and scale transformations.
  9313. * When set, rotation and scale are applied around this point
  9314. * instead of the object's origin.
  9315. *
  9316. * @type {?Vector3}
  9317. * @default null
  9318. */
  9319. this.pivot = null;
  9320. }
  9321. /**
  9322. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  9323. *
  9324. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9325. * @param {Object3D} object - The 3D object.
  9326. * @param {Camera} camera - The camera that is used to render the scene.
  9327. * @param {Camera} shadowCamera - The shadow camera.
  9328. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9329. * @param {Material} depthMaterial - The depth material.
  9330. * @param {Object} group - The geometry group data.
  9331. */
  9332. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9333. /**
  9334. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  9335. *
  9336. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9337. * @param {Object3D} object - The 3D object.
  9338. * @param {Camera} camera - The camera that is used to render the scene.
  9339. * @param {Camera} shadowCamera - The shadow camera.
  9340. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9341. * @param {Material} depthMaterial - The depth material.
  9342. * @param {Object} group - The geometry group data.
  9343. */
  9344. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  9345. /**
  9346. * A callback that is executed immediately before a 3D object is rendered.
  9347. *
  9348. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9349. * @param {Object3D} object - The 3D object.
  9350. * @param {Camera} camera - The camera that is used to render the scene.
  9351. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9352. * @param {Material} material - The 3D object's material.
  9353. * @param {Object} group - The geometry group data.
  9354. */
  9355. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9356. /**
  9357. * A callback that is executed immediately after a 3D object is rendered.
  9358. *
  9359. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  9360. * @param {Object3D} object - The 3D object.
  9361. * @param {Camera} camera - The camera that is used to render the scene.
  9362. * @param {BufferGeometry} geometry - The 3D object's geometry.
  9363. * @param {Material} material - The 3D object's material.
  9364. * @param {Object} group - The geometry group data.
  9365. */
  9366. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  9367. /**
  9368. * Applies the given transformation matrix to the object and updates the object's position,
  9369. * rotation and scale.
  9370. *
  9371. * @param {Matrix4} matrix - The transformation matrix.
  9372. */
  9373. applyMatrix4( matrix ) {
  9374. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9375. this.matrix.premultiply( matrix );
  9376. this.matrix.decompose( this.position, this.quaternion, this.scale );
  9377. }
  9378. /**
  9379. * Applies a rotation represented by given the quaternion to the 3D object.
  9380. *
  9381. * @param {Quaternion} q - The quaternion.
  9382. * @return {Object3D} A reference to this instance.
  9383. */
  9384. applyQuaternion( q ) {
  9385. this.quaternion.premultiply( q );
  9386. return this;
  9387. }
  9388. /**
  9389. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  9390. *
  9391. * @param {Vector3} axis - The (normalized) axis vector.
  9392. * @param {number} angle - The angle in radians.
  9393. */
  9394. setRotationFromAxisAngle( axis, angle ) {
  9395. // assumes axis is normalized
  9396. this.quaternion.setFromAxisAngle( axis, angle );
  9397. }
  9398. /**
  9399. * Sets the given rotation represented as Euler angles to the 3D object.
  9400. *
  9401. * @param {Euler} euler - The Euler angles.
  9402. */
  9403. setRotationFromEuler( euler ) {
  9404. this.quaternion.setFromEuler( euler, true );
  9405. }
  9406. /**
  9407. * Sets the given rotation represented as rotation matrix to the 3D object.
  9408. *
  9409. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  9410. * a pure rotation matrix (i.e, unscaled).
  9411. */
  9412. setRotationFromMatrix( m ) {
  9413. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  9414. this.quaternion.setFromRotationMatrix( m );
  9415. }
  9416. /**
  9417. * Sets the given rotation represented as a Quaternion to the 3D object.
  9418. *
  9419. * @param {Quaternion} q - The Quaternion
  9420. */
  9421. setRotationFromQuaternion( q ) {
  9422. // assumes q is normalized
  9423. this.quaternion.copy( q );
  9424. }
  9425. /**
  9426. * Rotates the 3D object along an axis in local space.
  9427. *
  9428. * @param {Vector3} axis - The (normalized) axis vector.
  9429. * @param {number} angle - The angle in radians.
  9430. * @return {Object3D} A reference to this instance.
  9431. */
  9432. rotateOnAxis( axis, angle ) {
  9433. // rotate object on axis in object space
  9434. // axis is assumed to be normalized
  9435. _q1.setFromAxisAngle( axis, angle );
  9436. this.quaternion.multiply( _q1 );
  9437. return this;
  9438. }
  9439. /**
  9440. * Rotates the 3D object along an axis in world space.
  9441. *
  9442. * @param {Vector3} axis - The (normalized) axis vector.
  9443. * @param {number} angle - The angle in radians.
  9444. * @return {Object3D} A reference to this instance.
  9445. */
  9446. rotateOnWorldAxis( axis, angle ) {
  9447. // rotate object on axis in world space
  9448. // axis is assumed to be normalized
  9449. // method assumes no rotated parent
  9450. _q1.setFromAxisAngle( axis, angle );
  9451. this.quaternion.premultiply( _q1 );
  9452. return this;
  9453. }
  9454. /**
  9455. * Rotates the 3D object around its X axis in local space.
  9456. *
  9457. * @param {number} angle - The angle in radians.
  9458. * @return {Object3D} A reference to this instance.
  9459. */
  9460. rotateX( angle ) {
  9461. return this.rotateOnAxis( _xAxis, angle );
  9462. }
  9463. /**
  9464. * Rotates the 3D object around its Y axis in local space.
  9465. *
  9466. * @param {number} angle - The angle in radians.
  9467. * @return {Object3D} A reference to this instance.
  9468. */
  9469. rotateY( angle ) {
  9470. return this.rotateOnAxis( _yAxis, angle );
  9471. }
  9472. /**
  9473. * Rotates the 3D object around its Z axis in local space.
  9474. *
  9475. * @param {number} angle - The angle in radians.
  9476. * @return {Object3D} A reference to this instance.
  9477. */
  9478. rotateZ( angle ) {
  9479. return this.rotateOnAxis( _zAxis, angle );
  9480. }
  9481. /**
  9482. * Translate the 3D object by a distance along the given axis in local space.
  9483. *
  9484. * @param {Vector3} axis - The (normalized) axis vector.
  9485. * @param {number} distance - The distance in world units.
  9486. * @return {Object3D} A reference to this instance.
  9487. */
  9488. translateOnAxis( axis, distance ) {
  9489. // translate object by distance along axis in object space
  9490. // axis is assumed to be normalized
  9491. _v1$6.copy( axis ).applyQuaternion( this.quaternion );
  9492. this.position.add( _v1$6.multiplyScalar( distance ) );
  9493. return this;
  9494. }
  9495. /**
  9496. * Translate the 3D object by a distance along its X-axis in local space.
  9497. *
  9498. * @param {number} distance - The distance in world units.
  9499. * @return {Object3D} A reference to this instance.
  9500. */
  9501. translateX( distance ) {
  9502. return this.translateOnAxis( _xAxis, distance );
  9503. }
  9504. /**
  9505. * Translate the 3D object by a distance along its Y-axis in local space.
  9506. *
  9507. * @param {number} distance - The distance in world units.
  9508. * @return {Object3D} A reference to this instance.
  9509. */
  9510. translateY( distance ) {
  9511. return this.translateOnAxis( _yAxis, distance );
  9512. }
  9513. /**
  9514. * Translate the 3D object by a distance along its Z-axis in local space.
  9515. *
  9516. * @param {number} distance - The distance in world units.
  9517. * @return {Object3D} A reference to this instance.
  9518. */
  9519. translateZ( distance ) {
  9520. return this.translateOnAxis( _zAxis, distance );
  9521. }
  9522. /**
  9523. * Converts the given vector from this 3D object's local space to world space.
  9524. *
  9525. * @param {Vector3} vector - The vector to convert.
  9526. * @return {Vector3} The converted vector.
  9527. */
  9528. localToWorld( vector ) {
  9529. this.updateWorldMatrix( true, false );
  9530. return vector.applyMatrix4( this.matrixWorld );
  9531. }
  9532. /**
  9533. * Converts the given vector from this 3D object's world space to local space.
  9534. *
  9535. * @param {Vector3} vector - The vector to convert.
  9536. * @return {Vector3} The converted vector.
  9537. */
  9538. worldToLocal( vector ) {
  9539. this.updateWorldMatrix( true, false );
  9540. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  9541. }
  9542. /**
  9543. * Rotates the object to face a point in world space.
  9544. *
  9545. * This method does not support objects having non-uniformly-scaled parent(s).
  9546. *
  9547. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  9548. * @param {number} [y] - The y coordinate in world space.
  9549. * @param {number} [z] - The z coordinate in world space.
  9550. */
  9551. lookAt( x, y, z ) {
  9552. // This method does not support objects having non-uniformly-scaled parent(s)
  9553. if ( x.isVector3 ) {
  9554. _target.copy( x );
  9555. } else {
  9556. _target.set( x, y, z );
  9557. }
  9558. const parent = this.parent;
  9559. this.updateWorldMatrix( true, false );
  9560. _position$4.setFromMatrixPosition( this.matrixWorld );
  9561. if ( this.isCamera || this.isLight ) {
  9562. _m1$1.lookAt( _position$4, _target, this.up );
  9563. } else {
  9564. _m1$1.lookAt( _target, _position$4, this.up );
  9565. }
  9566. this.quaternion.setFromRotationMatrix( _m1$1 );
  9567. if ( parent ) {
  9568. _m1$1.extractRotation( parent.matrixWorld );
  9569. _q1.setFromRotationMatrix( _m1$1 );
  9570. this.quaternion.premultiply( _q1.invert() );
  9571. }
  9572. }
  9573. /**
  9574. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  9575. * objects may be added. Any current parent on an object passed in here will be
  9576. * removed, since an object can have at most one parent.
  9577. *
  9578. * @fires Object3D#added
  9579. * @fires Object3D#childadded
  9580. * @param {Object3D} object - The 3D object to add.
  9581. * @return {Object3D} A reference to this instance.
  9582. */
  9583. add( object ) {
  9584. if ( arguments.length > 1 ) {
  9585. for ( let i = 0; i < arguments.length; i ++ ) {
  9586. this.add( arguments[ i ] );
  9587. }
  9588. return this;
  9589. }
  9590. if ( object === this ) {
  9591. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  9592. return this;
  9593. }
  9594. if ( object && object.isObject3D ) {
  9595. object.removeFromParent();
  9596. object.parent = this;
  9597. this.children.push( object );
  9598. object.dispatchEvent( _addedEvent );
  9599. _childaddedEvent.child = object;
  9600. this.dispatchEvent( _childaddedEvent );
  9601. _childaddedEvent.child = null;
  9602. } else {
  9603. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  9604. }
  9605. return this;
  9606. }
  9607. /**
  9608. * Removes the given 3D object as child from this 3D object.
  9609. * An arbitrary number of objects may be removed.
  9610. *
  9611. * @fires Object3D#removed
  9612. * @fires Object3D#childremoved
  9613. * @param {Object3D} object - The 3D object to remove.
  9614. * @return {Object3D} A reference to this instance.
  9615. */
  9616. remove( object ) {
  9617. if ( arguments.length > 1 ) {
  9618. for ( let i = 0; i < arguments.length; i ++ ) {
  9619. this.remove( arguments[ i ] );
  9620. }
  9621. return this;
  9622. }
  9623. const index = this.children.indexOf( object );
  9624. if ( index !== -1 ) {
  9625. object.parent = null;
  9626. this.children.splice( index, 1 );
  9627. object.dispatchEvent( _removedEvent );
  9628. _childremovedEvent.child = object;
  9629. this.dispatchEvent( _childremovedEvent );
  9630. _childremovedEvent.child = null;
  9631. }
  9632. return this;
  9633. }
  9634. /**
  9635. * Removes this 3D object from its current parent.
  9636. *
  9637. * @fires Object3D#removed
  9638. * @fires Object3D#childremoved
  9639. * @return {Object3D} A reference to this instance.
  9640. */
  9641. removeFromParent() {
  9642. const parent = this.parent;
  9643. if ( parent !== null ) {
  9644. parent.remove( this );
  9645. }
  9646. return this;
  9647. }
  9648. /**
  9649. * Removes all child objects.
  9650. *
  9651. * @fires Object3D#removed
  9652. * @fires Object3D#childremoved
  9653. * @return {Object3D} A reference to this instance.
  9654. */
  9655. clear() {
  9656. return this.remove( ... this.children );
  9657. }
  9658. /**
  9659. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  9660. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  9661. *
  9662. * @fires Object3D#added
  9663. * @fires Object3D#childadded
  9664. * @param {Object3D} object - The 3D object to attach.
  9665. * @return {Object3D} A reference to this instance.
  9666. */
  9667. attach( object ) {
  9668. // adds object as a child of this, while maintaining the object's world transform
  9669. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  9670. this.updateWorldMatrix( true, false );
  9671. _m1$1.copy( this.matrixWorld ).invert();
  9672. if ( object.parent !== null ) {
  9673. object.parent.updateWorldMatrix( true, false );
  9674. _m1$1.multiply( object.parent.matrixWorld );
  9675. }
  9676. object.applyMatrix4( _m1$1 );
  9677. object.removeFromParent();
  9678. object.parent = this;
  9679. this.children.push( object );
  9680. object.updateWorldMatrix( false, true );
  9681. object.dispatchEvent( _addedEvent );
  9682. _childaddedEvent.child = object;
  9683. this.dispatchEvent( _childaddedEvent );
  9684. _childaddedEvent.child = null;
  9685. return this;
  9686. }
  9687. /**
  9688. * Searches through the 3D object and its children, starting with the 3D object
  9689. * itself, and returns the first with a matching ID.
  9690. *
  9691. * @param {number} id - The id.
  9692. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9693. */
  9694. getObjectById( id ) {
  9695. return this.getObjectByProperty( 'id', id );
  9696. }
  9697. /**
  9698. * Searches through the 3D object and its children, starting with the 3D object
  9699. * itself, and returns the first with a matching name.
  9700. *
  9701. * @param {string} name - The name.
  9702. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9703. */
  9704. getObjectByName( name ) {
  9705. return this.getObjectByProperty( 'name', name );
  9706. }
  9707. /**
  9708. * Searches through the 3D object and its children, starting with the 3D object
  9709. * itself, and returns the first with a matching property value.
  9710. *
  9711. * @param {string} name - The name of the property.
  9712. * @param {any} value - The value.
  9713. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  9714. */
  9715. getObjectByProperty( name, value ) {
  9716. if ( this[ name ] === value ) return this;
  9717. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  9718. const child = this.children[ i ];
  9719. const object = child.getObjectByProperty( name, value );
  9720. if ( object !== undefined ) {
  9721. return object;
  9722. }
  9723. }
  9724. return undefined;
  9725. }
  9726. /**
  9727. * Searches through the 3D object and its children, starting with the 3D object
  9728. * itself, and returns all 3D objects with a matching property value.
  9729. *
  9730. * @param {string} name - The name of the property.
  9731. * @param {any} value - The value.
  9732. * @param {Array<Object3D>} result - The method stores the result in this array.
  9733. * @return {Array<Object3D>} The found 3D objects.
  9734. */
  9735. getObjectsByProperty( name, value, result = [] ) {
  9736. if ( this[ name ] === value ) result.push( this );
  9737. const children = this.children;
  9738. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9739. children[ i ].getObjectsByProperty( name, value, result );
  9740. }
  9741. return result;
  9742. }
  9743. /**
  9744. * Returns a vector representing the position of the 3D object in world space.
  9745. *
  9746. * @param {Vector3} target - The target vector the result is stored to.
  9747. * @return {Vector3} The 3D object's position in world space.
  9748. */
  9749. getWorldPosition( target ) {
  9750. this.updateWorldMatrix( true, false );
  9751. return target.setFromMatrixPosition( this.matrixWorld );
  9752. }
  9753. /**
  9754. * Returns a Quaternion representing the position of the 3D object in world space.
  9755. *
  9756. * @param {Quaternion} target - The target Quaternion the result is stored to.
  9757. * @return {Quaternion} The 3D object's rotation in world space.
  9758. */
  9759. getWorldQuaternion( target ) {
  9760. this.updateWorldMatrix( true, false );
  9761. this.matrixWorld.decompose( _position$4, target, _scale$3 );
  9762. return target;
  9763. }
  9764. /**
  9765. * Returns a vector representing the scale of the 3D object in world space.
  9766. *
  9767. * @param {Vector3} target - The target vector the result is stored to.
  9768. * @return {Vector3} The 3D object's scale in world space.
  9769. */
  9770. getWorldScale( target ) {
  9771. this.updateWorldMatrix( true, false );
  9772. this.matrixWorld.decompose( _position$4, _quaternion$3, target );
  9773. return target;
  9774. }
  9775. /**
  9776. * Returns a vector representing the ("look") direction of the 3D object in world space.
  9777. *
  9778. * @param {Vector3} target - The target vector the result is stored to.
  9779. * @return {Vector3} The 3D object's direction in world space.
  9780. */
  9781. getWorldDirection( target ) {
  9782. this.updateWorldMatrix( true, false );
  9783. const e = this.matrixWorld.elements;
  9784. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  9785. }
  9786. /**
  9787. * Abstract method to get intersections between a casted ray and this
  9788. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  9789. * implement this method in order to use raycasting.
  9790. *
  9791. * @abstract
  9792. * @param {Raycaster} raycaster - The raycaster.
  9793. * @param {Array<Object>} intersects - An array holding the result of the method.
  9794. */
  9795. raycast( /* raycaster, intersects */ ) {}
  9796. /**
  9797. * Executes the callback on this 3D object and all descendants.
  9798. *
  9799. * Note: Modifying the scene graph inside the callback is discouraged.
  9800. *
  9801. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9802. */
  9803. traverse( callback ) {
  9804. callback( this );
  9805. const children = this.children;
  9806. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9807. children[ i ].traverse( callback );
  9808. }
  9809. }
  9810. /**
  9811. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  9812. * Descendants of invisible 3D objects are not traversed.
  9813. *
  9814. * Note: Modifying the scene graph inside the callback is discouraged.
  9815. *
  9816. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9817. */
  9818. traverseVisible( callback ) {
  9819. if ( this.visible === false ) return;
  9820. callback( this );
  9821. const children = this.children;
  9822. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9823. children[ i ].traverseVisible( callback );
  9824. }
  9825. }
  9826. /**
  9827. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  9828. *
  9829. * Note: Modifying the scene graph inside the callback is discouraged.
  9830. *
  9831. * @param {Function} callback - A callback function that allows to process the current 3D object.
  9832. */
  9833. traverseAncestors( callback ) {
  9834. const parent = this.parent;
  9835. if ( parent !== null ) {
  9836. callback( parent );
  9837. parent.traverseAncestors( callback );
  9838. }
  9839. }
  9840. /**
  9841. * Updates the transformation matrix in local space by computing it from the current
  9842. * position, rotation and scale values.
  9843. */
  9844. updateMatrix() {
  9845. this.matrix.compose( this.position, this.quaternion, this.scale );
  9846. const pivot = this.pivot;
  9847. if ( pivot !== null ) {
  9848. const px = pivot.x, py = pivot.y, pz = pivot.z;
  9849. const te = this.matrix.elements;
  9850. te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz;
  9851. te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz;
  9852. te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz;
  9853. }
  9854. this.matrixWorldNeedsUpdate = true;
  9855. }
  9856. /**
  9857. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  9858. *
  9859. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  9860. * local space. The computation of the local and world matrix can be controlled with the
  9861. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  9862. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  9863. *
  9864. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  9865. * when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
  9866. */
  9867. updateMatrixWorld( force ) {
  9868. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9869. if ( this.matrixWorldNeedsUpdate || force ) {
  9870. if ( this.matrixWorldAutoUpdate === true ) {
  9871. if ( this.parent === null ) {
  9872. this.matrixWorld.copy( this.matrix );
  9873. } else {
  9874. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9875. }
  9876. }
  9877. this.matrixWorldNeedsUpdate = false;
  9878. force = true;
  9879. }
  9880. // make sure descendants are updated if required
  9881. const children = this.children;
  9882. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9883. const child = children[ i ];
  9884. child.updateMatrixWorld( force );
  9885. }
  9886. }
  9887. /**
  9888. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  9889. * update of ancestor and descendant nodes.
  9890. *
  9891. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  9892. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  9893. */
  9894. updateWorldMatrix( updateParents, updateChildren ) {
  9895. const parent = this.parent;
  9896. if ( updateParents === true && parent !== null ) {
  9897. parent.updateWorldMatrix( true, false );
  9898. }
  9899. if ( this.matrixAutoUpdate ) this.updateMatrix();
  9900. if ( this.matrixWorldAutoUpdate === true ) {
  9901. if ( this.parent === null ) {
  9902. this.matrixWorld.copy( this.matrix );
  9903. } else {
  9904. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9905. }
  9906. }
  9907. // make sure descendants are updated
  9908. if ( updateChildren === true ) {
  9909. const children = this.children;
  9910. for ( let i = 0, l = children.length; i < l; i ++ ) {
  9911. const child = children[ i ];
  9912. child.updateWorldMatrix( false, true );
  9913. }
  9914. }
  9915. }
  9916. /**
  9917. * Serializes the 3D object into JSON.
  9918. *
  9919. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  9920. * @return {Object} A JSON object representing the serialized 3D object.
  9921. * @see {@link ObjectLoader#parse}
  9922. */
  9923. toJSON( meta ) {
  9924. // meta is a string when called from JSON.stringify
  9925. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  9926. const output = {};
  9927. // meta is a hash used to collect geometries, materials.
  9928. // not providing it implies that this is the root object
  9929. // being serialized.
  9930. if ( isRootObject ) {
  9931. // initialize meta obj
  9932. meta = {
  9933. geometries: {},
  9934. materials: {},
  9935. textures: {},
  9936. images: {},
  9937. shapes: {},
  9938. skeletons: {},
  9939. animations: {},
  9940. nodes: {}
  9941. };
  9942. output.metadata = {
  9943. version: 4.7,
  9944. type: 'Object',
  9945. generator: 'Object3D.toJSON'
  9946. };
  9947. }
  9948. // standard Object3D serialization
  9949. const object = {};
  9950. object.uuid = this.uuid;
  9951. object.type = this.type;
  9952. if ( this.name !== '' ) object.name = this.name;
  9953. if ( this.castShadow === true ) object.castShadow = true;
  9954. if ( this.receiveShadow === true ) object.receiveShadow = true;
  9955. if ( this.visible === false ) object.visible = false;
  9956. if ( this.frustumCulled === false ) object.frustumCulled = false;
  9957. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  9958. if ( this.static !== false ) object.static = this.static;
  9959. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  9960. object.layers = this.layers.mask;
  9961. object.matrix = this.matrix.toArray();
  9962. object.up = this.up.toArray();
  9963. if ( this.pivot !== null ) object.pivot = this.pivot.toArray();
  9964. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  9965. if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary );
  9966. if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice();
  9967. // object specific properties
  9968. if ( this.isInstancedMesh ) {
  9969. object.type = 'InstancedMesh';
  9970. object.count = this.count;
  9971. object.instanceMatrix = this.instanceMatrix.toJSON();
  9972. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  9973. }
  9974. if ( this.isBatchedMesh ) {
  9975. object.type = 'BatchedMesh';
  9976. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  9977. object.sortObjects = this.sortObjects;
  9978. object.drawRanges = this._drawRanges;
  9979. object.reservedRanges = this._reservedRanges;
  9980. object.geometryInfo = this._geometryInfo.map( info => ( {
  9981. ...info,
  9982. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  9983. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  9984. } ) );
  9985. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  9986. object.availableInstanceIds = this._availableInstanceIds.slice();
  9987. object.availableGeometryIds = this._availableGeometryIds.slice();
  9988. object.nextIndexStart = this._nextIndexStart;
  9989. object.nextVertexStart = this._nextVertexStart;
  9990. object.geometryCount = this._geometryCount;
  9991. object.maxInstanceCount = this._maxInstanceCount;
  9992. object.maxVertexCount = this._maxVertexCount;
  9993. object.maxIndexCount = this._maxIndexCount;
  9994. object.geometryInitialized = this._geometryInitialized;
  9995. object.matricesTexture = this._matricesTexture.toJSON( meta );
  9996. object.indirectTexture = this._indirectTexture.toJSON( meta );
  9997. if ( this._colorsTexture !== null ) {
  9998. object.colorsTexture = this._colorsTexture.toJSON( meta );
  9999. }
  10000. if ( this.boundingSphere !== null ) {
  10001. object.boundingSphere = this.boundingSphere.toJSON();
  10002. }
  10003. if ( this.boundingBox !== null ) {
  10004. object.boundingBox = this.boundingBox.toJSON();
  10005. }
  10006. }
  10007. //
  10008. function serialize( library, element ) {
  10009. if ( library[ element.uuid ] === undefined ) {
  10010. library[ element.uuid ] = element.toJSON( meta );
  10011. }
  10012. return element.uuid;
  10013. }
  10014. if ( this.isScene ) {
  10015. if ( this.background ) {
  10016. if ( this.background.isColor ) {
  10017. object.background = this.background.toJSON();
  10018. } else if ( this.background.isTexture ) {
  10019. object.background = this.background.toJSON( meta ).uuid;
  10020. }
  10021. }
  10022. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10023. object.environment = this.environment.toJSON( meta ).uuid;
  10024. }
  10025. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10026. object.geometry = serialize( meta.geometries, this.geometry );
  10027. const parameters = this.geometry.parameters;
  10028. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10029. const shapes = parameters.shapes;
  10030. if ( Array.isArray( shapes ) ) {
  10031. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10032. const shape = shapes[ i ];
  10033. serialize( meta.shapes, shape );
  10034. }
  10035. } else {
  10036. serialize( meta.shapes, shapes );
  10037. }
  10038. }
  10039. }
  10040. if ( this.isSkinnedMesh ) {
  10041. object.bindMode = this.bindMode;
  10042. object.bindMatrix = this.bindMatrix.toArray();
  10043. if ( this.skeleton !== undefined ) {
  10044. serialize( meta.skeletons, this.skeleton );
  10045. object.skeleton = this.skeleton.uuid;
  10046. }
  10047. }
  10048. if ( this.material !== undefined ) {
  10049. if ( Array.isArray( this.material ) ) {
  10050. const uuids = [];
  10051. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  10052. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  10053. }
  10054. object.material = uuids;
  10055. } else {
  10056. object.material = serialize( meta.materials, this.material );
  10057. }
  10058. }
  10059. //
  10060. if ( this.children.length > 0 ) {
  10061. object.children = [];
  10062. for ( let i = 0; i < this.children.length; i ++ ) {
  10063. object.children.push( this.children[ i ].toJSON( meta ).object );
  10064. }
  10065. }
  10066. //
  10067. if ( this.animations.length > 0 ) {
  10068. object.animations = [];
  10069. for ( let i = 0; i < this.animations.length; i ++ ) {
  10070. const animation = this.animations[ i ];
  10071. object.animations.push( serialize( meta.animations, animation ) );
  10072. }
  10073. }
  10074. if ( isRootObject ) {
  10075. const geometries = extractFromCache( meta.geometries );
  10076. const materials = extractFromCache( meta.materials );
  10077. const textures = extractFromCache( meta.textures );
  10078. const images = extractFromCache( meta.images );
  10079. const shapes = extractFromCache( meta.shapes );
  10080. const skeletons = extractFromCache( meta.skeletons );
  10081. const animations = extractFromCache( meta.animations );
  10082. const nodes = extractFromCache( meta.nodes );
  10083. if ( geometries.length > 0 ) output.geometries = geometries;
  10084. if ( materials.length > 0 ) output.materials = materials;
  10085. if ( textures.length > 0 ) output.textures = textures;
  10086. if ( images.length > 0 ) output.images = images;
  10087. if ( shapes.length > 0 ) output.shapes = shapes;
  10088. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10089. if ( animations.length > 0 ) output.animations = animations;
  10090. if ( nodes.length > 0 ) output.nodes = nodes;
  10091. }
  10092. output.object = object;
  10093. return output;
  10094. // extract data from the cache hash
  10095. // remove metadata on each item
  10096. // and return as array
  10097. function extractFromCache( cache ) {
  10098. const values = [];
  10099. for ( const key in cache ) {
  10100. const data = cache[ key ];
  10101. delete data.metadata;
  10102. values.push( data );
  10103. }
  10104. return values;
  10105. }
  10106. }
  10107. /**
  10108. * Returns a new 3D object with copied values from this instance.
  10109. *
  10110. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10111. * @return {Object3D} A clone of this instance.
  10112. */
  10113. clone( recursive ) {
  10114. return new this.constructor().copy( this, recursive );
  10115. }
  10116. /**
  10117. * Copies the values of the given 3D object to this instance.
  10118. *
  10119. * @param {Object3D} source - The 3D object to copy.
  10120. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10121. * @return {Object3D} A reference to this instance.
  10122. */
  10123. copy( source, recursive = true ) {
  10124. this.name = source.name;
  10125. this.up.copy( source.up );
  10126. this.position.copy( source.position );
  10127. this.rotation.order = source.rotation.order;
  10128. this.quaternion.copy( source.quaternion );
  10129. this.scale.copy( source.scale );
  10130. this.pivot = ( source.pivot !== null ) ? source.pivot.clone() : null;
  10131. this.matrix.copy( source.matrix );
  10132. this.matrixWorld.copy( source.matrixWorld );
  10133. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10134. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10135. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10136. this.layers.mask = source.layers.mask;
  10137. this.visible = source.visible;
  10138. this.castShadow = source.castShadow;
  10139. this.receiveShadow = source.receiveShadow;
  10140. this.frustumCulled = source.frustumCulled;
  10141. this.renderOrder = source.renderOrder;
  10142. this.static = source.static;
  10143. this.animations = source.animations.slice();
  10144. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10145. if ( recursive === true ) {
  10146. for ( let i = 0; i < source.children.length; i ++ ) {
  10147. const child = source.children[ i ];
  10148. this.add( child.clone() );
  10149. }
  10150. }
  10151. return this;
  10152. }
  10153. }
  10154. /**
  10155. * The default up direction for objects, also used as the default
  10156. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10157. *
  10158. * @static
  10159. * @type {Vector3}
  10160. * @default (0,1,0)
  10161. */
  10162. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10163. /**
  10164. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10165. * newly created 3D objects.
  10166. *
  10167. * @static
  10168. * @type {boolean}
  10169. * @default true
  10170. */
  10171. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10172. /**
  10173. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10174. * newly created 3D objects.
  10175. *
  10176. * @static
  10177. * @type {boolean}
  10178. * @default true
  10179. */
  10180. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10181. /**
  10182. * This is almost identical to an {@link Object3D}. Its purpose is to
  10183. * make working with groups of objects syntactically clearer.
  10184. *
  10185. * ```js
  10186. * // Create a group and add the two cubes.
  10187. * // These cubes can now be rotated / scaled etc as a group.
  10188. * const group = new THREE.Group();
  10189. *
  10190. * group.add( meshA );
  10191. * group.add( meshB );
  10192. *
  10193. * scene.add( group );
  10194. * ```
  10195. *
  10196. * @augments Object3D
  10197. */
  10198. class Group extends Object3D {
  10199. constructor() {
  10200. super();
  10201. /**
  10202. * This flag can be used for type testing.
  10203. *
  10204. * @type {boolean}
  10205. * @readonly
  10206. * @default true
  10207. */
  10208. this.isGroup = true;
  10209. this.type = 'Group';
  10210. }
  10211. }
  10212. const _moveEvent = { type: 'move' };
  10213. /**
  10214. * Class for representing a XR controller with its
  10215. * different coordinate systems.
  10216. *
  10217. * @private
  10218. */
  10219. class WebXRController {
  10220. /**
  10221. * Constructs a new XR controller.
  10222. */
  10223. constructor() {
  10224. /**
  10225. * A group representing the target ray space
  10226. * of the XR controller.
  10227. *
  10228. * @private
  10229. * @type {?Group}
  10230. * @default null
  10231. */
  10232. this._targetRay = null;
  10233. /**
  10234. * A group representing the grip space
  10235. * of the XR controller.
  10236. *
  10237. * @private
  10238. * @type {?Group}
  10239. * @default null
  10240. */
  10241. this._grip = null;
  10242. /**
  10243. * A group representing the hand space
  10244. * of the XR controller.
  10245. *
  10246. * @private
  10247. * @type {?Group}
  10248. * @default null
  10249. */
  10250. this._hand = null;
  10251. }
  10252. /**
  10253. * Returns a group representing the hand space of the XR controller.
  10254. *
  10255. * @return {Group} A group representing the hand space of the XR controller.
  10256. */
  10257. getHandSpace() {
  10258. if ( this._hand === null ) {
  10259. this._hand = new Group();
  10260. this._hand.matrixAutoUpdate = false;
  10261. this._hand.visible = false;
  10262. this._hand.joints = {};
  10263. this._hand.inputState = { pinching: false };
  10264. }
  10265. return this._hand;
  10266. }
  10267. /**
  10268. * Returns a group representing the target ray space of the XR controller.
  10269. *
  10270. * @return {Group} A group representing the target ray space of the XR controller.
  10271. */
  10272. getTargetRaySpace() {
  10273. if ( this._targetRay === null ) {
  10274. this._targetRay = new Group();
  10275. this._targetRay.matrixAutoUpdate = false;
  10276. this._targetRay.visible = false;
  10277. this._targetRay.hasLinearVelocity = false;
  10278. this._targetRay.linearVelocity = new Vector3();
  10279. this._targetRay.hasAngularVelocity = false;
  10280. this._targetRay.angularVelocity = new Vector3();
  10281. }
  10282. return this._targetRay;
  10283. }
  10284. /**
  10285. * Returns a group representing the grip space of the XR controller.
  10286. *
  10287. * @return {Group} A group representing the grip space of the XR controller.
  10288. */
  10289. getGripSpace() {
  10290. if ( this._grip === null ) {
  10291. this._grip = new Group();
  10292. this._grip.matrixAutoUpdate = false;
  10293. this._grip.visible = false;
  10294. this._grip.hasLinearVelocity = false;
  10295. this._grip.linearVelocity = new Vector3();
  10296. this._grip.hasAngularVelocity = false;
  10297. this._grip.angularVelocity = new Vector3();
  10298. this._grip.eventsEnabled = false;
  10299. }
  10300. return this._grip;
  10301. }
  10302. /**
  10303. * Dispatches the given event to the groups representing
  10304. * the different coordinate spaces of the XR controller.
  10305. *
  10306. * @param {Object} event - The event to dispatch.
  10307. * @return {WebXRController} A reference to this instance.
  10308. */
  10309. dispatchEvent( event ) {
  10310. if ( this._targetRay !== null ) {
  10311. this._targetRay.dispatchEvent( event );
  10312. }
  10313. if ( this._grip !== null ) {
  10314. this._grip.dispatchEvent( event );
  10315. }
  10316. if ( this._hand !== null ) {
  10317. this._hand.dispatchEvent( event );
  10318. }
  10319. return this;
  10320. }
  10321. /**
  10322. * Connects the controller with the given XR input source.
  10323. *
  10324. * @param {XRInputSource} inputSource - The input source.
  10325. * @return {WebXRController} A reference to this instance.
  10326. */
  10327. connect( inputSource ) {
  10328. if ( inputSource && inputSource.hand ) {
  10329. const hand = this._hand;
  10330. if ( hand ) {
  10331. for ( const inputjoint of inputSource.hand.values() ) {
  10332. // Initialize hand with joints when connected
  10333. this._getHandJoint( hand, inputjoint );
  10334. }
  10335. }
  10336. }
  10337. this.dispatchEvent( { type: 'connected', data: inputSource } );
  10338. return this;
  10339. }
  10340. /**
  10341. * Disconnects the controller from the given XR input source.
  10342. *
  10343. * @param {XRInputSource} inputSource - The input source.
  10344. * @return {WebXRController} A reference to this instance.
  10345. */
  10346. disconnect( inputSource ) {
  10347. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  10348. if ( this._targetRay !== null ) {
  10349. this._targetRay.visible = false;
  10350. }
  10351. if ( this._grip !== null ) {
  10352. this._grip.visible = false;
  10353. }
  10354. if ( this._hand !== null ) {
  10355. this._hand.visible = false;
  10356. }
  10357. return this;
  10358. }
  10359. /**
  10360. * Updates the controller with the given input source, XR frame and reference space.
  10361. * This updates the transformations of the groups that represent the different
  10362. * coordinate systems of the controller.
  10363. *
  10364. * @param {XRInputSource} inputSource - The input source.
  10365. * @param {XRFrame} frame - The XR frame.
  10366. * @param {XRReferenceSpace} referenceSpace - The reference space.
  10367. * @return {WebXRController} A reference to this instance.
  10368. */
  10369. update( inputSource, frame, referenceSpace ) {
  10370. let inputPose = null;
  10371. let gripPose = null;
  10372. let handPose = null;
  10373. const targetRay = this._targetRay;
  10374. const grip = this._grip;
  10375. const hand = this._hand;
  10376. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  10377. if ( hand && inputSource.hand ) {
  10378. handPose = true;
  10379. for ( const inputjoint of inputSource.hand.values() ) {
  10380. // Update the joints groups with the XRJoint poses
  10381. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  10382. // The transform of this joint will be updated with the joint pose on each frame
  10383. const joint = this._getHandJoint( hand, inputjoint );
  10384. if ( jointPose !== null ) {
  10385. joint.matrix.fromArray( jointPose.transform.matrix );
  10386. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  10387. joint.matrixWorldNeedsUpdate = true;
  10388. joint.jointRadius = jointPose.radius;
  10389. }
  10390. joint.visible = jointPose !== null;
  10391. }
  10392. // Custom events
  10393. // Check pinchz
  10394. const indexTip = hand.joints[ 'index-finger-tip' ];
  10395. const thumbTip = hand.joints[ 'thumb-tip' ];
  10396. const distance = indexTip.position.distanceTo( thumbTip.position );
  10397. const distanceToPinch = 0.02;
  10398. const threshold = 0.005;
  10399. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  10400. hand.inputState.pinching = false;
  10401. this.dispatchEvent( {
  10402. type: 'pinchend',
  10403. handedness: inputSource.handedness,
  10404. target: this
  10405. } );
  10406. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  10407. hand.inputState.pinching = true;
  10408. this.dispatchEvent( {
  10409. type: 'pinchstart',
  10410. handedness: inputSource.handedness,
  10411. target: this
  10412. } );
  10413. }
  10414. } else {
  10415. if ( grip !== null && inputSource.gripSpace ) {
  10416. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  10417. if ( gripPose !== null ) {
  10418. grip.matrix.fromArray( gripPose.transform.matrix );
  10419. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  10420. grip.matrixWorldNeedsUpdate = true;
  10421. if ( gripPose.linearVelocity ) {
  10422. grip.hasLinearVelocity = true;
  10423. grip.linearVelocity.copy( gripPose.linearVelocity );
  10424. } else {
  10425. grip.hasLinearVelocity = false;
  10426. }
  10427. if ( gripPose.angularVelocity ) {
  10428. grip.hasAngularVelocity = true;
  10429. grip.angularVelocity.copy( gripPose.angularVelocity );
  10430. } else {
  10431. grip.hasAngularVelocity = false;
  10432. }
  10433. // grip update event if enabled
  10434. if ( grip.eventsEnabled ) {
  10435. grip.dispatchEvent( {
  10436. type: 'gripUpdated',
  10437. data: inputSource,
  10438. target: this
  10439. } );
  10440. }
  10441. }
  10442. }
  10443. }
  10444. if ( targetRay !== null ) {
  10445. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  10446. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  10447. if ( inputPose === null && gripPose !== null ) {
  10448. inputPose = gripPose;
  10449. }
  10450. if ( inputPose !== null ) {
  10451. targetRay.matrix.fromArray( inputPose.transform.matrix );
  10452. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  10453. targetRay.matrixWorldNeedsUpdate = true;
  10454. if ( inputPose.linearVelocity ) {
  10455. targetRay.hasLinearVelocity = true;
  10456. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  10457. } else {
  10458. targetRay.hasLinearVelocity = false;
  10459. }
  10460. if ( inputPose.angularVelocity ) {
  10461. targetRay.hasAngularVelocity = true;
  10462. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  10463. } else {
  10464. targetRay.hasAngularVelocity = false;
  10465. }
  10466. this.dispatchEvent( _moveEvent );
  10467. }
  10468. }
  10469. }
  10470. if ( targetRay !== null ) {
  10471. targetRay.visible = ( inputPose !== null );
  10472. }
  10473. if ( grip !== null ) {
  10474. grip.visible = ( gripPose !== null );
  10475. }
  10476. if ( hand !== null ) {
  10477. hand.visible = ( handPose !== null );
  10478. }
  10479. return this;
  10480. }
  10481. /**
  10482. * Returns a group representing the hand joint for the given input joint.
  10483. *
  10484. * @private
  10485. * @param {Group} hand - The group representing the hand space.
  10486. * @param {XRJointSpace} inputjoint - The hand joint data.
  10487. * @return {Group} A group representing the hand joint for the given input joint.
  10488. */
  10489. _getHandJoint( hand, inputjoint ) {
  10490. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  10491. const joint = new Group();
  10492. joint.matrixAutoUpdate = false;
  10493. joint.visible = false;
  10494. hand.joints[ inputjoint.jointName ] = joint;
  10495. hand.add( joint );
  10496. }
  10497. return hand.joints[ inputjoint.jointName ];
  10498. }
  10499. }
  10500. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  10501. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  10502. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  10503. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  10504. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  10505. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  10506. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  10507. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  10508. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  10509. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  10510. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  10511. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  10512. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  10513. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  10514. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  10515. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  10516. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  10517. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  10518. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  10519. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  10520. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  10521. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  10522. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  10523. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  10524. const _hslA = { h: 0, s: 0, l: 0 };
  10525. const _hslB = { h: 0, s: 0, l: 0 };
  10526. function hue2rgb( p, q, t ) {
  10527. if ( t < 0 ) t += 1;
  10528. if ( t > 1 ) t -= 1;
  10529. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  10530. if ( t < 1 / 2 ) return q;
  10531. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  10532. return p;
  10533. }
  10534. /**
  10535. * A Color instance is represented by RGB components in the linear <i>working
  10536. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  10537. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  10538. * strings) are converted to the working color space automatically.
  10539. *
  10540. * ```js
  10541. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  10542. * const color = new THREE.Color().setHex( 0x112233 );
  10543. * ```
  10544. * Source color spaces may be specified explicitly, to ensure correct conversions.
  10545. * ```js
  10546. * // assumed already LinearSRGBColorSpace; no conversion
  10547. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  10548. *
  10549. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  10550. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  10551. * ```
  10552. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  10553. * see <i>Color management</i>. Iterating through a Color instance will yield
  10554. * its components (r, g, b) in the corresponding order. A Color can be initialised
  10555. * in any of the following ways:
  10556. * ```js
  10557. * //empty constructor - will default white
  10558. * const color1 = new THREE.Color();
  10559. *
  10560. * //Hexadecimal color (recommended)
  10561. * const color2 = new THREE.Color( 0xff0000 );
  10562. *
  10563. * //RGB string
  10564. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  10565. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  10566. *
  10567. * //X11 color name - all 140 color names are supported.
  10568. * //Note the lack of CamelCase in the name
  10569. * const color5 = new THREE.Color( 'skyblue' );
  10570. * //HSL string
  10571. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  10572. *
  10573. * //Separate RGB values between 0 and 1
  10574. * const color7 = new THREE.Color( 1, 0, 0 );
  10575. * ```
  10576. */
  10577. class Color {
  10578. /**
  10579. * Constructs a new color.
  10580. *
  10581. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  10582. * and that method is used throughout the rest of the documentation.
  10583. *
  10584. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10585. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10586. * @param {number} [g] - The green component.
  10587. * @param {number} [b] - The blue component.
  10588. */
  10589. constructor( r, g, b ) {
  10590. /**
  10591. * This flag can be used for type testing.
  10592. *
  10593. * @type {boolean}
  10594. * @readonly
  10595. * @default true
  10596. */
  10597. this.isColor = true;
  10598. /**
  10599. * The red component.
  10600. *
  10601. * @type {number}
  10602. * @default 1
  10603. */
  10604. this.r = 1;
  10605. /**
  10606. * The green component.
  10607. *
  10608. * @type {number}
  10609. * @default 1
  10610. */
  10611. this.g = 1;
  10612. /**
  10613. * The blue component.
  10614. *
  10615. * @type {number}
  10616. * @default 1
  10617. */
  10618. this.b = 1;
  10619. return this.set( r, g, b );
  10620. }
  10621. /**
  10622. * Sets the colors's components from the given values.
  10623. *
  10624. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  10625. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  10626. * @param {number} [g] - The green component.
  10627. * @param {number} [b] - The blue component.
  10628. * @return {Color} A reference to this color.
  10629. */
  10630. set( r, g, b ) {
  10631. if ( g === undefined && b === undefined ) {
  10632. // r is THREE.Color, hex or string
  10633. const value = r;
  10634. if ( value && value.isColor ) {
  10635. this.copy( value );
  10636. } else if ( typeof value === 'number' ) {
  10637. this.setHex( value );
  10638. } else if ( typeof value === 'string' ) {
  10639. this.setStyle( value );
  10640. }
  10641. } else {
  10642. this.setRGB( r, g, b );
  10643. }
  10644. return this;
  10645. }
  10646. /**
  10647. * Sets the colors's components to the given scalar value.
  10648. *
  10649. * @param {number} scalar - The scalar value.
  10650. * @return {Color} A reference to this color.
  10651. */
  10652. setScalar( scalar ) {
  10653. this.r = scalar;
  10654. this.g = scalar;
  10655. this.b = scalar;
  10656. return this;
  10657. }
  10658. /**
  10659. * Sets this color from a hexadecimal value.
  10660. *
  10661. * @param {number} hex - The hexadecimal value.
  10662. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10663. * @return {Color} A reference to this color.
  10664. */
  10665. setHex( hex, colorSpace = SRGBColorSpace ) {
  10666. hex = Math.floor( hex );
  10667. this.r = ( hex >> 16 & 255 ) / 255;
  10668. this.g = ( hex >> 8 & 255 ) / 255;
  10669. this.b = ( hex & 255 ) / 255;
  10670. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10671. return this;
  10672. }
  10673. /**
  10674. * Sets this color from RGB values.
  10675. *
  10676. * @param {number} r - Red channel value between `0.0` and `1.0`.
  10677. * @param {number} g - Green channel value between `0.0` and `1.0`.
  10678. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  10679. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10680. * @return {Color} A reference to this color.
  10681. */
  10682. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  10683. this.r = r;
  10684. this.g = g;
  10685. this.b = b;
  10686. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10687. return this;
  10688. }
  10689. /**
  10690. * Sets this color from RGB values.
  10691. *
  10692. * @param {number} h - Hue value between `0.0` and `1.0`.
  10693. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10694. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10695. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10696. * @return {Color} A reference to this color.
  10697. */
  10698. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  10699. // h,s,l ranges are in 0.0 - 1.0
  10700. h = euclideanModulo( h, 1 );
  10701. s = clamp( s, 0, 1 );
  10702. l = clamp( l, 0, 1 );
  10703. if ( s === 0 ) {
  10704. this.r = this.g = this.b = l;
  10705. } else {
  10706. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  10707. const q = ( 2 * l ) - p;
  10708. this.r = hue2rgb( q, p, h + 1 / 3 );
  10709. this.g = hue2rgb( q, p, h );
  10710. this.b = hue2rgb( q, p, h - 1 / 3 );
  10711. }
  10712. ColorManagement.colorSpaceToWorking( this, colorSpace );
  10713. return this;
  10714. }
  10715. /**
  10716. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  10717. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  10718. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  10719. * all 140 color names are supported).
  10720. *
  10721. * @param {string} style - Color as a CSS-style string.
  10722. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10723. * @return {Color} A reference to this color.
  10724. */
  10725. setStyle( style, colorSpace = SRGBColorSpace ) {
  10726. function handleAlpha( string ) {
  10727. if ( string === undefined ) return;
  10728. if ( parseFloat( string ) < 1 ) {
  10729. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  10730. }
  10731. }
  10732. let m;
  10733. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  10734. // rgb / hsl
  10735. let color;
  10736. const name = m[ 1 ];
  10737. const components = m[ 2 ];
  10738. switch ( name ) {
  10739. case 'rgb':
  10740. case 'rgba':
  10741. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10742. // rgb(255,0,0) rgba(255,0,0,0.5)
  10743. handleAlpha( color[ 4 ] );
  10744. return this.setRGB(
  10745. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  10746. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  10747. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  10748. colorSpace
  10749. );
  10750. }
  10751. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10752. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  10753. handleAlpha( color[ 4 ] );
  10754. return this.setRGB(
  10755. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  10756. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  10757. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  10758. colorSpace
  10759. );
  10760. }
  10761. break;
  10762. case 'hsl':
  10763. case 'hsla':
  10764. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  10765. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  10766. handleAlpha( color[ 4 ] );
  10767. return this.setHSL(
  10768. parseFloat( color[ 1 ] ) / 360,
  10769. parseFloat( color[ 2 ] ) / 100,
  10770. parseFloat( color[ 3 ] ) / 100,
  10771. colorSpace
  10772. );
  10773. }
  10774. break;
  10775. default:
  10776. warn( 'Color: Unknown color model ' + style );
  10777. }
  10778. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  10779. // hex color
  10780. const hex = m[ 1 ];
  10781. const size = hex.length;
  10782. if ( size === 3 ) {
  10783. // #ff0
  10784. return this.setRGB(
  10785. parseInt( hex.charAt( 0 ), 16 ) / 15,
  10786. parseInt( hex.charAt( 1 ), 16 ) / 15,
  10787. parseInt( hex.charAt( 2 ), 16 ) / 15,
  10788. colorSpace
  10789. );
  10790. } else if ( size === 6 ) {
  10791. // #ff0000
  10792. return this.setHex( parseInt( hex, 16 ), colorSpace );
  10793. } else {
  10794. warn( 'Color: Invalid hex color ' + style );
  10795. }
  10796. } else if ( style && style.length > 0 ) {
  10797. return this.setColorName( style, colorSpace );
  10798. }
  10799. return this;
  10800. }
  10801. /**
  10802. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  10803. * you don't need the other CSS-style formats.
  10804. *
  10805. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  10806. * ```js
  10807. * Color.NAMES.aliceblue // returns 0xF0F8FF
  10808. * ```
  10809. *
  10810. * @param {string} style - The color name.
  10811. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10812. * @return {Color} A reference to this color.
  10813. */
  10814. setColorName( style, colorSpace = SRGBColorSpace ) {
  10815. // color keywords
  10816. const hex = _colorKeywords[ style.toLowerCase() ];
  10817. if ( hex !== undefined ) {
  10818. // red
  10819. this.setHex( hex, colorSpace );
  10820. } else {
  10821. // unknown color
  10822. warn( 'Color: Unknown color ' + style );
  10823. }
  10824. return this;
  10825. }
  10826. /**
  10827. * Returns a new color with copied values from this instance.
  10828. *
  10829. * @return {Color} A clone of this instance.
  10830. */
  10831. clone() {
  10832. return new this.constructor( this.r, this.g, this.b );
  10833. }
  10834. /**
  10835. * Copies the values of the given color to this instance.
  10836. *
  10837. * @param {Color} color - The color to copy.
  10838. * @return {Color} A reference to this color.
  10839. */
  10840. copy( color ) {
  10841. this.r = color.r;
  10842. this.g = color.g;
  10843. this.b = color.b;
  10844. return this;
  10845. }
  10846. /**
  10847. * Copies the given color into this color, and then converts this color from
  10848. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10849. *
  10850. * @param {Color} color - The color to copy/convert.
  10851. * @return {Color} A reference to this color.
  10852. */
  10853. copySRGBToLinear( color ) {
  10854. this.r = SRGBToLinear( color.r );
  10855. this.g = SRGBToLinear( color.g );
  10856. this.b = SRGBToLinear( color.b );
  10857. return this;
  10858. }
  10859. /**
  10860. * Copies the given color into this color, and then converts this color from
  10861. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10862. *
  10863. * @param {Color} color - The color to copy/convert.
  10864. * @return {Color} A reference to this color.
  10865. */
  10866. copyLinearToSRGB( color ) {
  10867. this.r = LinearToSRGB( color.r );
  10868. this.g = LinearToSRGB( color.g );
  10869. this.b = LinearToSRGB( color.b );
  10870. return this;
  10871. }
  10872. /**
  10873. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  10874. *
  10875. * @return {Color} A reference to this color.
  10876. */
  10877. convertSRGBToLinear() {
  10878. this.copySRGBToLinear( this );
  10879. return this;
  10880. }
  10881. /**
  10882. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  10883. *
  10884. * @return {Color} A reference to this color.
  10885. */
  10886. convertLinearToSRGB() {
  10887. this.copyLinearToSRGB( this );
  10888. return this;
  10889. }
  10890. /**
  10891. * Returns the hexadecimal value of this color.
  10892. *
  10893. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10894. * @return {number} The hexadecimal value.
  10895. */
  10896. getHex( colorSpace = SRGBColorSpace ) {
  10897. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10898. 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 ) );
  10899. }
  10900. /**
  10901. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  10902. *
  10903. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10904. * @return {string} The hexadecimal value as a string.
  10905. */
  10906. getHexString( colorSpace = SRGBColorSpace ) {
  10907. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  10908. }
  10909. /**
  10910. * Converts the colors RGB values into the HSL format and stores them into the
  10911. * given target object.
  10912. *
  10913. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  10914. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10915. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  10916. */
  10917. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  10918. // h,s,l ranges are in 0.0 - 1.0
  10919. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10920. const r = _color.r, g = _color.g, b = _color.b;
  10921. const max = Math.max( r, g, b );
  10922. const min = Math.min( r, g, b );
  10923. let hue, saturation;
  10924. const lightness = ( min + max ) / 2.0;
  10925. if ( min === max ) {
  10926. hue = 0;
  10927. saturation = 0;
  10928. } else {
  10929. const delta = max - min;
  10930. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  10931. switch ( max ) {
  10932. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  10933. case g: hue = ( b - r ) / delta + 2; break;
  10934. case b: hue = ( r - g ) / delta + 4; break;
  10935. }
  10936. hue /= 6;
  10937. }
  10938. target.h = hue;
  10939. target.s = saturation;
  10940. target.l = lightness;
  10941. return target;
  10942. }
  10943. /**
  10944. * Returns the RGB values of this color and stores them into the given target object.
  10945. *
  10946. * @param {Color} target - The target color that is used to store the method's result.
  10947. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  10948. * @return {Color} The RGB representation of this color.
  10949. */
  10950. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  10951. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10952. target.r = _color.r;
  10953. target.g = _color.g;
  10954. target.b = _color.b;
  10955. return target;
  10956. }
  10957. /**
  10958. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  10959. *
  10960. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  10961. * @return {string} The CSS representation of this color.
  10962. */
  10963. getStyle( colorSpace = SRGBColorSpace ) {
  10964. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  10965. const r = _color.r, g = _color.g, b = _color.b;
  10966. if ( colorSpace !== SRGBColorSpace ) {
  10967. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  10968. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  10969. }
  10970. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  10971. }
  10972. /**
  10973. * Adds the given HSL values to this color's values.
  10974. * Internally, this converts the color's RGB values to HSL, adds HSL
  10975. * and then converts the color back to RGB.
  10976. *
  10977. * @param {number} h - Hue value between `0.0` and `1.0`.
  10978. * @param {number} s - Saturation value between `0.0` and `1.0`.
  10979. * @param {number} l - Lightness value between `0.0` and `1.0`.
  10980. * @return {Color} A reference to this color.
  10981. */
  10982. offsetHSL( h, s, l ) {
  10983. this.getHSL( _hslA );
  10984. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  10985. }
  10986. /**
  10987. * Adds the RGB values of the given color to the RGB values of this color.
  10988. *
  10989. * @param {Color} color - The color to add.
  10990. * @return {Color} A reference to this color.
  10991. */
  10992. add( color ) {
  10993. this.r += color.r;
  10994. this.g += color.g;
  10995. this.b += color.b;
  10996. return this;
  10997. }
  10998. /**
  10999. * Adds the RGB values of the given colors and stores the result in this instance.
  11000. *
  11001. * @param {Color} color1 - The first color.
  11002. * @param {Color} color2 - The second color.
  11003. * @return {Color} A reference to this color.
  11004. */
  11005. addColors( color1, color2 ) {
  11006. this.r = color1.r + color2.r;
  11007. this.g = color1.g + color2.g;
  11008. this.b = color1.b + color2.b;
  11009. return this;
  11010. }
  11011. /**
  11012. * Adds the given scalar value to the RGB values of this color.
  11013. *
  11014. * @param {number} s - The scalar to add.
  11015. * @return {Color} A reference to this color.
  11016. */
  11017. addScalar( s ) {
  11018. this.r += s;
  11019. this.g += s;
  11020. this.b += s;
  11021. return this;
  11022. }
  11023. /**
  11024. * Subtracts the RGB values of the given color from the RGB values of this color.
  11025. *
  11026. * @param {Color} color - The color to subtract.
  11027. * @return {Color} A reference to this color.
  11028. */
  11029. sub( color ) {
  11030. this.r = Math.max( 0, this.r - color.r );
  11031. this.g = Math.max( 0, this.g - color.g );
  11032. this.b = Math.max( 0, this.b - color.b );
  11033. return this;
  11034. }
  11035. /**
  11036. * Multiplies the RGB values of the given color with the RGB values of this color.
  11037. *
  11038. * @param {Color} color - The color to multiply.
  11039. * @return {Color} A reference to this color.
  11040. */
  11041. multiply( color ) {
  11042. this.r *= color.r;
  11043. this.g *= color.g;
  11044. this.b *= color.b;
  11045. return this;
  11046. }
  11047. /**
  11048. * Multiplies the given scalar value with the RGB values of this color.
  11049. *
  11050. * @param {number} s - The scalar to multiply.
  11051. * @return {Color} A reference to this color.
  11052. */
  11053. multiplyScalar( s ) {
  11054. this.r *= s;
  11055. this.g *= s;
  11056. this.b *= s;
  11057. return this;
  11058. }
  11059. /**
  11060. * Linearly interpolates this color's RGB values toward the RGB values of the
  11061. * given color. The alpha argument can be thought of as the ratio between
  11062. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  11063. *
  11064. * @param {Color} color - The color to converge on.
  11065. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11066. * @return {Color} A reference to this color.
  11067. */
  11068. lerp( color, alpha ) {
  11069. this.r += ( color.r - this.r ) * alpha;
  11070. this.g += ( color.g - this.g ) * alpha;
  11071. this.b += ( color.b - this.b ) * alpha;
  11072. return this;
  11073. }
  11074. /**
  11075. * Linearly interpolates between the given colors and stores the result in this instance.
  11076. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  11077. * is the first and `1.0` is the second color.
  11078. *
  11079. * @param {Color} color1 - The first color.
  11080. * @param {Color} color2 - The second color.
  11081. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11082. * @return {Color} A reference to this color.
  11083. */
  11084. lerpColors( color1, color2, alpha ) {
  11085. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  11086. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  11087. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  11088. return this;
  11089. }
  11090. /**
  11091. * Linearly interpolates this color's HSL values toward the HSL values of the
  11092. * given color. It differs from {@link Color#lerp} by not interpolating straight
  11093. * from one color to the other, but instead going through all the hues in between
  11094. * those two colors. The alpha argument can be thought of as the ratio between
  11095. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11096. *
  11097. * @param {Color} color - The color to converge on.
  11098. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11099. * @return {Color} A reference to this color.
  11100. */
  11101. lerpHSL( color, alpha ) {
  11102. this.getHSL( _hslA );
  11103. color.getHSL( _hslB );
  11104. const h = lerp( _hslA.h, _hslB.h, alpha );
  11105. const s = lerp( _hslA.s, _hslB.s, alpha );
  11106. const l = lerp( _hslA.l, _hslB.l, alpha );
  11107. this.setHSL( h, s, l );
  11108. return this;
  11109. }
  11110. /**
  11111. * Sets the color's RGB components from the given 3D vector.
  11112. *
  11113. * @param {Vector3} v - The vector to set.
  11114. * @return {Color} A reference to this color.
  11115. */
  11116. setFromVector3( v ) {
  11117. this.r = v.x;
  11118. this.g = v.y;
  11119. this.b = v.z;
  11120. return this;
  11121. }
  11122. /**
  11123. * Transforms this color with the given 3x3 matrix.
  11124. *
  11125. * @param {Matrix3} m - The matrix.
  11126. * @return {Color} A reference to this color.
  11127. */
  11128. applyMatrix3( m ) {
  11129. const r = this.r, g = this.g, b = this.b;
  11130. const e = m.elements;
  11131. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  11132. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  11133. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  11134. return this;
  11135. }
  11136. /**
  11137. * Returns `true` if this color is equal with the given one.
  11138. *
  11139. * @param {Color} c - The color to test for equality.
  11140. * @return {boolean} Whether this bounding color is equal with the given one.
  11141. */
  11142. equals( c ) {
  11143. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  11144. }
  11145. /**
  11146. * Sets this color's RGB components from the given array.
  11147. *
  11148. * @param {Array<number>} array - An array holding the RGB values.
  11149. * @param {number} [offset=0] - The offset into the array.
  11150. * @return {Color} A reference to this color.
  11151. */
  11152. fromArray( array, offset = 0 ) {
  11153. this.r = array[ offset ];
  11154. this.g = array[ offset + 1 ];
  11155. this.b = array[ offset + 2 ];
  11156. return this;
  11157. }
  11158. /**
  11159. * Writes the RGB components of this color to the given array. If no array is provided,
  11160. * the method returns a new instance.
  11161. *
  11162. * @param {Array<number>} [array=[]] - The target array holding the color components.
  11163. * @param {number} [offset=0] - Index of the first element in the array.
  11164. * @return {Array<number>} The color components.
  11165. */
  11166. toArray( array = [], offset = 0 ) {
  11167. array[ offset ] = this.r;
  11168. array[ offset + 1 ] = this.g;
  11169. array[ offset + 2 ] = this.b;
  11170. return array;
  11171. }
  11172. /**
  11173. * Sets the components of this color from the given buffer attribute.
  11174. *
  11175. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  11176. * @param {number} index - The index into the attribute.
  11177. * @return {Color} A reference to this color.
  11178. */
  11179. fromBufferAttribute( attribute, index ) {
  11180. this.r = attribute.getX( index );
  11181. this.g = attribute.getY( index );
  11182. this.b = attribute.getZ( index );
  11183. return this;
  11184. }
  11185. /**
  11186. * This methods defines the serialization result of this class. Returns the color
  11187. * as a hexadecimal value.
  11188. *
  11189. * @return {number} The hexadecimal value.
  11190. */
  11191. toJSON() {
  11192. return this.getHex();
  11193. }
  11194. *[ Symbol.iterator ]() {
  11195. yield this.r;
  11196. yield this.g;
  11197. yield this.b;
  11198. }
  11199. }
  11200. const _color = /*@__PURE__*/ new Color();
  11201. /**
  11202. * A dictionary with X11 color names.
  11203. *
  11204. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  11205. *
  11206. * @static
  11207. * @type {Object}
  11208. */
  11209. Color.NAMES = _colorKeywords;
  11210. /**
  11211. * This class can be used to define an exponential squared fog,
  11212. * which gives a clear view near the camera and a faster than exponentially
  11213. * densening fog farther from the camera.
  11214. *
  11215. * ```js
  11216. * const scene = new THREE.Scene();
  11217. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  11218. * ```
  11219. */
  11220. class FogExp2 {
  11221. /**
  11222. * Constructs a new fog.
  11223. *
  11224. * @param {number|Color} color - The fog's color.
  11225. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  11226. */
  11227. constructor( color, density = 0.00025 ) {
  11228. /**
  11229. * This flag can be used for type testing.
  11230. *
  11231. * @type {boolean}
  11232. * @readonly
  11233. * @default true
  11234. */
  11235. this.isFogExp2 = true;
  11236. /**
  11237. * The name of the fog.
  11238. *
  11239. * @type {string}
  11240. */
  11241. this.name = '';
  11242. /**
  11243. * The fog's color.
  11244. *
  11245. * @type {Color}
  11246. */
  11247. this.color = new Color( color );
  11248. /**
  11249. * Defines how fast the fog will grow dense.
  11250. *
  11251. * @type {number}
  11252. * @default 0.00025
  11253. */
  11254. this.density = density;
  11255. }
  11256. /**
  11257. * Returns a new fog with copied values from this instance.
  11258. *
  11259. * @return {FogExp2} A clone of this instance.
  11260. */
  11261. clone() {
  11262. return new FogExp2( this.color, this.density );
  11263. }
  11264. /**
  11265. * Serializes the fog into JSON.
  11266. *
  11267. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11268. * @return {Object} A JSON object representing the serialized fog
  11269. */
  11270. toJSON( /* meta */ ) {
  11271. return {
  11272. type: 'FogExp2',
  11273. name: this.name,
  11274. color: this.color.getHex(),
  11275. density: this.density
  11276. };
  11277. }
  11278. }
  11279. /**
  11280. * This class can be used to define a linear fog that grows linearly denser
  11281. * with the distance.
  11282. *
  11283. * ```js
  11284. * const scene = new THREE.Scene();
  11285. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  11286. * ```
  11287. */
  11288. class Fog {
  11289. /**
  11290. * Constructs a new fog.
  11291. *
  11292. * @param {number|Color} color - The fog's color.
  11293. * @param {number} [near=1] - The minimum distance to start applying fog.
  11294. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  11295. */
  11296. constructor( color, near = 1, far = 1000 ) {
  11297. /**
  11298. * This flag can be used for type testing.
  11299. *
  11300. * @type {boolean}
  11301. * @readonly
  11302. * @default true
  11303. */
  11304. this.isFog = true;
  11305. /**
  11306. * The name of the fog.
  11307. *
  11308. * @type {string}
  11309. */
  11310. this.name = '';
  11311. /**
  11312. * The fog's color.
  11313. *
  11314. * @type {Color}
  11315. */
  11316. this.color = new Color( color );
  11317. /**
  11318. * The minimum distance to start applying fog. Objects that are less than
  11319. * `near` units from the active camera won't be affected by fog.
  11320. *
  11321. * @type {number}
  11322. * @default 1
  11323. */
  11324. this.near = near;
  11325. /**
  11326. * The maximum distance at which fog stops being calculated and applied.
  11327. * Objects that are more than `far` units away from the active camera won't
  11328. * be affected by fog.
  11329. *
  11330. * @type {number}
  11331. * @default 1000
  11332. */
  11333. this.far = far;
  11334. }
  11335. /**
  11336. * Returns a new fog with copied values from this instance.
  11337. *
  11338. * @return {Fog} A clone of this instance.
  11339. */
  11340. clone() {
  11341. return new Fog( this.color, this.near, this.far );
  11342. }
  11343. /**
  11344. * Serializes the fog into JSON.
  11345. *
  11346. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  11347. * @return {Object} A JSON object representing the serialized fog
  11348. */
  11349. toJSON( /* meta */ ) {
  11350. return {
  11351. type: 'Fog',
  11352. name: this.name,
  11353. color: this.color.getHex(),
  11354. near: this.near,
  11355. far: this.far
  11356. };
  11357. }
  11358. }
  11359. /**
  11360. * Scenes allow you to set up what is to be rendered and where by three.js.
  11361. * This is where you place 3D objects like meshes, lines or lights.
  11362. *
  11363. * @augments Object3D
  11364. */
  11365. class Scene extends Object3D {
  11366. /**
  11367. * Constructs a new scene.
  11368. */
  11369. constructor() {
  11370. super();
  11371. /**
  11372. * This flag can be used for type testing.
  11373. *
  11374. * @type {boolean}
  11375. * @readonly
  11376. * @default true
  11377. */
  11378. this.isScene = true;
  11379. this.type = 'Scene';
  11380. /**
  11381. * Defines the background of the scene. Valid inputs are:
  11382. *
  11383. * - A color for defining a uniform colored background.
  11384. * - A texture for defining a (flat) textured background.
  11385. * - Cube textures or equirectangular textures for defining a skybox.
  11386. *
  11387. * @type {?(Color|Texture)}
  11388. * @default null
  11389. */
  11390. this.background = null;
  11391. /**
  11392. * Sets the environment map for all physical materials in the scene. However,
  11393. * it's not possible to overwrite an existing texture assigned to the `envMap`
  11394. * material property.
  11395. *
  11396. * @type {?Texture}
  11397. * @default null
  11398. */
  11399. this.environment = null;
  11400. /**
  11401. * A fog instance defining the type of fog that affects everything
  11402. * rendered in the scene.
  11403. *
  11404. * @type {?(Fog|FogExp2)}
  11405. * @default null
  11406. */
  11407. this.fog = null;
  11408. /**
  11409. * Sets the blurriness of the background. Only influences environment maps
  11410. * assigned to {@link Scene#background}. Valid input is a float between `0`
  11411. * and `1`.
  11412. *
  11413. * @type {number}
  11414. * @default 0
  11415. */
  11416. this.backgroundBlurriness = 0;
  11417. /**
  11418. * Attenuates the color of the background. Only applies to background textures.
  11419. *
  11420. * @type {number}
  11421. * @default 1
  11422. */
  11423. this.backgroundIntensity = 1;
  11424. /**
  11425. * The rotation of the background in radians. Only influences environment maps
  11426. * assigned to {@link Scene#background}.
  11427. *
  11428. * @type {Euler}
  11429. * @default (0,0,0)
  11430. */
  11431. this.backgroundRotation = new Euler();
  11432. /**
  11433. * Attenuates the color of the environment. Only influences environment maps
  11434. * assigned to {@link Scene#environment}.
  11435. *
  11436. * @type {number}
  11437. * @default 1
  11438. */
  11439. this.environmentIntensity = 1;
  11440. /**
  11441. * The rotation of the environment map in radians. Only influences physical materials
  11442. * in the scene when {@link Scene#environment} is used.
  11443. *
  11444. * @type {Euler}
  11445. * @default (0,0,0)
  11446. */
  11447. this.environmentRotation = new Euler();
  11448. /**
  11449. * Forces everything in the scene to be rendered with the defined material. It is possible
  11450. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  11451. *
  11452. * @type {?Material}
  11453. * @default null
  11454. */
  11455. this.overrideMaterial = null;
  11456. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  11457. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  11458. }
  11459. }
  11460. copy( source, recursive ) {
  11461. super.copy( source, recursive );
  11462. if ( source.background !== null ) this.background = source.background.clone();
  11463. if ( source.environment !== null ) this.environment = source.environment.clone();
  11464. if ( source.fog !== null ) this.fog = source.fog.clone();
  11465. this.backgroundBlurriness = source.backgroundBlurriness;
  11466. this.backgroundIntensity = source.backgroundIntensity;
  11467. this.backgroundRotation.copy( source.backgroundRotation );
  11468. this.environmentIntensity = source.environmentIntensity;
  11469. this.environmentRotation.copy( source.environmentRotation );
  11470. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  11471. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11472. return this;
  11473. }
  11474. toJSON( meta ) {
  11475. const data = super.toJSON( meta );
  11476. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  11477. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  11478. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  11479. data.object.backgroundRotation = this.backgroundRotation.toArray();
  11480. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  11481. data.object.environmentRotation = this.environmentRotation.toArray();
  11482. return data;
  11483. }
  11484. }
  11485. const _v0$2 = /*@__PURE__*/ new Vector3();
  11486. const _v1$5 = /*@__PURE__*/ new Vector3();
  11487. const _v2$4 = /*@__PURE__*/ new Vector3();
  11488. const _v3$2 = /*@__PURE__*/ new Vector3();
  11489. const _vab = /*@__PURE__*/ new Vector3();
  11490. const _vac = /*@__PURE__*/ new Vector3();
  11491. const _vbc = /*@__PURE__*/ new Vector3();
  11492. const _vap = /*@__PURE__*/ new Vector3();
  11493. const _vbp = /*@__PURE__*/ new Vector3();
  11494. const _vcp = /*@__PURE__*/ new Vector3();
  11495. const _v40 = /*@__PURE__*/ new Vector4();
  11496. const _v41 = /*@__PURE__*/ new Vector4();
  11497. const _v42 = /*@__PURE__*/ new Vector4();
  11498. /**
  11499. * A geometric triangle as defined by three vectors representing its three corners.
  11500. */
  11501. class Triangle {
  11502. /**
  11503. * Constructs a new triangle.
  11504. *
  11505. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11506. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11507. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11508. */
  11509. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11510. /**
  11511. * The first corner of the triangle.
  11512. *
  11513. * @type {Vector3}
  11514. */
  11515. this.a = a;
  11516. /**
  11517. * The second corner of the triangle.
  11518. *
  11519. * @type {Vector3}
  11520. */
  11521. this.b = b;
  11522. /**
  11523. * The third corner of the triangle.
  11524. *
  11525. * @type {Vector3}
  11526. */
  11527. this.c = c;
  11528. }
  11529. /**
  11530. * Computes the normal vector of a triangle.
  11531. *
  11532. * @param {Vector3} a - The first corner of the triangle.
  11533. * @param {Vector3} b - The second corner of the triangle.
  11534. * @param {Vector3} c - The third corner of the triangle.
  11535. * @param {Vector3} target - The target vector that is used to store the method's result.
  11536. * @return {Vector3} The triangle's normal.
  11537. */
  11538. static getNormal( a, b, c, target ) {
  11539. target.subVectors( c, b );
  11540. _v0$2.subVectors( a, b );
  11541. target.cross( _v0$2 );
  11542. const targetLengthSq = target.lengthSq();
  11543. if ( targetLengthSq > 0 ) {
  11544. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11545. }
  11546. return target.set( 0, 0, 0 );
  11547. }
  11548. /**
  11549. * Computes a barycentric coordinates from the given vector.
  11550. * Returns `null` if the triangle is degenerate.
  11551. *
  11552. * @param {Vector3} point - A point in 3D space.
  11553. * @param {Vector3} a - The first corner of the triangle.
  11554. * @param {Vector3} b - The second corner of the triangle.
  11555. * @param {Vector3} c - The third corner of the triangle.
  11556. * @param {Vector3} target - The target vector that is used to store the method's result.
  11557. * @return {?Vector3} The barycentric coordinates for the given point
  11558. */
  11559. static getBarycoord( point, a, b, c, target ) {
  11560. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11561. _v0$2.subVectors( c, a );
  11562. _v1$5.subVectors( b, a );
  11563. _v2$4.subVectors( point, a );
  11564. const dot00 = _v0$2.dot( _v0$2 );
  11565. const dot01 = _v0$2.dot( _v1$5 );
  11566. const dot02 = _v0$2.dot( _v2$4 );
  11567. const dot11 = _v1$5.dot( _v1$5 );
  11568. const dot12 = _v1$5.dot( _v2$4 );
  11569. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11570. // collinear or singular triangle
  11571. if ( denom === 0 ) {
  11572. target.set( 0, 0, 0 );
  11573. return null;
  11574. }
  11575. const invDenom = 1 / denom;
  11576. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11577. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11578. // barycentric coordinates must always sum to 1
  11579. return target.set( 1 - u - v, v, u );
  11580. }
  11581. /**
  11582. * Returns `true` if the given point, when projected onto the plane of the
  11583. * triangle, lies within the triangle.
  11584. *
  11585. * @param {Vector3} point - The point in 3D space to test.
  11586. * @param {Vector3} a - The first corner of the triangle.
  11587. * @param {Vector3} b - The second corner of the triangle.
  11588. * @param {Vector3} c - The third corner of the triangle.
  11589. * @return {boolean} Whether the given point, when projected onto the plane of the
  11590. * triangle, lies within the triangle or not.
  11591. */
  11592. static containsPoint( point, a, b, c ) {
  11593. // if the triangle is degenerate then we can't contain a point
  11594. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11595. return false;
  11596. }
  11597. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11598. }
  11599. /**
  11600. * Computes the value barycentrically interpolated for the given point on the
  11601. * triangle. Returns `null` if the triangle is degenerate.
  11602. *
  11603. * @param {Vector3} point - Position of interpolated point.
  11604. * @param {Vector3} p1 - The first corner of the triangle.
  11605. * @param {Vector3} p2 - The second corner of the triangle.
  11606. * @param {Vector3} p3 - The third corner of the triangle.
  11607. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11608. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11609. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11610. * @param {Vector3} target - The target vector that is used to store the method's result.
  11611. * @return {?Vector3} The interpolated value.
  11612. */
  11613. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11614. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11615. target.x = 0;
  11616. target.y = 0;
  11617. if ( 'z' in target ) target.z = 0;
  11618. if ( 'w' in target ) target.w = 0;
  11619. return null;
  11620. }
  11621. target.setScalar( 0 );
  11622. target.addScaledVector( v1, _v3$2.x );
  11623. target.addScaledVector( v2, _v3$2.y );
  11624. target.addScaledVector( v3, _v3$2.z );
  11625. return target;
  11626. }
  11627. /**
  11628. * Computes the value barycentrically interpolated for the given attribute and indices.
  11629. *
  11630. * @param {BufferAttribute} attr - The attribute to interpolate.
  11631. * @param {number} i1 - Index of first vertex.
  11632. * @param {number} i2 - Index of second vertex.
  11633. * @param {number} i3 - Index of third vertex.
  11634. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11635. * @param {Vector3} target - The target vector that is used to store the method's result.
  11636. * @return {Vector3} The interpolated attribute value.
  11637. */
  11638. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11639. _v40.setScalar( 0 );
  11640. _v41.setScalar( 0 );
  11641. _v42.setScalar( 0 );
  11642. _v40.fromBufferAttribute( attr, i1 );
  11643. _v41.fromBufferAttribute( attr, i2 );
  11644. _v42.fromBufferAttribute( attr, i3 );
  11645. target.setScalar( 0 );
  11646. target.addScaledVector( _v40, barycoord.x );
  11647. target.addScaledVector( _v41, barycoord.y );
  11648. target.addScaledVector( _v42, barycoord.z );
  11649. return target;
  11650. }
  11651. /**
  11652. * Returns `true` if the triangle is oriented towards the given direction.
  11653. *
  11654. * @param {Vector3} a - The first corner of the triangle.
  11655. * @param {Vector3} b - The second corner of the triangle.
  11656. * @param {Vector3} c - The third corner of the triangle.
  11657. * @param {Vector3} direction - The (normalized) direction vector.
  11658. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11659. */
  11660. static isFrontFacing( a, b, c, direction ) {
  11661. _v0$2.subVectors( c, b );
  11662. _v1$5.subVectors( a, b );
  11663. // strictly front facing
  11664. return _v0$2.cross( _v1$5 ).dot( direction ) < 0;
  11665. }
  11666. /**
  11667. * Sets the triangle's vertices by copying the given values.
  11668. *
  11669. * @param {Vector3} a - The first corner of the triangle.
  11670. * @param {Vector3} b - The second corner of the triangle.
  11671. * @param {Vector3} c - The third corner of the triangle.
  11672. * @return {Triangle} A reference to this triangle.
  11673. */
  11674. set( a, b, c ) {
  11675. this.a.copy( a );
  11676. this.b.copy( b );
  11677. this.c.copy( c );
  11678. return this;
  11679. }
  11680. /**
  11681. * Sets the triangle's vertices by copying the given array values.
  11682. *
  11683. * @param {Array<Vector3>} points - An array with 3D points.
  11684. * @param {number} i0 - The array index representing the first corner of the triangle.
  11685. * @param {number} i1 - The array index representing the second corner of the triangle.
  11686. * @param {number} i2 - The array index representing the third corner of the triangle.
  11687. * @return {Triangle} A reference to this triangle.
  11688. */
  11689. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11690. this.a.copy( points[ i0 ] );
  11691. this.b.copy( points[ i1 ] );
  11692. this.c.copy( points[ i2 ] );
  11693. return this;
  11694. }
  11695. /**
  11696. * Sets the triangle's vertices by copying the given attribute values.
  11697. *
  11698. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11699. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11700. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11701. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11702. * @return {Triangle} A reference to this triangle.
  11703. */
  11704. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11705. this.a.fromBufferAttribute( attribute, i0 );
  11706. this.b.fromBufferAttribute( attribute, i1 );
  11707. this.c.fromBufferAttribute( attribute, i2 );
  11708. return this;
  11709. }
  11710. /**
  11711. * Returns a new triangle with copied values from this instance.
  11712. *
  11713. * @return {Triangle} A clone of this instance.
  11714. */
  11715. clone() {
  11716. return new this.constructor().copy( this );
  11717. }
  11718. /**
  11719. * Copies the values of the given triangle to this instance.
  11720. *
  11721. * @param {Triangle} triangle - The triangle to copy.
  11722. * @return {Triangle} A reference to this triangle.
  11723. */
  11724. copy( triangle ) {
  11725. this.a.copy( triangle.a );
  11726. this.b.copy( triangle.b );
  11727. this.c.copy( triangle.c );
  11728. return this;
  11729. }
  11730. /**
  11731. * Computes the area of the triangle.
  11732. *
  11733. * @return {number} The triangle's area.
  11734. */
  11735. getArea() {
  11736. _v0$2.subVectors( this.c, this.b );
  11737. _v1$5.subVectors( this.a, this.b );
  11738. return _v0$2.cross( _v1$5 ).length() * 0.5;
  11739. }
  11740. /**
  11741. * Computes the midpoint of the triangle.
  11742. *
  11743. * @param {Vector3} target - The target vector that is used to store the method's result.
  11744. * @return {Vector3} The triangle's midpoint.
  11745. */
  11746. getMidpoint( target ) {
  11747. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11748. }
  11749. /**
  11750. * Computes the normal of the triangle.
  11751. *
  11752. * @param {Vector3} target - The target vector that is used to store the method's result.
  11753. * @return {Vector3} The triangle's normal.
  11754. */
  11755. getNormal( target ) {
  11756. return Triangle.getNormal( this.a, this.b, this.c, target );
  11757. }
  11758. /**
  11759. * Computes a plane the triangle lies within.
  11760. *
  11761. * @param {Plane} target - The target vector that is used to store the method's result.
  11762. * @return {Plane} The plane the triangle lies within.
  11763. */
  11764. getPlane( target ) {
  11765. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11766. }
  11767. /**
  11768. * Computes a barycentric coordinates from the given vector.
  11769. * Returns `null` if the triangle is degenerate.
  11770. *
  11771. * @param {Vector3} point - A point in 3D space.
  11772. * @param {Vector3} target - The target vector that is used to store the method's result.
  11773. * @return {?Vector3} The barycentric coordinates for the given point
  11774. */
  11775. getBarycoord( point, target ) {
  11776. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11777. }
  11778. /**
  11779. * Computes the value barycentrically interpolated for the given point on the
  11780. * triangle. Returns `null` if the triangle is degenerate.
  11781. *
  11782. * @param {Vector3} point - Position of interpolated point.
  11783. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11784. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11785. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11786. * @param {Vector3} target - The target vector that is used to store the method's result.
  11787. * @return {?Vector3} The interpolated value.
  11788. */
  11789. getInterpolation( point, v1, v2, v3, target ) {
  11790. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11791. }
  11792. /**
  11793. * Returns `true` if the given point, when projected onto the plane of the
  11794. * triangle, lies within the triangle.
  11795. *
  11796. * @param {Vector3} point - The point in 3D space to test.
  11797. * @return {boolean} Whether the given point, when projected onto the plane of the
  11798. * triangle, lies within the triangle or not.
  11799. */
  11800. containsPoint( point ) {
  11801. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11802. }
  11803. /**
  11804. * Returns `true` if the triangle is oriented towards the given direction.
  11805. *
  11806. * @param {Vector3} direction - The (normalized) direction vector.
  11807. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11808. */
  11809. isFrontFacing( direction ) {
  11810. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11811. }
  11812. /**
  11813. * Returns `true` if this triangle intersects with the given box.
  11814. *
  11815. * @param {Box3} box - The box to intersect.
  11816. * @return {boolean} Whether this triangle intersects with the given box or not.
  11817. */
  11818. intersectsBox( box ) {
  11819. return box.intersectsTriangle( this );
  11820. }
  11821. /**
  11822. * Returns the closest point on the triangle to the given point.
  11823. *
  11824. * @param {Vector3} p - The point to compute the closest point for.
  11825. * @param {Vector3} target - The target vector that is used to store the method's result.
  11826. * @return {Vector3} The closest point on the triangle.
  11827. */
  11828. closestPointToPoint( p, target ) {
  11829. const a = this.a, b = this.b, c = this.c;
  11830. let v, w;
  11831. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11832. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11833. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11834. // basically, we're distinguishing which of the voronoi regions of the triangle
  11835. // the point lies in with the minimum amount of redundant computation.
  11836. _vab.subVectors( b, a );
  11837. _vac.subVectors( c, a );
  11838. _vap.subVectors( p, a );
  11839. const d1 = _vab.dot( _vap );
  11840. const d2 = _vac.dot( _vap );
  11841. if ( d1 <= 0 && d2 <= 0 ) {
  11842. // vertex region of A; barycentric coords (1, 0, 0)
  11843. return target.copy( a );
  11844. }
  11845. _vbp.subVectors( p, b );
  11846. const d3 = _vab.dot( _vbp );
  11847. const d4 = _vac.dot( _vbp );
  11848. if ( d3 >= 0 && d4 <= d3 ) {
  11849. // vertex region of B; barycentric coords (0, 1, 0)
  11850. return target.copy( b );
  11851. }
  11852. const vc = d1 * d4 - d3 * d2;
  11853. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11854. v = d1 / ( d1 - d3 );
  11855. // edge region of AB; barycentric coords (1-v, v, 0)
  11856. return target.copy( a ).addScaledVector( _vab, v );
  11857. }
  11858. _vcp.subVectors( p, c );
  11859. const d5 = _vab.dot( _vcp );
  11860. const d6 = _vac.dot( _vcp );
  11861. if ( d6 >= 0 && d5 <= d6 ) {
  11862. // vertex region of C; barycentric coords (0, 0, 1)
  11863. return target.copy( c );
  11864. }
  11865. const vb = d5 * d2 - d1 * d6;
  11866. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11867. w = d2 / ( d2 - d6 );
  11868. // edge region of AC; barycentric coords (1-w, 0, w)
  11869. return target.copy( a ).addScaledVector( _vac, w );
  11870. }
  11871. const va = d3 * d6 - d5 * d4;
  11872. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11873. _vbc.subVectors( c, b );
  11874. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11875. // edge region of BC; barycentric coords (0, 1-w, w)
  11876. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11877. }
  11878. // face region
  11879. const denom = 1 / ( va + vb + vc );
  11880. // u = va * denom
  11881. v = vb * denom;
  11882. w = vc * denom;
  11883. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11884. }
  11885. /**
  11886. * Returns `true` if this triangle is equal with the given one.
  11887. *
  11888. * @param {Triangle} triangle - The triangle to test for equality.
  11889. * @return {boolean} Whether this triangle is equal with the given one.
  11890. */
  11891. equals( triangle ) {
  11892. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11893. }
  11894. }
  11895. /**
  11896. * Represents an axis-aligned bounding box (AABB) in 3D space.
  11897. */
  11898. class Box3 {
  11899. /**
  11900. * Constructs a new bounding box.
  11901. *
  11902. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  11903. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  11904. */
  11905. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  11906. /**
  11907. * This flag can be used for type testing.
  11908. *
  11909. * @type {boolean}
  11910. * @readonly
  11911. * @default true
  11912. */
  11913. this.isBox3 = true;
  11914. /**
  11915. * The lower boundary of the box.
  11916. *
  11917. * @type {Vector3}
  11918. */
  11919. this.min = min;
  11920. /**
  11921. * The upper boundary of the box.
  11922. *
  11923. * @type {Vector3}
  11924. */
  11925. this.max = max;
  11926. }
  11927. /**
  11928. * Sets the lower and upper boundaries of this box.
  11929. * Please note that this method only copies the values from the given objects.
  11930. *
  11931. * @param {Vector3} min - The lower boundary of the box.
  11932. * @param {Vector3} max - The upper boundary of the box.
  11933. * @return {Box3} A reference to this bounding box.
  11934. */
  11935. set( min, max ) {
  11936. this.min.copy( min );
  11937. this.max.copy( max );
  11938. return this;
  11939. }
  11940. /**
  11941. * Sets the upper and lower bounds of this box so it encloses the position data
  11942. * in the given array.
  11943. *
  11944. * @param {Array<number>} array - An array holding 3D position data.
  11945. * @return {Box3} A reference to this bounding box.
  11946. */
  11947. setFromArray( array ) {
  11948. this.makeEmpty();
  11949. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  11950. this.expandByPoint( _vector$b.fromArray( array, i ) );
  11951. }
  11952. return this;
  11953. }
  11954. /**
  11955. * Sets the upper and lower bounds of this box so it encloses the position data
  11956. * in the given buffer attribute.
  11957. *
  11958. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  11959. * @return {Box3} A reference to this bounding box.
  11960. */
  11961. setFromBufferAttribute( attribute ) {
  11962. this.makeEmpty();
  11963. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  11964. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  11965. }
  11966. return this;
  11967. }
  11968. /**
  11969. * Sets the upper and lower bounds of this box so it encloses the position data
  11970. * in the given array.
  11971. *
  11972. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  11973. * @return {Box3} A reference to this bounding box.
  11974. */
  11975. setFromPoints( points ) {
  11976. this.makeEmpty();
  11977. for ( let i = 0, il = points.length; i < il; i ++ ) {
  11978. this.expandByPoint( points[ i ] );
  11979. }
  11980. return this;
  11981. }
  11982. /**
  11983. * Centers this box on the given center vector and sets this box's width, height and
  11984. * depth to the given size values.
  11985. *
  11986. * @param {Vector3} center - The center of the box.
  11987. * @param {Vector3} size - The x, y and z dimensions of the box.
  11988. * @return {Box3} A reference to this bounding box.
  11989. */
  11990. setFromCenterAndSize( center, size ) {
  11991. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  11992. this.min.copy( center ).sub( halfSize );
  11993. this.max.copy( center ).add( halfSize );
  11994. return this;
  11995. }
  11996. /**
  11997. * Computes the world-axis-aligned bounding box for the given 3D object
  11998. * (including its children), accounting for the object's, and children's,
  11999. * world transforms. The function may result in a larger box than strictly necessary.
  12000. *
  12001. * Note: To compute the correct bounding box, make sure the given 3D object
  12002. * has an up-to-date world matrix that reflects the current transformation of its
  12003. * ancestor nodes. Call `object.updateWorldMatrix( true, false )` beforehand if
  12004. * you're unsure.
  12005. *
  12006. * @param {Object3D} object - The 3D object to compute the bounding box for.
  12007. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  12008. * world-axis-aligned bounding box at the expense of more computation.
  12009. * @return {Box3} A reference to this bounding box.
  12010. */
  12011. setFromObject( object, precise = false ) {
  12012. this.makeEmpty();
  12013. return this.expandByObject( object, precise );
  12014. }
  12015. /**
  12016. * Returns a new box with copied values from this instance.
  12017. *
  12018. * @return {Box3} A clone of this instance.
  12019. */
  12020. clone() {
  12021. return new this.constructor().copy( this );
  12022. }
  12023. /**
  12024. * Copies the values of the given box to this instance.
  12025. *
  12026. * @param {Box3} box - The box to copy.
  12027. * @return {Box3} A reference to this bounding box.
  12028. */
  12029. copy( box ) {
  12030. this.min.copy( box.min );
  12031. this.max.copy( box.max );
  12032. return this;
  12033. }
  12034. /**
  12035. * Makes this box empty which means in encloses a zero space in 3D.
  12036. *
  12037. * @return {Box3} A reference to this bounding box.
  12038. */
  12039. makeEmpty() {
  12040. this.min.x = this.min.y = this.min.z = + Infinity;
  12041. this.max.x = this.max.y = this.max.z = - Infinity;
  12042. return this;
  12043. }
  12044. /**
  12045. * Returns true if this box includes zero points within its bounds.
  12046. * Note that a box with equal lower and upper bounds still includes one
  12047. * point, the one both bounds share.
  12048. *
  12049. * @return {boolean} Whether this box is empty or not.
  12050. */
  12051. isEmpty() {
  12052. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  12053. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  12054. }
  12055. /**
  12056. * Returns the center point of this box.
  12057. *
  12058. * @param {Vector3} target - The target vector that is used to store the method's result.
  12059. * @return {Vector3} The center point.
  12060. */
  12061. getCenter( target ) {
  12062. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  12063. }
  12064. /**
  12065. * Returns the dimensions of this box.
  12066. *
  12067. * @param {Vector3} target - The target vector that is used to store the method's result.
  12068. * @return {Vector3} The size.
  12069. */
  12070. getSize( target ) {
  12071. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  12072. }
  12073. /**
  12074. * Expands the boundaries of this box to include the given point.
  12075. *
  12076. * @param {Vector3} point - The point that should be included by the bounding box.
  12077. * @return {Box3} A reference to this bounding box.
  12078. */
  12079. expandByPoint( point ) {
  12080. this.min.min( point );
  12081. this.max.max( point );
  12082. return this;
  12083. }
  12084. /**
  12085. * Expands this box equilaterally by the given vector. The width of this
  12086. * box will be expanded by the x component of the vector in both
  12087. * directions. The height of this box will be expanded by the y component of
  12088. * the vector in both directions. The depth of this box will be
  12089. * expanded by the z component of the vector in both directions.
  12090. *
  12091. * @param {Vector3} vector - The vector that should expand the bounding box.
  12092. * @return {Box3} A reference to this bounding box.
  12093. */
  12094. expandByVector( vector ) {
  12095. this.min.sub( vector );
  12096. this.max.add( vector );
  12097. return this;
  12098. }
  12099. /**
  12100. * Expands each dimension of the box by the given scalar. If negative, the
  12101. * dimensions of the box will be contracted.
  12102. *
  12103. * @param {number} scalar - The scalar value that should expand the bounding box.
  12104. * @return {Box3} A reference to this bounding box.
  12105. */
  12106. expandByScalar( scalar ) {
  12107. this.min.addScalar( - scalar );
  12108. this.max.addScalar( scalar );
  12109. return this;
  12110. }
  12111. /**
  12112. * Expands the boundaries of this box to include the given 3D object and
  12113. * its children, accounting for the object's, and children's, world
  12114. * transforms. The function may result in a larger box than strictly
  12115. * necessary (unless the precise parameter is set to true).
  12116. *
  12117. * @param {Object3D} object - The 3D object that should expand the bounding box.
  12118. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  12119. * as little as necessary at the expense of more computation.
  12120. * @return {Box3} A reference to this bounding box.
  12121. */
  12122. expandByObject( object, precise = false ) {
  12123. // Computes the world-axis-aligned bounding box of an object (including its children),
  12124. // accounting for both the object's, and children's, world transforms
  12125. object.updateWorldMatrix( false, false );
  12126. const geometry = object.geometry;
  12127. if ( geometry !== undefined ) {
  12128. const positionAttribute = geometry.getAttribute( 'position' );
  12129. // precise AABB computation based on vertex data requires at least a position attribute.
  12130. // instancing isn't supported so far and uses the normal (conservative) code path.
  12131. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  12132. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  12133. if ( object.isMesh === true ) {
  12134. object.getVertexPosition( i, _vector$b );
  12135. } else {
  12136. _vector$b.fromBufferAttribute( positionAttribute, i );
  12137. }
  12138. _vector$b.applyMatrix4( object.matrixWorld );
  12139. this.expandByPoint( _vector$b );
  12140. }
  12141. } else {
  12142. if ( object.boundingBox !== undefined ) {
  12143. // object-level bounding box
  12144. if ( object.boundingBox === null ) {
  12145. object.computeBoundingBox();
  12146. }
  12147. _box$4.copy( object.boundingBox );
  12148. } else {
  12149. // geometry-level bounding box
  12150. if ( geometry.boundingBox === null ) {
  12151. geometry.computeBoundingBox();
  12152. }
  12153. _box$4.copy( geometry.boundingBox );
  12154. }
  12155. _box$4.applyMatrix4( object.matrixWorld );
  12156. this.union( _box$4 );
  12157. }
  12158. }
  12159. const children = object.children;
  12160. for ( let i = 0, l = children.length; i < l; i ++ ) {
  12161. this.expandByObject( children[ i ], precise );
  12162. }
  12163. return this;
  12164. }
  12165. /**
  12166. * Returns `true` if the given point lies within or on the boundaries of this box.
  12167. *
  12168. * @param {Vector3} point - The point to test.
  12169. * @return {boolean} Whether the bounding box contains the given point or not.
  12170. */
  12171. containsPoint( point ) {
  12172. return point.x >= this.min.x && point.x <= this.max.x &&
  12173. point.y >= this.min.y && point.y <= this.max.y &&
  12174. point.z >= this.min.z && point.z <= this.max.z;
  12175. }
  12176. /**
  12177. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  12178. * If this box and the given one are identical, this function also returns `true`.
  12179. *
  12180. * @param {Box3} box - The bounding box to test.
  12181. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  12182. */
  12183. containsBox( box ) {
  12184. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  12185. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  12186. this.min.z <= box.min.z && box.max.z <= this.max.z;
  12187. }
  12188. /**
  12189. * Returns a point as a proportion of this box's width, height and depth.
  12190. *
  12191. * @param {Vector3} point - A point in 3D space.
  12192. * @param {Vector3} target - The target vector that is used to store the method's result.
  12193. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  12194. */
  12195. getParameter( point, target ) {
  12196. // This can potentially have a divide by zero if the box
  12197. // has a size dimension of 0.
  12198. return target.set(
  12199. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  12200. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  12201. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  12202. );
  12203. }
  12204. /**
  12205. * Returns `true` if the given bounding box intersects with this bounding box.
  12206. *
  12207. * @param {Box3} box - The bounding box to test.
  12208. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  12209. */
  12210. intersectsBox( box ) {
  12211. // using 6 splitting planes to rule out intersections.
  12212. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  12213. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  12214. box.max.z >= this.min.z && box.min.z <= this.max.z;
  12215. }
  12216. /**
  12217. * Returns `true` if the given bounding sphere intersects with this bounding box.
  12218. *
  12219. * @param {Sphere} sphere - The bounding sphere to test.
  12220. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  12221. */
  12222. intersectsSphere( sphere ) {
  12223. // Find the point on the AABB closest to the sphere center.
  12224. this.clampPoint( sphere.center, _vector$b );
  12225. // If that point is inside the sphere, the AABB and sphere intersect.
  12226. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  12227. }
  12228. /**
  12229. * Returns `true` if the given plane intersects with this bounding box.
  12230. *
  12231. * @param {Plane} plane - The plane to test.
  12232. * @return {boolean} Whether the given plane intersects with this bounding box.
  12233. */
  12234. intersectsPlane( plane ) {
  12235. // We compute the minimum and maximum dot product values. If those values
  12236. // are on the same side (back or front) of the plane, then there is no intersection.
  12237. let min, max;
  12238. if ( plane.normal.x > 0 ) {
  12239. min = plane.normal.x * this.min.x;
  12240. max = plane.normal.x * this.max.x;
  12241. } else {
  12242. min = plane.normal.x * this.max.x;
  12243. max = plane.normal.x * this.min.x;
  12244. }
  12245. if ( plane.normal.y > 0 ) {
  12246. min += plane.normal.y * this.min.y;
  12247. max += plane.normal.y * this.max.y;
  12248. } else {
  12249. min += plane.normal.y * this.max.y;
  12250. max += plane.normal.y * this.min.y;
  12251. }
  12252. if ( plane.normal.z > 0 ) {
  12253. min += plane.normal.z * this.min.z;
  12254. max += plane.normal.z * this.max.z;
  12255. } else {
  12256. min += plane.normal.z * this.max.z;
  12257. max += plane.normal.z * this.min.z;
  12258. }
  12259. return ( min <= - plane.constant && max >= - plane.constant );
  12260. }
  12261. /**
  12262. * Returns `true` if the given triangle intersects with this bounding box.
  12263. *
  12264. * @param {Triangle} triangle - The triangle to test.
  12265. * @return {boolean} Whether the given triangle intersects with this bounding box.
  12266. */
  12267. intersectsTriangle( triangle ) {
  12268. if ( this.isEmpty() ) {
  12269. return false;
  12270. }
  12271. // compute box center and extents
  12272. this.getCenter( _center );
  12273. _extents.subVectors( this.max, _center );
  12274. // translate triangle to aabb origin
  12275. _v0$1.subVectors( triangle.a, _center );
  12276. _v1$4.subVectors( triangle.b, _center );
  12277. _v2$3.subVectors( triangle.c, _center );
  12278. // compute edge vectors for triangle
  12279. _f0.subVectors( _v1$4, _v0$1 );
  12280. _f1.subVectors( _v2$3, _v1$4 );
  12281. _f2.subVectors( _v0$1, _v2$3 );
  12282. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  12283. // 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
  12284. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  12285. let axes = [
  12286. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  12287. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  12288. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  12289. ];
  12290. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12291. return false;
  12292. }
  12293. // test 3 face normals from the aabb
  12294. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  12295. if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents ) ) {
  12296. return false;
  12297. }
  12298. // finally testing the face normal of the triangle
  12299. // use already existing triangle edge vectors here
  12300. _triangleNormal.crossVectors( _f0, _f1 );
  12301. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  12302. return satForAxes( axes, _v0$1, _v1$4, _v2$3, _extents );
  12303. }
  12304. /**
  12305. * Clamps the given point within the bounds of this box.
  12306. *
  12307. * @param {Vector3} point - The point to clamp.
  12308. * @param {Vector3} target - The target vector that is used to store the method's result.
  12309. * @return {Vector3} The clamped point.
  12310. */
  12311. clampPoint( point, target ) {
  12312. return target.copy( point ).clamp( this.min, this.max );
  12313. }
  12314. /**
  12315. * Returns the euclidean distance from any edge of this box to the specified point. If
  12316. * the given point lies inside of this box, the distance will be `0`.
  12317. *
  12318. * @param {Vector3} point - The point to compute the distance to.
  12319. * @return {number} The euclidean distance.
  12320. */
  12321. distanceToPoint( point ) {
  12322. return this.clampPoint( point, _vector$b ).distanceTo( point );
  12323. }
  12324. /**
  12325. * Returns a bounding sphere that encloses this bounding box.
  12326. *
  12327. * @param {Sphere} target - The target sphere that is used to store the method's result.
  12328. * @return {Sphere} The bounding sphere that encloses this bounding box.
  12329. */
  12330. getBoundingSphere( target ) {
  12331. if ( this.isEmpty() ) {
  12332. target.makeEmpty();
  12333. } else {
  12334. this.getCenter( target.center );
  12335. target.radius = this.getSize( _vector$b ).length() * 0.5;
  12336. }
  12337. return target;
  12338. }
  12339. /**
  12340. * Computes the intersection of this bounding box and the given one, setting the upper
  12341. * bound of this box to the lesser of the two boxes' upper bounds and the
  12342. * lower bound of this box to the greater of the two boxes' lower bounds. If
  12343. * there's no overlap, makes this box empty.
  12344. *
  12345. * @param {Box3} box - The bounding box to intersect with.
  12346. * @return {Box3} A reference to this bounding box.
  12347. */
  12348. intersect( box ) {
  12349. this.min.max( box.min );
  12350. this.max.min( box.max );
  12351. // 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.
  12352. if ( this.isEmpty() ) this.makeEmpty();
  12353. return this;
  12354. }
  12355. /**
  12356. * Computes the union of this box and another and the given one, setting the upper
  12357. * bound of this box to the greater of the two boxes' upper bounds and the
  12358. * lower bound of this box to the lesser of the two boxes' lower bounds.
  12359. *
  12360. * @param {Box3} box - The bounding box that will be unioned with this instance.
  12361. * @return {Box3} A reference to this bounding box.
  12362. */
  12363. union( box ) {
  12364. this.min.min( box.min );
  12365. this.max.max( box.max );
  12366. return this;
  12367. }
  12368. /**
  12369. * Transforms this bounding box by the given 4x4 transformation matrix.
  12370. *
  12371. * @param {Matrix4} matrix - The transformation matrix.
  12372. * @return {Box3} A reference to this bounding box.
  12373. */
  12374. applyMatrix4( matrix ) {
  12375. // transform of empty box is an empty box.
  12376. if ( this.isEmpty() ) return this;
  12377. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  12378. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  12379. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  12380. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  12381. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  12382. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  12383. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  12384. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  12385. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  12386. this.setFromPoints( _points );
  12387. return this;
  12388. }
  12389. /**
  12390. * Adds the given offset to both the upper and lower bounds of this bounding box,
  12391. * effectively moving it in 3D space.
  12392. *
  12393. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  12394. * @return {Box3} A reference to this bounding box.
  12395. */
  12396. translate( offset ) {
  12397. this.min.add( offset );
  12398. this.max.add( offset );
  12399. return this;
  12400. }
  12401. /**
  12402. * Returns `true` if this bounding box is equal with the given one.
  12403. *
  12404. * @param {Box3} box - The box to test for equality.
  12405. * @return {boolean} Whether this bounding box is equal with the given one.
  12406. */
  12407. equals( box ) {
  12408. return box.min.equals( this.min ) && box.max.equals( this.max );
  12409. }
  12410. /**
  12411. * Returns a serialized structure of the bounding box.
  12412. *
  12413. * @return {Object} Serialized structure with fields representing the object state.
  12414. */
  12415. toJSON() {
  12416. return {
  12417. min: this.min.toArray(),
  12418. max: this.max.toArray()
  12419. };
  12420. }
  12421. /**
  12422. * Returns a serialized structure of the bounding box.
  12423. *
  12424. * @param {Object} json - The serialized json to set the box from.
  12425. * @return {Box3} A reference to this bounding box.
  12426. */
  12427. fromJSON( json ) {
  12428. this.min.fromArray( json.min );
  12429. this.max.fromArray( json.max );
  12430. return this;
  12431. }
  12432. }
  12433. const _points = [
  12434. /*@__PURE__*/ new Vector3(),
  12435. /*@__PURE__*/ new Vector3(),
  12436. /*@__PURE__*/ new Vector3(),
  12437. /*@__PURE__*/ new Vector3(),
  12438. /*@__PURE__*/ new Vector3(),
  12439. /*@__PURE__*/ new Vector3(),
  12440. /*@__PURE__*/ new Vector3(),
  12441. /*@__PURE__*/ new Vector3()
  12442. ];
  12443. const _vector$b = /*@__PURE__*/ new Vector3();
  12444. const _box$4 = /*@__PURE__*/ new Box3();
  12445. // triangle centered vertices
  12446. const _v0$1 = /*@__PURE__*/ new Vector3();
  12447. const _v1$4 = /*@__PURE__*/ new Vector3();
  12448. const _v2$3 = /*@__PURE__*/ new Vector3();
  12449. // triangle edge vectors
  12450. const _f0 = /*@__PURE__*/ new Vector3();
  12451. const _f1 = /*@__PURE__*/ new Vector3();
  12452. const _f2 = /*@__PURE__*/ new Vector3();
  12453. const _center = /*@__PURE__*/ new Vector3();
  12454. const _extents = /*@__PURE__*/ new Vector3();
  12455. const _triangleNormal = /*@__PURE__*/ new Vector3();
  12456. const _testAxis = /*@__PURE__*/ new Vector3();
  12457. function satForAxes( axes, v0, v1, v2, extents ) {
  12458. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  12459. _testAxis.fromArray( axes, i );
  12460. // project the aabb onto the separating axis
  12461. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  12462. // project all 3 vertices of the triangle onto the separating axis
  12463. const p0 = v0.dot( _testAxis );
  12464. const p1 = v1.dot( _testAxis );
  12465. const p2 = v2.dot( _testAxis );
  12466. // actual test, basically see if either of the most extreme of the triangle points intersects r
  12467. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  12468. // points of the projected triangle are outside the projected half-length of the aabb
  12469. // the axis is separating and we can exit
  12470. return false;
  12471. }
  12472. }
  12473. return true;
  12474. }
  12475. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  12476. const _tables = /*@__PURE__*/ _generateTables();
  12477. function _generateTables() {
  12478. // float32 to float16 helpers
  12479. const buffer = new ArrayBuffer( 4 );
  12480. const floatView = new Float32Array( buffer );
  12481. const uint32View = new Uint32Array( buffer );
  12482. const baseTable = new Uint32Array( 512 );
  12483. const shiftTable = new Uint32Array( 512 );
  12484. for ( let i = 0; i < 256; ++ i ) {
  12485. const e = i - 127;
  12486. // very small number (0, -0)
  12487. if ( e < -27 ) {
  12488. baseTable[ i ] = 0x0000;
  12489. baseTable[ i | 0x100 ] = 0x8000;
  12490. shiftTable[ i ] = 24;
  12491. shiftTable[ i | 0x100 ] = 24;
  12492. // small number (denorm)
  12493. } else if ( e < -14 ) {
  12494. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  12495. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  12496. shiftTable[ i ] = - e - 1;
  12497. shiftTable[ i | 0x100 ] = - e - 1;
  12498. // normal number
  12499. } else if ( e <= 15 ) {
  12500. baseTable[ i ] = ( e + 15 ) << 10;
  12501. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  12502. shiftTable[ i ] = 13;
  12503. shiftTable[ i | 0x100 ] = 13;
  12504. // large number (Infinity, -Infinity)
  12505. } else if ( e < 128 ) {
  12506. baseTable[ i ] = 0x7c00;
  12507. baseTable[ i | 0x100 ] = 0xfc00;
  12508. shiftTable[ i ] = 24;
  12509. shiftTable[ i | 0x100 ] = 24;
  12510. // stay (NaN, Infinity, -Infinity)
  12511. } else {
  12512. baseTable[ i ] = 0x7c00;
  12513. baseTable[ i | 0x100 ] = 0xfc00;
  12514. shiftTable[ i ] = 13;
  12515. shiftTable[ i | 0x100 ] = 13;
  12516. }
  12517. }
  12518. // float16 to float32 helpers
  12519. const mantissaTable = new Uint32Array( 2048 );
  12520. const exponentTable = new Uint32Array( 64 );
  12521. const offsetTable = new Uint32Array( 64 );
  12522. for ( let i = 1; i < 1024; ++ i ) {
  12523. let m = i << 13; // zero pad mantissa bits
  12524. let e = 0; // zero exponent
  12525. // normalized
  12526. while ( ( m & 0x00800000 ) === 0 ) {
  12527. m <<= 1;
  12528. e -= 0x00800000; // decrement exponent
  12529. }
  12530. m &= -8388609; // clear leading 1 bit
  12531. e += 0x38800000; // adjust bias
  12532. mantissaTable[ i ] = m | e;
  12533. }
  12534. for ( let i = 1024; i < 2048; ++ i ) {
  12535. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  12536. }
  12537. for ( let i = 1; i < 31; ++ i ) {
  12538. exponentTable[ i ] = i << 23;
  12539. }
  12540. exponentTable[ 31 ] = 0x47800000;
  12541. exponentTable[ 32 ] = 0x80000000;
  12542. for ( let i = 33; i < 63; ++ i ) {
  12543. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  12544. }
  12545. exponentTable[ 63 ] = 0xc7800000;
  12546. for ( let i = 1; i < 64; ++ i ) {
  12547. if ( i !== 32 ) {
  12548. offsetTable[ i ] = 1024;
  12549. }
  12550. }
  12551. return {
  12552. floatView: floatView,
  12553. uint32View: uint32View,
  12554. baseTable: baseTable,
  12555. shiftTable: shiftTable,
  12556. mantissaTable: mantissaTable,
  12557. exponentTable: exponentTable,
  12558. offsetTable: offsetTable
  12559. };
  12560. }
  12561. /**
  12562. * Returns a half precision floating point value (FP16) from the given single
  12563. * precision floating point value (FP32).
  12564. *
  12565. * @param {number} val - A single precision floating point value.
  12566. * @return {number} The FP16 value.
  12567. */
  12568. function toHalfFloat( val ) {
  12569. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  12570. val = clamp( val, -65504, 65504 );
  12571. _tables.floatView[ 0 ] = val;
  12572. const f = _tables.uint32View[ 0 ];
  12573. const e = ( f >> 23 ) & 0x1ff;
  12574. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  12575. }
  12576. /**
  12577. * Returns a single precision floating point value (FP32) from the given half
  12578. * precision floating point value (FP16).
  12579. *
  12580. * @param {number} val - A half precision floating point value.
  12581. * @return {number} The FP32 value.
  12582. */
  12583. function fromHalfFloat( val ) {
  12584. const m = val >> 10;
  12585. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  12586. return _tables.floatView[ 0 ];
  12587. }
  12588. /**
  12589. * A class containing utility functions for data.
  12590. *
  12591. * @hideconstructor
  12592. */
  12593. class DataUtils {
  12594. /**
  12595. * Returns a half precision floating point value (FP16) from the given single
  12596. * precision floating point value (FP32).
  12597. *
  12598. * @param {number} val - A single precision floating point value.
  12599. * @return {number} The FP16 value.
  12600. */
  12601. static toHalfFloat( val ) {
  12602. return toHalfFloat( val );
  12603. }
  12604. /**
  12605. * Returns a single precision floating point value (FP32) from the given half
  12606. * precision floating point value (FP16).
  12607. *
  12608. * @param {number} val - A half precision floating point value.
  12609. * @return {number} The FP32 value.
  12610. */
  12611. static fromHalfFloat( val ) {
  12612. return fromHalfFloat( val );
  12613. }
  12614. }
  12615. const _vector$a = /*@__PURE__*/ new Vector3();
  12616. const _vector2$1 = /*@__PURE__*/ new Vector2();
  12617. let _id$2 = 0;
  12618. /**
  12619. * This class stores data for an attribute (such as vertex positions, face
  12620. * indices, normals, colors, UVs, and any custom attributes ) associated with
  12621. * a geometry, which allows for more efficient passing of data to the GPU.
  12622. *
  12623. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  12624. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  12625. */
  12626. class BufferAttribute extends EventDispatcher {
  12627. /**
  12628. * Constructs a new buffer attribute.
  12629. *
  12630. * @param {TypedArray} array - The array holding the attribute data.
  12631. * @param {number} itemSize - The item size.
  12632. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  12633. */
  12634. constructor( array, itemSize, normalized = false ) {
  12635. super();
  12636. if ( Array.isArray( array ) ) {
  12637. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  12638. }
  12639. /**
  12640. * This flag can be used for type testing.
  12641. *
  12642. * @type {boolean}
  12643. * @readonly
  12644. * @default true
  12645. */
  12646. this.isBufferAttribute = true;
  12647. /**
  12648. * The ID of the buffer attribute.
  12649. *
  12650. * @name BufferAttribute#id
  12651. * @type {number}
  12652. * @readonly
  12653. */
  12654. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  12655. /**
  12656. * The name of the buffer attribute.
  12657. *
  12658. * @type {string}
  12659. */
  12660. this.name = '';
  12661. /**
  12662. * The array holding the attribute data. It should have `itemSize * numVertices`
  12663. * elements, where `numVertices` is the number of vertices in the associated geometry.
  12664. *
  12665. * @type {TypedArray}
  12666. */
  12667. this.array = array;
  12668. /**
  12669. * The number of values of the array that should be associated with a particular vertex.
  12670. * For instance, if this attribute is storing a 3-component vector (such as a position,
  12671. * normal, or color), then the value should be `3`.
  12672. *
  12673. * @type {number}
  12674. */
  12675. this.itemSize = itemSize;
  12676. /**
  12677. * Represents the number of items this buffer attribute stores. It is internally computed
  12678. * by dividing the `array` length by the `itemSize`.
  12679. *
  12680. * @type {number}
  12681. * @readonly
  12682. */
  12683. this.count = array !== undefined ? array.length / itemSize : 0;
  12684. /**
  12685. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  12686. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  12687. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  12688. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  12689. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  12690. *
  12691. * @type {boolean}
  12692. */
  12693. this.normalized = normalized;
  12694. /**
  12695. * Defines the intended usage pattern of the data store for optimization purposes.
  12696. *
  12697. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  12698. * instantiate a new one and set the desired usage before the next render.
  12699. *
  12700. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  12701. * @default StaticDrawUsage
  12702. */
  12703. this.usage = StaticDrawUsage;
  12704. /**
  12705. * This can be used to only update some components of stored vectors (for example, just the
  12706. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  12707. *
  12708. * @type {Array<Object>}
  12709. */
  12710. this.updateRanges = [];
  12711. /**
  12712. * Configures the bound GPU type for use in shaders.
  12713. *
  12714. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  12715. * For lower precision float types, use `Float16BufferAttribute`.
  12716. *
  12717. * @type {(FloatType|IntType)}
  12718. * @default FloatType
  12719. */
  12720. this.gpuType = FloatType;
  12721. /**
  12722. * A version number, incremented every time the `needsUpdate` is set to `true`.
  12723. *
  12724. * @type {number}
  12725. */
  12726. this.version = 0;
  12727. }
  12728. /**
  12729. * A callback function that is executed after the renderer has transferred the attribute
  12730. * array data to the GPU.
  12731. */
  12732. onUploadCallback() {}
  12733. /**
  12734. * Flag to indicate that this attribute has changed and should be re-sent to
  12735. * the GPU. Set this to `true` when you modify the value of the array.
  12736. *
  12737. * @type {number}
  12738. * @default false
  12739. * @param {boolean} value
  12740. */
  12741. set needsUpdate( value ) {
  12742. if ( value === true ) this.version ++;
  12743. }
  12744. /**
  12745. * Sets the usage of this buffer attribute.
  12746. *
  12747. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  12748. * @return {BufferAttribute} A reference to this buffer attribute.
  12749. */
  12750. setUsage( value ) {
  12751. this.usage = value;
  12752. return this;
  12753. }
  12754. /**
  12755. * Adds a range of data in the data array to be updated on the GPU.
  12756. *
  12757. * @param {number} start - Position at which to start update.
  12758. * @param {number} count - The number of components to update.
  12759. */
  12760. addUpdateRange( start, count ) {
  12761. this.updateRanges.push( { start, count } );
  12762. }
  12763. /**
  12764. * Clears the update ranges.
  12765. */
  12766. clearUpdateRanges() {
  12767. this.updateRanges.length = 0;
  12768. }
  12769. /**
  12770. * Copies the values of the given buffer attribute to this instance.
  12771. *
  12772. * @param {BufferAttribute} source - The buffer attribute to copy.
  12773. * @return {BufferAttribute} A reference to this instance.
  12774. */
  12775. copy( source ) {
  12776. this.name = source.name;
  12777. this.array = new source.array.constructor( source.array );
  12778. this.itemSize = source.itemSize;
  12779. this.count = source.count;
  12780. this.normalized = source.normalized;
  12781. this.usage = source.usage;
  12782. this.gpuType = source.gpuType;
  12783. return this;
  12784. }
  12785. /**
  12786. * Copies a vector from the given buffer attribute to this one. The start
  12787. * and destination position in the attribute buffers are represented by the
  12788. * given indices.
  12789. *
  12790. * @param {number} index1 - The destination index into this buffer attribute.
  12791. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  12792. * @param {number} index2 - The source index into the given buffer attribute.
  12793. * @return {BufferAttribute} A reference to this instance.
  12794. */
  12795. copyAt( index1, attribute, index2 ) {
  12796. index1 *= this.itemSize;
  12797. index2 *= attribute.itemSize;
  12798. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  12799. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  12800. }
  12801. return this;
  12802. }
  12803. /**
  12804. * Copies the given array data into this buffer attribute.
  12805. *
  12806. * @param {(TypedArray|Array)} array - The array to copy.
  12807. * @return {BufferAttribute} A reference to this instance.
  12808. */
  12809. copyArray( array ) {
  12810. this.array.set( array );
  12811. return this;
  12812. }
  12813. /**
  12814. * Applies the given 3x3 matrix to the given attribute. Works with
  12815. * item size `2` and `3`.
  12816. *
  12817. * @param {Matrix3} m - The matrix to apply.
  12818. * @return {BufferAttribute} A reference to this instance.
  12819. */
  12820. applyMatrix3( m ) {
  12821. if ( this.itemSize === 2 ) {
  12822. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12823. _vector2$1.fromBufferAttribute( this, i );
  12824. _vector2$1.applyMatrix3( m );
  12825. this.setXY( i, _vector2$1.x, _vector2$1.y );
  12826. }
  12827. } else if ( this.itemSize === 3 ) {
  12828. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12829. _vector$a.fromBufferAttribute( this, i );
  12830. _vector$a.applyMatrix3( m );
  12831. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12832. }
  12833. }
  12834. return this;
  12835. }
  12836. /**
  12837. * Applies the given 4x4 matrix to the given attribute. Only works with
  12838. * item size `3`.
  12839. *
  12840. * @param {Matrix4} m - The matrix to apply.
  12841. * @return {BufferAttribute} A reference to this instance.
  12842. */
  12843. applyMatrix4( m ) {
  12844. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12845. _vector$a.fromBufferAttribute( this, i );
  12846. _vector$a.applyMatrix4( m );
  12847. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12848. }
  12849. return this;
  12850. }
  12851. /**
  12852. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  12853. * item size `3`.
  12854. *
  12855. * @param {Matrix3} m - The normal matrix to apply.
  12856. * @return {BufferAttribute} A reference to this instance.
  12857. */
  12858. applyNormalMatrix( m ) {
  12859. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12860. _vector$a.fromBufferAttribute( this, i );
  12861. _vector$a.applyNormalMatrix( m );
  12862. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12863. }
  12864. return this;
  12865. }
  12866. /**
  12867. * Applies the given 4x4 matrix to the given attribute. Only works with
  12868. * item size `3` and with direction vectors.
  12869. *
  12870. * @param {Matrix4} m - The matrix to apply.
  12871. * @return {BufferAttribute} A reference to this instance.
  12872. */
  12873. transformDirection( m ) {
  12874. for ( let i = 0, l = this.count; i < l; i ++ ) {
  12875. _vector$a.fromBufferAttribute( this, i );
  12876. _vector$a.transformDirection( m );
  12877. this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z );
  12878. }
  12879. return this;
  12880. }
  12881. /**
  12882. * Sets the given array data in the buffer attribute.
  12883. *
  12884. * @param {(TypedArray|Array)} value - The array data to set.
  12885. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  12886. * @return {BufferAttribute} A reference to this instance.
  12887. */
  12888. set( value, offset = 0 ) {
  12889. // Matching BufferAttribute constructor, do not normalize the array.
  12890. this.array.set( value, offset );
  12891. return this;
  12892. }
  12893. /**
  12894. * Returns the given component of the vector at the given index.
  12895. *
  12896. * @param {number} index - The index into the buffer attribute.
  12897. * @param {number} component - The component index.
  12898. * @return {number} The returned value.
  12899. */
  12900. getComponent( index, component ) {
  12901. let value = this.array[ index * this.itemSize + component ];
  12902. if ( this.normalized ) value = denormalize( value, this.array );
  12903. return value;
  12904. }
  12905. /**
  12906. * Sets the given value to the given component of the vector at the given index.
  12907. *
  12908. * @param {number} index - The index into the buffer attribute.
  12909. * @param {number} component - The component index.
  12910. * @param {number} value - The value to set.
  12911. * @return {BufferAttribute} A reference to this instance.
  12912. */
  12913. setComponent( index, component, value ) {
  12914. if ( this.normalized ) value = normalize( value, this.array );
  12915. this.array[ index * this.itemSize + component ] = value;
  12916. return this;
  12917. }
  12918. /**
  12919. * Returns the x component of the vector at the given index.
  12920. *
  12921. * @param {number} index - The index into the buffer attribute.
  12922. * @return {number} The x component.
  12923. */
  12924. getX( index ) {
  12925. let x = this.array[ index * this.itemSize ];
  12926. if ( this.normalized ) x = denormalize( x, this.array );
  12927. return x;
  12928. }
  12929. /**
  12930. * Sets the x component of the vector at the given index.
  12931. *
  12932. * @param {number} index - The index into the buffer attribute.
  12933. * @param {number} x - The value to set.
  12934. * @return {BufferAttribute} A reference to this instance.
  12935. */
  12936. setX( index, x ) {
  12937. if ( this.normalized ) x = normalize( x, this.array );
  12938. this.array[ index * this.itemSize ] = x;
  12939. return this;
  12940. }
  12941. /**
  12942. * Returns the y component of the vector at the given index.
  12943. *
  12944. * @param {number} index - The index into the buffer attribute.
  12945. * @return {number} The y component.
  12946. */
  12947. getY( index ) {
  12948. let y = this.array[ index * this.itemSize + 1 ];
  12949. if ( this.normalized ) y = denormalize( y, this.array );
  12950. return y;
  12951. }
  12952. /**
  12953. * Sets the y component of the vector at the given index.
  12954. *
  12955. * @param {number} index - The index into the buffer attribute.
  12956. * @param {number} y - The value to set.
  12957. * @return {BufferAttribute} A reference to this instance.
  12958. */
  12959. setY( index, y ) {
  12960. if ( this.normalized ) y = normalize( y, this.array );
  12961. this.array[ index * this.itemSize + 1 ] = y;
  12962. return this;
  12963. }
  12964. /**
  12965. * Returns the z component of the vector at the given index.
  12966. *
  12967. * @param {number} index - The index into the buffer attribute.
  12968. * @return {number} The z component.
  12969. */
  12970. getZ( index ) {
  12971. let z = this.array[ index * this.itemSize + 2 ];
  12972. if ( this.normalized ) z = denormalize( z, this.array );
  12973. return z;
  12974. }
  12975. /**
  12976. * Sets the z component of the vector at the given index.
  12977. *
  12978. * @param {number} index - The index into the buffer attribute.
  12979. * @param {number} z - The value to set.
  12980. * @return {BufferAttribute} A reference to this instance.
  12981. */
  12982. setZ( index, z ) {
  12983. if ( this.normalized ) z = normalize( z, this.array );
  12984. this.array[ index * this.itemSize + 2 ] = z;
  12985. return this;
  12986. }
  12987. /**
  12988. * Returns the w component of the vector at the given index.
  12989. *
  12990. * @param {number} index - The index into the buffer attribute.
  12991. * @return {number} The w component.
  12992. */
  12993. getW( index ) {
  12994. let w = this.array[ index * this.itemSize + 3 ];
  12995. if ( this.normalized ) w = denormalize( w, this.array );
  12996. return w;
  12997. }
  12998. /**
  12999. * Sets the w component of the vector at the given index.
  13000. *
  13001. * @param {number} index - The index into the buffer attribute.
  13002. * @param {number} w - The value to set.
  13003. * @return {BufferAttribute} A reference to this instance.
  13004. */
  13005. setW( index, w ) {
  13006. if ( this.normalized ) w = normalize( w, this.array );
  13007. this.array[ index * this.itemSize + 3 ] = w;
  13008. return this;
  13009. }
  13010. /**
  13011. * Sets the x and y component of the vector at the given index.
  13012. *
  13013. * @param {number} index - The index into the buffer attribute.
  13014. * @param {number} x - The value for the x component to set.
  13015. * @param {number} y - The value for the y component to set.
  13016. * @return {BufferAttribute} A reference to this instance.
  13017. */
  13018. setXY( index, x, y ) {
  13019. index *= this.itemSize;
  13020. if ( this.normalized ) {
  13021. x = normalize( x, this.array );
  13022. y = normalize( y, this.array );
  13023. }
  13024. this.array[ index + 0 ] = x;
  13025. this.array[ index + 1 ] = y;
  13026. return this;
  13027. }
  13028. /**
  13029. * Sets the x, y and z component of the vector at the given index.
  13030. *
  13031. * @param {number} index - The index into the buffer attribute.
  13032. * @param {number} x - The value for the x component to set.
  13033. * @param {number} y - The value for the y component to set.
  13034. * @param {number} z - The value for the z component to set.
  13035. * @return {BufferAttribute} A reference to this instance.
  13036. */
  13037. setXYZ( index, x, y, z ) {
  13038. index *= this.itemSize;
  13039. if ( this.normalized ) {
  13040. x = normalize( x, this.array );
  13041. y = normalize( y, this.array );
  13042. z = normalize( z, this.array );
  13043. }
  13044. this.array[ index + 0 ] = x;
  13045. this.array[ index + 1 ] = y;
  13046. this.array[ index + 2 ] = z;
  13047. return this;
  13048. }
  13049. /**
  13050. * Sets the x, y, z and w component of the vector at the given index.
  13051. *
  13052. * @param {number} index - The index into the buffer attribute.
  13053. * @param {number} x - The value for the x component to set.
  13054. * @param {number} y - The value for the y component to set.
  13055. * @param {number} z - The value for the z component to set.
  13056. * @param {number} w - The value for the w component to set.
  13057. * @return {BufferAttribute} A reference to this instance.
  13058. */
  13059. setXYZW( index, x, y, z, w ) {
  13060. index *= this.itemSize;
  13061. if ( this.normalized ) {
  13062. x = normalize( x, this.array );
  13063. y = normalize( y, this.array );
  13064. z = normalize( z, this.array );
  13065. w = normalize( w, this.array );
  13066. }
  13067. this.array[ index + 0 ] = x;
  13068. this.array[ index + 1 ] = y;
  13069. this.array[ index + 2 ] = z;
  13070. this.array[ index + 3 ] = w;
  13071. return this;
  13072. }
  13073. /**
  13074. * Sets the given callback function that is executed after the Renderer has transferred
  13075. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13076. * the upload when attribute data are not needed anymore on the CPU side.
  13077. *
  13078. * @param {Function} callback - The `onUpload()` callback.
  13079. * @return {BufferAttribute} A reference to this instance.
  13080. */
  13081. onUpload( callback ) {
  13082. this.onUploadCallback = callback;
  13083. return this;
  13084. }
  13085. /**
  13086. * Returns a new buffer attribute with copied values from this instance.
  13087. *
  13088. * @return {BufferAttribute} A clone of this instance.
  13089. */
  13090. clone() {
  13091. return new this.constructor( this.array, this.itemSize ).copy( this );
  13092. }
  13093. /**
  13094. * Serializes the buffer attribute into JSON.
  13095. *
  13096. * @return {Object} A JSON object representing the serialized buffer attribute.
  13097. */
  13098. toJSON() {
  13099. const data = {
  13100. itemSize: this.itemSize,
  13101. type: this.array.constructor.name,
  13102. array: Array.from( this.array ),
  13103. normalized: this.normalized
  13104. };
  13105. if ( this.name !== '' ) data.name = this.name;
  13106. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13107. return data;
  13108. }
  13109. /**
  13110. * Disposes of the buffer attribute. Available only in {@link WebGPURenderer}.
  13111. */
  13112. dispose() {
  13113. this.dispatchEvent( { type: 'dispose' } );
  13114. }
  13115. }
  13116. /**
  13117. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13118. * a plain `Array` instance.
  13119. *
  13120. * @augments BufferAttribute
  13121. */
  13122. class Int8BufferAttribute extends BufferAttribute {
  13123. /**
  13124. * Constructs a new buffer attribute.
  13125. *
  13126. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13127. * @param {number} itemSize - The item size.
  13128. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13129. */
  13130. constructor( array, itemSize, normalized ) {
  13131. super( new Int8Array( array ), itemSize, normalized );
  13132. }
  13133. }
  13134. /**
  13135. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13136. * a plain `Array` instance.
  13137. *
  13138. * @augments BufferAttribute
  13139. */
  13140. class Uint8BufferAttribute extends BufferAttribute {
  13141. /**
  13142. * Constructs a new buffer attribute.
  13143. *
  13144. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13145. * @param {number} itemSize - The item size.
  13146. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13147. */
  13148. constructor( array, itemSize, normalized ) {
  13149. super( new Uint8Array( array ), itemSize, normalized );
  13150. }
  13151. }
  13152. /**
  13153. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13154. * a plain `Array` instance.
  13155. *
  13156. * @augments BufferAttribute
  13157. */
  13158. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13159. /**
  13160. * Constructs a new buffer attribute.
  13161. *
  13162. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13163. * @param {number} itemSize - The item size.
  13164. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13165. */
  13166. constructor( array, itemSize, normalized ) {
  13167. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13168. }
  13169. }
  13170. /**
  13171. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13172. * a plain `Array` instance.
  13173. *
  13174. * @augments BufferAttribute
  13175. */
  13176. class Int16BufferAttribute extends BufferAttribute {
  13177. /**
  13178. * Constructs a new buffer attribute.
  13179. *
  13180. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13181. * @param {number} itemSize - The item size.
  13182. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13183. */
  13184. constructor( array, itemSize, normalized ) {
  13185. super( new Int16Array( array ), itemSize, normalized );
  13186. }
  13187. }
  13188. /**
  13189. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13190. * a plain `Array` instance.
  13191. *
  13192. * @augments BufferAttribute
  13193. */
  13194. class Uint16BufferAttribute extends BufferAttribute {
  13195. /**
  13196. * Constructs a new buffer attribute.
  13197. *
  13198. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13199. * @param {number} itemSize - The item size.
  13200. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13201. */
  13202. constructor( array, itemSize, normalized ) {
  13203. super( new Uint16Array( array ), itemSize, normalized );
  13204. }
  13205. }
  13206. /**
  13207. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13208. * a plain `Array` instance.
  13209. *
  13210. * @augments BufferAttribute
  13211. */
  13212. class Int32BufferAttribute extends BufferAttribute {
  13213. /**
  13214. * Constructs a new buffer attribute.
  13215. *
  13216. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13217. * @param {number} itemSize - The item size.
  13218. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13219. */
  13220. constructor( array, itemSize, normalized ) {
  13221. super( new Int32Array( array ), itemSize, normalized );
  13222. }
  13223. }
  13224. /**
  13225. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13226. * a plain `Array` instance.
  13227. *
  13228. * @augments BufferAttribute
  13229. */
  13230. class Uint32BufferAttribute extends BufferAttribute {
  13231. /**
  13232. * Constructs a new buffer attribute.
  13233. *
  13234. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13235. * @param {number} itemSize - The item size.
  13236. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13237. */
  13238. constructor( array, itemSize, normalized ) {
  13239. super( new Uint32Array( array ), itemSize, normalized );
  13240. }
  13241. }
  13242. /**
  13243. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13244. * a plain `Array` instance.
  13245. *
  13246. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  13247. * browser support is still problematic.
  13248. *
  13249. * @augments BufferAttribute
  13250. */
  13251. class Float16BufferAttribute extends BufferAttribute {
  13252. /**
  13253. * Constructs a new buffer attribute.
  13254. *
  13255. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13256. * @param {number} itemSize - The item size.
  13257. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13258. */
  13259. constructor( array, itemSize, normalized ) {
  13260. super( new Uint16Array( array ), itemSize, normalized );
  13261. this.isFloat16BufferAttribute = true;
  13262. }
  13263. getX( index ) {
  13264. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13265. if ( this.normalized ) x = denormalize( x, this.array );
  13266. return x;
  13267. }
  13268. setX( index, x ) {
  13269. if ( this.normalized ) x = normalize( x, this.array );
  13270. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13271. return this;
  13272. }
  13273. getY( index ) {
  13274. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13275. if ( this.normalized ) y = denormalize( y, this.array );
  13276. return y;
  13277. }
  13278. setY( index, y ) {
  13279. if ( this.normalized ) y = normalize( y, this.array );
  13280. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13281. return this;
  13282. }
  13283. getZ( index ) {
  13284. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13285. if ( this.normalized ) z = denormalize( z, this.array );
  13286. return z;
  13287. }
  13288. setZ( index, z ) {
  13289. if ( this.normalized ) z = normalize( z, this.array );
  13290. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13291. return this;
  13292. }
  13293. getW( index ) {
  13294. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13295. if ( this.normalized ) w = denormalize( w, this.array );
  13296. return w;
  13297. }
  13298. setW( index, w ) {
  13299. if ( this.normalized ) w = normalize( w, this.array );
  13300. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13301. return this;
  13302. }
  13303. setXY( index, x, y ) {
  13304. index *= this.itemSize;
  13305. if ( this.normalized ) {
  13306. x = normalize( x, this.array );
  13307. y = normalize( y, this.array );
  13308. }
  13309. this.array[ index + 0 ] = toHalfFloat( x );
  13310. this.array[ index + 1 ] = toHalfFloat( y );
  13311. return this;
  13312. }
  13313. setXYZ( index, x, y, z ) {
  13314. index *= this.itemSize;
  13315. if ( this.normalized ) {
  13316. x = normalize( x, this.array );
  13317. y = normalize( y, this.array );
  13318. z = normalize( z, this.array );
  13319. }
  13320. this.array[ index + 0 ] = toHalfFloat( x );
  13321. this.array[ index + 1 ] = toHalfFloat( y );
  13322. this.array[ index + 2 ] = toHalfFloat( z );
  13323. return this;
  13324. }
  13325. setXYZW( index, x, y, z, w ) {
  13326. index *= this.itemSize;
  13327. if ( this.normalized ) {
  13328. x = normalize( x, this.array );
  13329. y = normalize( y, this.array );
  13330. z = normalize( z, this.array );
  13331. w = normalize( w, this.array );
  13332. }
  13333. this.array[ index + 0 ] = toHalfFloat( x );
  13334. this.array[ index + 1 ] = toHalfFloat( y );
  13335. this.array[ index + 2 ] = toHalfFloat( z );
  13336. this.array[ index + 3 ] = toHalfFloat( w );
  13337. return this;
  13338. }
  13339. }
  13340. /**
  13341. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13342. * a plain `Array` instance.
  13343. *
  13344. * @augments BufferAttribute
  13345. */
  13346. class Float32BufferAttribute extends BufferAttribute {
  13347. /**
  13348. * Constructs a new buffer attribute.
  13349. *
  13350. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13351. * @param {number} itemSize - The item size.
  13352. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13353. */
  13354. constructor( array, itemSize, normalized ) {
  13355. super( new Float32Array( array ), itemSize, normalized );
  13356. }
  13357. }
  13358. const _box$3 = /*@__PURE__*/ new Box3();
  13359. const _v1$3 = /*@__PURE__*/ new Vector3();
  13360. const _v2$2 = /*@__PURE__*/ new Vector3();
  13361. /**
  13362. * An analytical 3D sphere defined by a center and radius. This class is mainly
  13363. * used as a Bounding Sphere for 3D objects.
  13364. */
  13365. class Sphere {
  13366. /**
  13367. * Constructs a new sphere.
  13368. *
  13369. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  13370. * @param {number} [radius=-1] - The radius of the sphere.
  13371. */
  13372. constructor( center = new Vector3(), radius = -1 ) {
  13373. /**
  13374. * This flag can be used for type testing.
  13375. *
  13376. * @type {boolean}
  13377. * @readonly
  13378. * @default true
  13379. */
  13380. this.isSphere = true;
  13381. /**
  13382. * The center of the sphere
  13383. *
  13384. * @type {Vector3}
  13385. */
  13386. this.center = center;
  13387. /**
  13388. * The radius of the sphere.
  13389. *
  13390. * @type {number}
  13391. */
  13392. this.radius = radius;
  13393. }
  13394. /**
  13395. * Sets the sphere's components by copying the given values.
  13396. *
  13397. * @param {Vector3} center - The center.
  13398. * @param {number} radius - The radius.
  13399. * @return {Sphere} A reference to this sphere.
  13400. */
  13401. set( center, radius ) {
  13402. this.center.copy( center );
  13403. this.radius = radius;
  13404. return this;
  13405. }
  13406. /**
  13407. * Computes the minimum bounding sphere for list of points.
  13408. * If the optional center point is given, it is used as the sphere's
  13409. * center. Otherwise, the center of the axis-aligned bounding box
  13410. * encompassing the points is calculated.
  13411. *
  13412. * @param {Array<Vector3>} points - A list of points in 3D space.
  13413. * @param {Vector3} [optionalCenter] - The center of the sphere.
  13414. * @return {Sphere} A reference to this sphere.
  13415. */
  13416. setFromPoints( points, optionalCenter ) {
  13417. const center = this.center;
  13418. if ( optionalCenter !== undefined ) {
  13419. center.copy( optionalCenter );
  13420. } else {
  13421. _box$3.setFromPoints( points ).getCenter( center );
  13422. }
  13423. let maxRadiusSq = 0;
  13424. for ( let i = 0, il = points.length; i < il; i ++ ) {
  13425. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  13426. }
  13427. this.radius = Math.sqrt( maxRadiusSq );
  13428. return this;
  13429. }
  13430. /**
  13431. * Copies the values of the given sphere to this instance.
  13432. *
  13433. * @param {Sphere} sphere - The sphere to copy.
  13434. * @return {Sphere} A reference to this sphere.
  13435. */
  13436. copy( sphere ) {
  13437. this.center.copy( sphere.center );
  13438. this.radius = sphere.radius;
  13439. return this;
  13440. }
  13441. /**
  13442. * Returns `true` if the sphere is empty (the radius set to a negative number).
  13443. *
  13444. * Spheres with a radius of `0` contain only their center point and are not
  13445. * considered to be empty.
  13446. *
  13447. * @return {boolean} Whether this sphere is empty or not.
  13448. */
  13449. isEmpty() {
  13450. return ( this.radius < 0 );
  13451. }
  13452. /**
  13453. * Makes this sphere empty which means in encloses a zero space in 3D.
  13454. *
  13455. * @return {Sphere} A reference to this sphere.
  13456. */
  13457. makeEmpty() {
  13458. this.center.set( 0, 0, 0 );
  13459. this.radius = -1;
  13460. return this;
  13461. }
  13462. /**
  13463. * Returns `true` if this sphere contains the given point inclusive of
  13464. * the surface of the sphere.
  13465. *
  13466. * @param {Vector3} point - The point to check.
  13467. * @return {boolean} Whether this sphere contains the given point or not.
  13468. */
  13469. containsPoint( point ) {
  13470. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  13471. }
  13472. /**
  13473. * Returns the closest distance from the boundary of the sphere to the
  13474. * given point. If the sphere contains the point, the distance will
  13475. * be negative.
  13476. *
  13477. * @param {Vector3} point - The point to compute the distance to.
  13478. * @return {number} The distance to the point.
  13479. */
  13480. distanceToPoint( point ) {
  13481. return ( point.distanceTo( this.center ) - this.radius );
  13482. }
  13483. /**
  13484. * Returns `true` if this sphere intersects with the given one.
  13485. *
  13486. * @param {Sphere} sphere - The sphere to test.
  13487. * @return {boolean} Whether this sphere intersects with the given one or not.
  13488. */
  13489. intersectsSphere( sphere ) {
  13490. const radiusSum = this.radius + sphere.radius;
  13491. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  13492. }
  13493. /**
  13494. * Returns `true` if this sphere intersects with the given box.
  13495. *
  13496. * @param {Box3} box - The box to test.
  13497. * @return {boolean} Whether this sphere intersects with the given box or not.
  13498. */
  13499. intersectsBox( box ) {
  13500. return box.intersectsSphere( this );
  13501. }
  13502. /**
  13503. * Returns `true` if this sphere intersects with the given plane.
  13504. *
  13505. * @param {Plane} plane - The plane to test.
  13506. * @return {boolean} Whether this sphere intersects with the given plane or not.
  13507. */
  13508. intersectsPlane( plane ) {
  13509. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  13510. }
  13511. /**
  13512. * Clamps a point within the sphere. If the point is outside the sphere, it
  13513. * will clamp it to the closest point on the edge of the sphere. Points
  13514. * already inside the sphere will not be affected.
  13515. *
  13516. * @param {Vector3} point - The plane to clamp.
  13517. * @param {Vector3} target - The target vector that is used to store the method's result.
  13518. * @return {Vector3} The clamped point.
  13519. */
  13520. clampPoint( point, target ) {
  13521. const deltaLengthSq = this.center.distanceToSquared( point );
  13522. target.copy( point );
  13523. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  13524. target.sub( this.center ).normalize();
  13525. target.multiplyScalar( this.radius ).add( this.center );
  13526. }
  13527. return target;
  13528. }
  13529. /**
  13530. * Returns a bounding box that encloses this sphere.
  13531. *
  13532. * @param {Box3} target - The target box that is used to store the method's result.
  13533. * @return {Box3} The bounding box that encloses this sphere.
  13534. */
  13535. getBoundingBox( target ) {
  13536. if ( this.isEmpty() ) {
  13537. // Empty sphere produces empty bounding box
  13538. target.makeEmpty();
  13539. return target;
  13540. }
  13541. target.set( this.center, this.center );
  13542. target.expandByScalar( this.radius );
  13543. return target;
  13544. }
  13545. /**
  13546. * Transforms this sphere with the given 4x4 transformation matrix.
  13547. *
  13548. * @param {Matrix4} matrix - The transformation matrix.
  13549. * @return {Sphere} A reference to this sphere.
  13550. */
  13551. applyMatrix4( matrix ) {
  13552. this.center.applyMatrix4( matrix );
  13553. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  13554. return this;
  13555. }
  13556. /**
  13557. * Translates the sphere's center by the given offset.
  13558. *
  13559. * @param {Vector3} offset - The offset.
  13560. * @return {Sphere} A reference to this sphere.
  13561. */
  13562. translate( offset ) {
  13563. this.center.add( offset );
  13564. return this;
  13565. }
  13566. /**
  13567. * Expands the boundaries of this sphere to include the given point.
  13568. *
  13569. * @param {Vector3} point - The point to include.
  13570. * @return {Sphere} A reference to this sphere.
  13571. */
  13572. expandByPoint( point ) {
  13573. if ( this.isEmpty() ) {
  13574. this.center.copy( point );
  13575. this.radius = 0;
  13576. return this;
  13577. }
  13578. _v1$3.subVectors( point, this.center );
  13579. const lengthSq = _v1$3.lengthSq();
  13580. if ( lengthSq > ( this.radius * this.radius ) ) {
  13581. // calculate the minimal sphere
  13582. const length = Math.sqrt( lengthSq );
  13583. const delta = ( length - this.radius ) * 0.5;
  13584. this.center.addScaledVector( _v1$3, delta / length );
  13585. this.radius += delta;
  13586. }
  13587. return this;
  13588. }
  13589. /**
  13590. * Expands this sphere to enclose both the original sphere and the given sphere.
  13591. *
  13592. * @param {Sphere} sphere - The sphere to include.
  13593. * @return {Sphere} A reference to this sphere.
  13594. */
  13595. union( sphere ) {
  13596. if ( sphere.isEmpty() ) {
  13597. return this;
  13598. }
  13599. if ( this.isEmpty() ) {
  13600. this.copy( sphere );
  13601. return this;
  13602. }
  13603. if ( this.center.equals( sphere.center ) === true ) {
  13604. this.radius = Math.max( this.radius, sphere.radius );
  13605. } else {
  13606. _v2$2.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  13607. this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) );
  13608. this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) );
  13609. }
  13610. return this;
  13611. }
  13612. /**
  13613. * Returns `true` if this sphere is equal with the given one.
  13614. *
  13615. * @param {Sphere} sphere - The sphere to test for equality.
  13616. * @return {boolean} Whether this bounding sphere is equal with the given one.
  13617. */
  13618. equals( sphere ) {
  13619. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  13620. }
  13621. /**
  13622. * Returns a new sphere with copied values from this instance.
  13623. *
  13624. * @return {Sphere} A clone of this instance.
  13625. */
  13626. clone() {
  13627. return new this.constructor().copy( this );
  13628. }
  13629. /**
  13630. * Returns a serialized structure of the bounding sphere.
  13631. *
  13632. * @return {Object} Serialized structure with fields representing the object state.
  13633. */
  13634. toJSON() {
  13635. return {
  13636. radius: this.radius,
  13637. center: this.center.toArray()
  13638. };
  13639. }
  13640. /**
  13641. * Returns a serialized structure of the bounding sphere.
  13642. *
  13643. * @param {Object} json - The serialized json to set the sphere from.
  13644. * @return {Sphere} A reference to this bounding sphere.
  13645. */
  13646. fromJSON( json ) {
  13647. this.radius = json.radius;
  13648. this.center.fromArray( json.center );
  13649. return this;
  13650. }
  13651. }
  13652. let _id$1 = 0;
  13653. const _m1 = /*@__PURE__*/ new Matrix4();
  13654. const _obj = /*@__PURE__*/ new Object3D();
  13655. const _offset = /*@__PURE__*/ new Vector3();
  13656. const _box$2 = /*@__PURE__*/ new Box3();
  13657. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13658. const _vector$9 = /*@__PURE__*/ new Vector3();
  13659. /**
  13660. * A representation of mesh, line, or point geometry. Includes vertex
  13661. * positions, face indices, normals, colors, UVs, and custom attributes
  13662. * within buffers, reducing the cost of passing all this data to the GPU.
  13663. *
  13664. * ```js
  13665. * const geometry = new THREE.BufferGeometry();
  13666. * // create a simple square shape. We duplicate the top left and bottom right
  13667. * // vertices because each vertex needs to appear once per triangle.
  13668. * const vertices = new Float32Array( [
  13669. * -1.0, -1.0, 1.0, // v0
  13670. * 1.0, -1.0, 1.0, // v1
  13671. * 1.0, 1.0, 1.0, // v2
  13672. *
  13673. * 1.0, 1.0, 1.0, // v3
  13674. * -1.0, 1.0, 1.0, // v4
  13675. * -1.0, -1.0, 1.0 // v5
  13676. * ] );
  13677. * // itemSize = 3 because there are 3 values (components) per vertex
  13678. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13679. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13680. * const mesh = new THREE.Mesh( geometry, material );
  13681. * ```
  13682. *
  13683. * @augments EventDispatcher
  13684. */
  13685. class BufferGeometry extends EventDispatcher {
  13686. /**
  13687. * Constructs a new geometry.
  13688. */
  13689. constructor() {
  13690. super();
  13691. /**
  13692. * This flag can be used for type testing.
  13693. *
  13694. * @type {boolean}
  13695. * @readonly
  13696. * @default true
  13697. */
  13698. this.isBufferGeometry = true;
  13699. /**
  13700. * The ID of the geometry.
  13701. *
  13702. * @name BufferGeometry#id
  13703. * @type {number}
  13704. * @readonly
  13705. */
  13706. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  13707. /**
  13708. * The UUID of the geometry.
  13709. *
  13710. * @type {string}
  13711. * @readonly
  13712. */
  13713. this.uuid = generateUUID();
  13714. /**
  13715. * The name of the geometry.
  13716. *
  13717. * @type {string}
  13718. */
  13719. this.name = '';
  13720. this.type = 'BufferGeometry';
  13721. /**
  13722. * Allows for vertices to be re-used across multiple triangles; this is
  13723. * called using "indexed triangles". Each triangle is associated with the
  13724. * indices of three vertices. This attribute therefore stores the index of
  13725. * each vertex for each triangular face. If this attribute is not set, the
  13726. * renderer assumes that each three contiguous positions represent a single triangle.
  13727. *
  13728. * @type {?BufferAttribute}
  13729. * @default null
  13730. */
  13731. this.index = null;
  13732. /**
  13733. * A (storage) buffer attribute which was generated with a compute shader and
  13734. * now defines indirect draw calls.
  13735. *
  13736. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13737. *
  13738. * @type {?BufferAttribute}
  13739. * @default null
  13740. */
  13741. this.indirect = null;
  13742. /**
  13743. * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  13744. *
  13745. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  13746. *
  13747. * @type {number|Array<number>}
  13748. * @default 0
  13749. */
  13750. this.indirectOffset = 0;
  13751. /**
  13752. * This dictionary has as id the name of the attribute to be set and as value
  13753. * the buffer attribute to set it to. Rather than accessing this property directly,
  13754. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  13755. *
  13756. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  13757. */
  13758. this.attributes = {};
  13759. /**
  13760. * This dictionary holds the morph targets of the geometry.
  13761. *
  13762. * Note: Once the geometry has been rendered, the morph attribute data cannot
  13763. * be changed. You will have to call `dispose()`, and create a new geometry instance.
  13764. *
  13765. * @type {Object}
  13766. */
  13767. this.morphAttributes = {};
  13768. /**
  13769. * Used to control the morph target behavior; when set to `true`, the morph
  13770. * target data is treated as relative offsets, rather than as absolute
  13771. * positions/normals.
  13772. *
  13773. * @type {boolean}
  13774. * @default false
  13775. */
  13776. this.morphTargetsRelative = false;
  13777. /**
  13778. * Split the geometry into groups, each of which will be rendered in a
  13779. * separate draw call. This allows an array of materials to be used with the geometry.
  13780. *
  13781. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  13782. *
  13783. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  13784. * indices, and must not leave vertices or indices unused.
  13785. *
  13786. * @type {Array<Object>}
  13787. */
  13788. this.groups = [];
  13789. /**
  13790. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  13791. *
  13792. * @type {?Box3}
  13793. * @default null
  13794. */
  13795. this.boundingBox = null;
  13796. /**
  13797. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  13798. *
  13799. * @type {?Sphere}
  13800. * @default null
  13801. */
  13802. this.boundingSphere = null;
  13803. /**
  13804. * Determines the part of the geometry to render. This should not be set directly,
  13805. * instead use `setDrawRange()`.
  13806. *
  13807. * @type {{start:number,count:number}}
  13808. */
  13809. this.drawRange = { start: 0, count: Infinity };
  13810. /**
  13811. * An object that can be used to store custom data about the geometry.
  13812. * It should not hold references to functions as these will not be cloned.
  13813. *
  13814. * @type {Object}
  13815. */
  13816. this.userData = {};
  13817. /**
  13818. * `true` when the geometry has been transformed since construction
  13819. * (e.g. via {@link BufferGeometry#applyMatrix4}). Only relevant for
  13820. * geometry generators (subclasses that populate `parameters`): when set,
  13821. * {@link BufferGeometry#toJSON} omits `parameters` since they no longer
  13822. * describe the geometry.
  13823. *
  13824. * @private
  13825. * @type {boolean}
  13826. * @default false
  13827. */
  13828. this._transformed = false;
  13829. }
  13830. /**
  13831. * Returns the index of this geometry.
  13832. *
  13833. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  13834. */
  13835. getIndex() {
  13836. return this.index;
  13837. }
  13838. /**
  13839. * Sets the given index to this geometry.
  13840. *
  13841. * @param {Array<number>|BufferAttribute} index - The index to set.
  13842. * @return {BufferGeometry} A reference to this instance.
  13843. */
  13844. setIndex( index ) {
  13845. if ( Array.isArray( index ) ) {
  13846. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  13847. } else {
  13848. this.index = index;
  13849. }
  13850. return this;
  13851. }
  13852. /**
  13853. * Sets the given indirect attribute to this geometry.
  13854. *
  13855. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  13856. * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  13857. * @return {BufferGeometry} A reference to this instance.
  13858. */
  13859. setIndirect( indirect, indirectOffset = 0 ) {
  13860. this.indirect = indirect;
  13861. this.indirectOffset = indirectOffset;
  13862. return this;
  13863. }
  13864. /**
  13865. * Returns the indirect attribute of this geometry.
  13866. *
  13867. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  13868. */
  13869. getIndirect() {
  13870. return this.indirect;
  13871. }
  13872. /**
  13873. * Returns the buffer attribute for the given name.
  13874. *
  13875. * @param {string} name - The attribute name.
  13876. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  13877. * Returns `undefined` if not attribute has been found.
  13878. */
  13879. getAttribute( name ) {
  13880. return this.attributes[ name ];
  13881. }
  13882. /**
  13883. * Sets the given attribute for the given name.
  13884. *
  13885. * @param {string} name - The attribute name.
  13886. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  13887. * @return {BufferGeometry} A reference to this instance.
  13888. */
  13889. setAttribute( name, attribute ) {
  13890. this.attributes[ name ] = attribute;
  13891. return this;
  13892. }
  13893. /**
  13894. * Deletes the attribute for the given name.
  13895. *
  13896. * @param {string} name - The attribute name to delete.
  13897. * @return {BufferGeometry} A reference to this instance.
  13898. */
  13899. deleteAttribute( name ) {
  13900. delete this.attributes[ name ];
  13901. return this;
  13902. }
  13903. /**
  13904. * Returns `true` if this geometry has an attribute for the given name.
  13905. *
  13906. * @param {string} name - The attribute name.
  13907. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  13908. */
  13909. hasAttribute( name ) {
  13910. return this.attributes[ name ] !== undefined;
  13911. }
  13912. /**
  13913. * Adds a group to this geometry.
  13914. *
  13915. * @param {number} start - The first element in this draw call. That is the first
  13916. * vertex for non-indexed geometry, otherwise the first triangle index.
  13917. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  13918. * @param {number} [materialIndex=0] - The material array index to use.
  13919. */
  13920. addGroup( start, count, materialIndex = 0 ) {
  13921. this.groups.push( {
  13922. start: start,
  13923. count: count,
  13924. materialIndex: materialIndex
  13925. } );
  13926. }
  13927. /**
  13928. * Clears all groups.
  13929. */
  13930. clearGroups() {
  13931. this.groups = [];
  13932. }
  13933. /**
  13934. * Sets the draw range for this geometry.
  13935. *
  13936. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  13937. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  13938. * For indexed BufferGeometry, `count` is the number of indices to render.
  13939. */
  13940. setDrawRange( start, count ) {
  13941. this.drawRange.start = start;
  13942. this.drawRange.count = count;
  13943. }
  13944. /**
  13945. * Applies the given 4x4 transformation matrix to the geometry.
  13946. *
  13947. * @param {Matrix4} matrix - The matrix to apply.
  13948. * @return {BufferGeometry} A reference to this instance.
  13949. */
  13950. applyMatrix4( matrix ) {
  13951. const position = this.attributes.position;
  13952. if ( position !== undefined ) {
  13953. position.applyMatrix4( matrix );
  13954. position.needsUpdate = true;
  13955. }
  13956. const normal = this.attributes.normal;
  13957. if ( normal !== undefined ) {
  13958. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  13959. normal.applyNormalMatrix( normalMatrix );
  13960. normal.needsUpdate = true;
  13961. }
  13962. const tangent = this.attributes.tangent;
  13963. if ( tangent !== undefined ) {
  13964. tangent.transformDirection( matrix );
  13965. tangent.needsUpdate = true;
  13966. }
  13967. if ( this.boundingBox !== null ) {
  13968. this.computeBoundingBox();
  13969. }
  13970. if ( this.boundingSphere !== null ) {
  13971. this.computeBoundingSphere();
  13972. }
  13973. this._transformed = true;
  13974. return this;
  13975. }
  13976. /**
  13977. * Applies the rotation represented by the Quaternion to the geometry.
  13978. *
  13979. * @param {Quaternion} q - The Quaternion to apply.
  13980. * @return {BufferGeometry} A reference to this instance.
  13981. */
  13982. applyQuaternion( q ) {
  13983. _m1.makeRotationFromQuaternion( q );
  13984. this.applyMatrix4( _m1 );
  13985. return this;
  13986. }
  13987. /**
  13988. * Rotates the geometry about the X axis. This is typically done as a one time
  13989. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  13990. * real-time mesh rotation.
  13991. *
  13992. * @param {number} angle - The angle in radians.
  13993. * @return {BufferGeometry} A reference to this instance.
  13994. */
  13995. rotateX( angle ) {
  13996. // rotate geometry around world x-axis
  13997. _m1.makeRotationX( angle );
  13998. this.applyMatrix4( _m1 );
  13999. return this;
  14000. }
  14001. /**
  14002. * Rotates the geometry about the Y axis. This is typically done as a one time
  14003. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14004. * real-time mesh rotation.
  14005. *
  14006. * @param {number} angle - The angle in radians.
  14007. * @return {BufferGeometry} A reference to this instance.
  14008. */
  14009. rotateY( angle ) {
  14010. // rotate geometry around world y-axis
  14011. _m1.makeRotationY( angle );
  14012. this.applyMatrix4( _m1 );
  14013. return this;
  14014. }
  14015. /**
  14016. * Rotates the geometry about the Z axis. This is typically done as a one time
  14017. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14018. * real-time mesh rotation.
  14019. *
  14020. * @param {number} angle - The angle in radians.
  14021. * @return {BufferGeometry} A reference to this instance.
  14022. */
  14023. rotateZ( angle ) {
  14024. // rotate geometry around world z-axis
  14025. _m1.makeRotationZ( angle );
  14026. this.applyMatrix4( _m1 );
  14027. return this;
  14028. }
  14029. /**
  14030. * Translates the geometry. This is typically done as a one time
  14031. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14032. * real-time mesh rotation.
  14033. *
  14034. * @param {number} x - The x offset.
  14035. * @param {number} y - The y offset.
  14036. * @param {number} z - The z offset.
  14037. * @return {BufferGeometry} A reference to this instance.
  14038. */
  14039. translate( x, y, z ) {
  14040. // translate geometry
  14041. _m1.makeTranslation( x, y, z );
  14042. this.applyMatrix4( _m1 );
  14043. return this;
  14044. }
  14045. /**
  14046. * Scales the geometry. This is typically done as a one time
  14047. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14048. * real-time mesh rotation.
  14049. *
  14050. * @param {number} x - The x scale.
  14051. * @param {number} y - The y scale.
  14052. * @param {number} z - The z scale.
  14053. * @return {BufferGeometry} A reference to this instance.
  14054. */
  14055. scale( x, y, z ) {
  14056. // scale geometry
  14057. _m1.makeScale( x, y, z );
  14058. this.applyMatrix4( _m1 );
  14059. return this;
  14060. }
  14061. /**
  14062. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14063. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14064. * real-time mesh rotation.
  14065. *
  14066. * @param {Vector3} vector - The target point.
  14067. * @return {BufferGeometry} A reference to this instance.
  14068. */
  14069. lookAt( vector ) {
  14070. _obj.lookAt( vector );
  14071. _obj.updateMatrix();
  14072. this.applyMatrix4( _obj.matrix );
  14073. return this;
  14074. }
  14075. /**
  14076. * Center the geometry based on its bounding box.
  14077. *
  14078. * @return {BufferGeometry} A reference to this instance.
  14079. */
  14080. center() {
  14081. this.computeBoundingBox();
  14082. this.boundingBox.getCenter( _offset ).negate();
  14083. this.translate( _offset.x, _offset.y, _offset.z );
  14084. return this;
  14085. }
  14086. /**
  14087. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14088. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14089. * set to `0`.
  14090. *
  14091. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14092. * data from the array. The length of the array must match the vertex count.
  14093. *
  14094. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14095. * @return {BufferGeometry} A reference to this instance.
  14096. */
  14097. setFromPoints( points ) {
  14098. const positionAttribute = this.getAttribute( 'position' );
  14099. if ( positionAttribute === undefined ) {
  14100. const position = [];
  14101. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14102. const point = points[ i ];
  14103. position.push( point.x, point.y, point.z || 0 );
  14104. }
  14105. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14106. } else {
  14107. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14108. for ( let i = 0; i < l; i ++ ) {
  14109. const point = points[ i ];
  14110. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14111. }
  14112. if ( points.length > positionAttribute.count ) {
  14113. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14114. }
  14115. positionAttribute.needsUpdate = true;
  14116. }
  14117. return this;
  14118. }
  14119. /**
  14120. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14121. * The bounding box is not computed by the engine; it must be computed by your app.
  14122. * You may need to recompute the bounding box if the geometry vertices are modified.
  14123. */
  14124. computeBoundingBox() {
  14125. if ( this.boundingBox === null ) {
  14126. this.boundingBox = new Box3();
  14127. }
  14128. const position = this.attributes.position;
  14129. const morphAttributesPosition = this.morphAttributes.position;
  14130. if ( position && position.isGLBufferAttribute ) {
  14131. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14132. this.boundingBox.set(
  14133. new Vector3( - Infinity, - Infinity, - Infinity ),
  14134. new Vector3( + Infinity, + Infinity, + Infinity )
  14135. );
  14136. return;
  14137. }
  14138. if ( position !== undefined ) {
  14139. this.boundingBox.setFromBufferAttribute( position );
  14140. // process morph attributes if present
  14141. if ( morphAttributesPosition ) {
  14142. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14143. const morphAttribute = morphAttributesPosition[ i ];
  14144. _box$2.setFromBufferAttribute( morphAttribute );
  14145. if ( this.morphTargetsRelative ) {
  14146. _vector$9.addVectors( this.boundingBox.min, _box$2.min );
  14147. this.boundingBox.expandByPoint( _vector$9 );
  14148. _vector$9.addVectors( this.boundingBox.max, _box$2.max );
  14149. this.boundingBox.expandByPoint( _vector$9 );
  14150. } else {
  14151. this.boundingBox.expandByPoint( _box$2.min );
  14152. this.boundingBox.expandByPoint( _box$2.max );
  14153. }
  14154. }
  14155. }
  14156. } else {
  14157. this.boundingBox.makeEmpty();
  14158. }
  14159. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14160. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14161. }
  14162. }
  14163. /**
  14164. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14165. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14166. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14167. */
  14168. computeBoundingSphere() {
  14169. if ( this.boundingSphere === null ) {
  14170. this.boundingSphere = new Sphere();
  14171. }
  14172. const position = this.attributes.position;
  14173. const morphAttributesPosition = this.morphAttributes.position;
  14174. if ( position && position.isGLBufferAttribute ) {
  14175. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14176. this.boundingSphere.set( new Vector3(), Infinity );
  14177. return;
  14178. }
  14179. if ( position ) {
  14180. // first, find the center of the bounding sphere
  14181. const center = this.boundingSphere.center;
  14182. _box$2.setFromBufferAttribute( position );
  14183. // process morph attributes if present
  14184. if ( morphAttributesPosition ) {
  14185. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14186. const morphAttribute = morphAttributesPosition[ i ];
  14187. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14188. if ( this.morphTargetsRelative ) {
  14189. _vector$9.addVectors( _box$2.min, _boxMorphTargets.min );
  14190. _box$2.expandByPoint( _vector$9 );
  14191. _vector$9.addVectors( _box$2.max, _boxMorphTargets.max );
  14192. _box$2.expandByPoint( _vector$9 );
  14193. } else {
  14194. _box$2.expandByPoint( _boxMorphTargets.min );
  14195. _box$2.expandByPoint( _boxMorphTargets.max );
  14196. }
  14197. }
  14198. }
  14199. _box$2.getCenter( center );
  14200. // second, try to find a boundingSphere with a radius smaller than the
  14201. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14202. let maxRadiusSq = 0;
  14203. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14204. _vector$9.fromBufferAttribute( position, i );
  14205. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14206. }
  14207. // process morph attributes if present
  14208. if ( morphAttributesPosition ) {
  14209. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14210. const morphAttribute = morphAttributesPosition[ i ];
  14211. const morphTargetsRelative = this.morphTargetsRelative;
  14212. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14213. _vector$9.fromBufferAttribute( morphAttribute, j );
  14214. if ( morphTargetsRelative ) {
  14215. _offset.fromBufferAttribute( position, j );
  14216. _vector$9.add( _offset );
  14217. }
  14218. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) );
  14219. }
  14220. }
  14221. }
  14222. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14223. if ( isNaN( this.boundingSphere.radius ) ) {
  14224. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14225. }
  14226. }
  14227. }
  14228. /**
  14229. * Calculates and adds a tangent attribute to this geometry.
  14230. *
  14231. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14232. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14233. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14234. */
  14235. computeTangents() {
  14236. const index = this.index;
  14237. const attributes = this.attributes;
  14238. // based on http://www.terathon.com/code/tangent.html
  14239. // (per vertex tangents)
  14240. if ( index === null ||
  14241. attributes.position === undefined ||
  14242. attributes.normal === undefined ||
  14243. attributes.uv === undefined ) {
  14244. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14245. return;
  14246. }
  14247. const positionAttribute = attributes.position;
  14248. const normalAttribute = attributes.normal;
  14249. const uvAttribute = attributes.uv;
  14250. let tangentAttribute = this.getAttribute( 'tangent' );
  14251. if ( tangentAttribute === undefined || tangentAttribute.count !== positionAttribute.count ) {
  14252. tangentAttribute = new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 );
  14253. this.setAttribute( 'tangent', tangentAttribute );
  14254. }
  14255. const tan1 = [], tan2 = [];
  14256. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14257. tan1[ i ] = new Vector3();
  14258. tan2[ i ] = new Vector3();
  14259. }
  14260. const vA = new Vector3(),
  14261. vB = new Vector3(),
  14262. vC = new Vector3(),
  14263. uvA = new Vector2(),
  14264. uvB = new Vector2(),
  14265. uvC = new Vector2(),
  14266. sdir = new Vector3(),
  14267. tdir = new Vector3();
  14268. function handleTriangle( a, b, c ) {
  14269. vA.fromBufferAttribute( positionAttribute, a );
  14270. vB.fromBufferAttribute( positionAttribute, b );
  14271. vC.fromBufferAttribute( positionAttribute, c );
  14272. uvA.fromBufferAttribute( uvAttribute, a );
  14273. uvB.fromBufferAttribute( uvAttribute, b );
  14274. uvC.fromBufferAttribute( uvAttribute, c );
  14275. vB.sub( vA );
  14276. vC.sub( vA );
  14277. uvB.sub( uvA );
  14278. uvC.sub( uvA );
  14279. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14280. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14281. if ( ! isFinite( r ) ) return;
  14282. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14283. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14284. tan1[ a ].add( sdir );
  14285. tan1[ b ].add( sdir );
  14286. tan1[ c ].add( sdir );
  14287. tan2[ a ].add( tdir );
  14288. tan2[ b ].add( tdir );
  14289. tan2[ c ].add( tdir );
  14290. }
  14291. let groups = this.groups;
  14292. if ( groups.length === 0 ) {
  14293. groups = [ {
  14294. start: 0,
  14295. count: index.count
  14296. } ];
  14297. }
  14298. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14299. const group = groups[ i ];
  14300. const start = group.start;
  14301. const count = group.count;
  14302. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14303. handleTriangle(
  14304. index.getX( j + 0 ),
  14305. index.getX( j + 1 ),
  14306. index.getX( j + 2 )
  14307. );
  14308. }
  14309. }
  14310. const tmp = new Vector3(), tmp2 = new Vector3();
  14311. const n = new Vector3(), n2 = new Vector3();
  14312. function handleVertex( v ) {
  14313. n.fromBufferAttribute( normalAttribute, v );
  14314. n2.copy( n );
  14315. const t = tan1[ v ];
  14316. // Gram-Schmidt orthogonalize
  14317. tmp.copy( t );
  14318. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14319. // Calculate handedness
  14320. tmp2.crossVectors( n2, t );
  14321. const test = tmp2.dot( tan2[ v ] );
  14322. const w = ( test < 0.0 ) ? -1 : 1.0;
  14323. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14324. }
  14325. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14326. const group = groups[ i ];
  14327. const start = group.start;
  14328. const count = group.count;
  14329. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14330. handleVertex( index.getX( j + 0 ) );
  14331. handleVertex( index.getX( j + 1 ) );
  14332. handleVertex( index.getX( j + 2 ) );
  14333. }
  14334. }
  14335. this._transformed = true;
  14336. }
  14337. /**
  14338. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14339. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14340. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14341. * to be the same as the face normal.
  14342. */
  14343. computeVertexNormals() {
  14344. const index = this.index;
  14345. const positionAttribute = this.getAttribute( 'position' );
  14346. if ( positionAttribute !== undefined ) {
  14347. let normalAttribute = this.getAttribute( 'normal' );
  14348. if ( normalAttribute === undefined || normalAttribute.count !== positionAttribute.count ) {
  14349. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14350. this.setAttribute( 'normal', normalAttribute );
  14351. } else {
  14352. // reset existing normals to zero
  14353. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14354. normalAttribute.setXYZ( i, 0, 0, 0 );
  14355. }
  14356. }
  14357. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14358. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14359. const cb = new Vector3(), ab = new Vector3();
  14360. // indexed elements
  14361. if ( index ) {
  14362. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14363. const vA = index.getX( i + 0 );
  14364. const vB = index.getX( i + 1 );
  14365. const vC = index.getX( i + 2 );
  14366. pA.fromBufferAttribute( positionAttribute, vA );
  14367. pB.fromBufferAttribute( positionAttribute, vB );
  14368. pC.fromBufferAttribute( positionAttribute, vC );
  14369. cb.subVectors( pC, pB );
  14370. ab.subVectors( pA, pB );
  14371. cb.cross( ab );
  14372. nA.fromBufferAttribute( normalAttribute, vA );
  14373. nB.fromBufferAttribute( normalAttribute, vB );
  14374. nC.fromBufferAttribute( normalAttribute, vC );
  14375. nA.add( cb );
  14376. nB.add( cb );
  14377. nC.add( cb );
  14378. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14379. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14380. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14381. }
  14382. } else {
  14383. // non-indexed elements (unconnected triangle soup)
  14384. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14385. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14386. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14387. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14388. cb.subVectors( pC, pB );
  14389. ab.subVectors( pA, pB );
  14390. cb.cross( ab );
  14391. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14392. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14393. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14394. }
  14395. }
  14396. this.normalizeNormals();
  14397. normalAttribute.needsUpdate = true;
  14398. }
  14399. }
  14400. /**
  14401. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14402. * correct lighting on the geometry surfaces.
  14403. */
  14404. normalizeNormals() {
  14405. const normals = this.attributes.normal;
  14406. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14407. _vector$9.fromBufferAttribute( normals, i );
  14408. _vector$9.normalize();
  14409. normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  14410. }
  14411. }
  14412. /**
  14413. * Return a new non-index version of this indexed geometry. If the geometry
  14414. * is already non-indexed, the method is a NOOP.
  14415. *
  14416. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14417. */
  14418. toNonIndexed() {
  14419. function convertBufferAttribute( attribute, indices ) {
  14420. const array = attribute.array;
  14421. const itemSize = attribute.itemSize;
  14422. const normalized = attribute.normalized;
  14423. const array2 = new array.constructor( indices.length * itemSize );
  14424. let index = 0, index2 = 0;
  14425. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14426. if ( attribute.isInterleavedBufferAttribute ) {
  14427. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14428. } else {
  14429. index = indices[ i ] * itemSize;
  14430. }
  14431. for ( let j = 0; j < itemSize; j ++ ) {
  14432. array2[ index2 ++ ] = array[ index ++ ];
  14433. }
  14434. }
  14435. return new BufferAttribute( array2, itemSize, normalized );
  14436. }
  14437. //
  14438. if ( this.index === null ) {
  14439. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14440. return this;
  14441. }
  14442. const geometry2 = new BufferGeometry();
  14443. const indices = this.index.array;
  14444. const attributes = this.attributes;
  14445. // attributes
  14446. for ( const name in attributes ) {
  14447. const attribute = attributes[ name ];
  14448. const newAttribute = convertBufferAttribute( attribute, indices );
  14449. geometry2.setAttribute( name, newAttribute );
  14450. }
  14451. // morph attributes
  14452. const morphAttributes = this.morphAttributes;
  14453. for ( const name in morphAttributes ) {
  14454. const morphArray = [];
  14455. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14456. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14457. const attribute = morphAttribute[ i ];
  14458. const newAttribute = convertBufferAttribute( attribute, indices );
  14459. morphArray.push( newAttribute );
  14460. }
  14461. geometry2.morphAttributes[ name ] = morphArray;
  14462. }
  14463. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14464. // groups
  14465. const groups = this.groups;
  14466. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14467. const group = groups[ i ];
  14468. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14469. }
  14470. return geometry2;
  14471. }
  14472. /**
  14473. * Serializes the geometry into JSON.
  14474. *
  14475. * @return {Object} A JSON object representing the serialized geometry.
  14476. */
  14477. toJSON() {
  14478. const data = {
  14479. metadata: {
  14480. version: 4.7,
  14481. type: 'BufferGeometry',
  14482. generator: 'BufferGeometry.toJSON'
  14483. }
  14484. };
  14485. // standard BufferGeometry serialization
  14486. data.uuid = this.uuid;
  14487. data.type = ( this.parameters !== undefined && this._transformed === true ) ? 'BufferGeometry' : this.type;
  14488. if ( this.name !== '' ) data.name = this.name;
  14489. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14490. if ( this.parameters !== undefined && this._transformed !== true ) {
  14491. const parameters = this.parameters;
  14492. for ( const key in parameters ) {
  14493. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14494. }
  14495. return data;
  14496. }
  14497. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14498. data.data = { attributes: {} };
  14499. const index = this.index;
  14500. if ( index !== null ) {
  14501. data.data.index = {
  14502. type: index.array.constructor.name,
  14503. array: Array.prototype.slice.call( index.array )
  14504. };
  14505. }
  14506. const attributes = this.attributes;
  14507. for ( const key in attributes ) {
  14508. const attribute = attributes[ key ];
  14509. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14510. }
  14511. const morphAttributes = {};
  14512. let hasMorphAttributes = false;
  14513. for ( const key in this.morphAttributes ) {
  14514. const attributeArray = this.morphAttributes[ key ];
  14515. const array = [];
  14516. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14517. const attribute = attributeArray[ i ];
  14518. array.push( attribute.toJSON( data.data ) );
  14519. }
  14520. if ( array.length > 0 ) {
  14521. morphAttributes[ key ] = array;
  14522. hasMorphAttributes = true;
  14523. }
  14524. }
  14525. if ( hasMorphAttributes ) {
  14526. data.data.morphAttributes = morphAttributes;
  14527. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14528. }
  14529. const groups = this.groups;
  14530. if ( groups.length > 0 ) {
  14531. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14532. }
  14533. const boundingSphere = this.boundingSphere;
  14534. if ( boundingSphere !== null ) {
  14535. data.data.boundingSphere = boundingSphere.toJSON();
  14536. }
  14537. return data;
  14538. }
  14539. /**
  14540. * Returns a new geometry with copied values from this instance.
  14541. *
  14542. * @return {BufferGeometry} A clone of this instance.
  14543. */
  14544. clone() {
  14545. return new this.constructor().copy( this );
  14546. }
  14547. /**
  14548. * Copies the values of the given geometry to this instance.
  14549. *
  14550. * @param {BufferGeometry} source - The geometry to copy.
  14551. * @return {BufferGeometry} A reference to this instance.
  14552. */
  14553. copy( source ) {
  14554. // reset
  14555. this.index = null;
  14556. this.attributes = {};
  14557. this.morphAttributes = {};
  14558. this.groups = [];
  14559. this.boundingBox = null;
  14560. this.boundingSphere = null;
  14561. // used for storing cloned, shared data
  14562. const data = {};
  14563. // name
  14564. this.name = source.name;
  14565. // index
  14566. const index = source.index;
  14567. if ( index !== null ) {
  14568. this.setIndex( index.clone() );
  14569. }
  14570. // attributes
  14571. const attributes = source.attributes;
  14572. for ( const name in attributes ) {
  14573. const attribute = attributes[ name ];
  14574. this.setAttribute( name, attribute.clone( data ) );
  14575. }
  14576. // morph attributes
  14577. const morphAttributes = source.morphAttributes;
  14578. for ( const name in morphAttributes ) {
  14579. const array = [];
  14580. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14581. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14582. array.push( morphAttribute[ i ].clone( data ) );
  14583. }
  14584. this.morphAttributes[ name ] = array;
  14585. }
  14586. this.morphTargetsRelative = source.morphTargetsRelative;
  14587. // groups
  14588. const groups = source.groups;
  14589. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14590. const group = groups[ i ];
  14591. this.addGroup( group.start, group.count, group.materialIndex );
  14592. }
  14593. // bounding box
  14594. const boundingBox = source.boundingBox;
  14595. if ( boundingBox !== null ) {
  14596. this.boundingBox = boundingBox.clone();
  14597. }
  14598. // bounding sphere
  14599. const boundingSphere = source.boundingSphere;
  14600. if ( boundingSphere !== null ) {
  14601. this.boundingSphere = boundingSphere.clone();
  14602. }
  14603. // draw range
  14604. this.drawRange.start = source.drawRange.start;
  14605. this.drawRange.count = source.drawRange.count;
  14606. // user data
  14607. this.userData = source.userData;
  14608. // transformed flag
  14609. this._transformed = source._transformed;
  14610. return this;
  14611. }
  14612. /**
  14613. * Frees the GPU-related resources allocated by this instance. Call this
  14614. * method whenever this instance is no longer used in your app.
  14615. *
  14616. * @fires BufferGeometry#dispose
  14617. */
  14618. dispose() {
  14619. this.dispatchEvent( { type: 'dispose' } );
  14620. }
  14621. }
  14622. /**
  14623. * "Interleaved" means that multiple attributes, possibly of different types,
  14624. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  14625. *
  14626. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  14627. */
  14628. class InterleavedBuffer {
  14629. /**
  14630. * Constructs a new interleaved buffer.
  14631. *
  14632. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  14633. * @param {number} stride - The number of typed-array elements per vertex.
  14634. */
  14635. constructor( array, stride ) {
  14636. /**
  14637. * This flag can be used for type testing.
  14638. *
  14639. * @type {boolean}
  14640. * @readonly
  14641. * @default true
  14642. */
  14643. this.isInterleavedBuffer = true;
  14644. /**
  14645. * A typed array with a shared buffer storing attribute data.
  14646. *
  14647. * @type {TypedArray}
  14648. */
  14649. this.array = array;
  14650. /**
  14651. * The number of typed-array elements per vertex.
  14652. *
  14653. * @type {number}
  14654. */
  14655. this.stride = stride;
  14656. /**
  14657. * The total number of elements in the array
  14658. *
  14659. * @type {number}
  14660. * @readonly
  14661. */
  14662. this.count = array !== undefined ? array.length / stride : 0;
  14663. /**
  14664. * Defines the intended usage pattern of the data store for optimization purposes.
  14665. *
  14666. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  14667. * instantiate a new one and set the desired usage before the next render.
  14668. *
  14669. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  14670. * @default StaticDrawUsage
  14671. */
  14672. this.usage = StaticDrawUsage;
  14673. /**
  14674. * This can be used to only update some components of stored vectors (for example, just the
  14675. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  14676. *
  14677. * @type {Array<Object>}
  14678. */
  14679. this.updateRanges = [];
  14680. /**
  14681. * A version number, incremented every time the `needsUpdate` is set to `true`.
  14682. *
  14683. * @type {number}
  14684. */
  14685. this.version = 0;
  14686. /**
  14687. * The UUID of the interleaved buffer.
  14688. *
  14689. * @type {string}
  14690. * @readonly
  14691. */
  14692. this.uuid = generateUUID();
  14693. }
  14694. /**
  14695. * A callback function that is executed after the renderer has transferred the attribute array
  14696. * data to the GPU.
  14697. */
  14698. onUploadCallback() {}
  14699. /**
  14700. * Flag to indicate that this attribute has changed and should be re-sent to
  14701. * the GPU. Set this to `true` when you modify the value of the array.
  14702. *
  14703. * @type {number}
  14704. * @default false
  14705. * @param {boolean} value
  14706. */
  14707. set needsUpdate( value ) {
  14708. if ( value === true ) this.version ++;
  14709. }
  14710. /**
  14711. * Sets the usage of this interleaved buffer.
  14712. *
  14713. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  14714. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  14715. */
  14716. setUsage( value ) {
  14717. this.usage = value;
  14718. return this;
  14719. }
  14720. /**
  14721. * Adds a range of data in the data array to be updated on the GPU.
  14722. *
  14723. * @param {number} start - Position at which to start update.
  14724. * @param {number} count - The number of components to update.
  14725. */
  14726. addUpdateRange( start, count ) {
  14727. this.updateRanges.push( { start, count } );
  14728. }
  14729. /**
  14730. * Clears the update ranges.
  14731. */
  14732. clearUpdateRanges() {
  14733. this.updateRanges.length = 0;
  14734. }
  14735. /**
  14736. * Copies the values of the given interleaved buffer to this instance.
  14737. *
  14738. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  14739. * @return {InterleavedBuffer} A reference to this instance.
  14740. */
  14741. copy( source ) {
  14742. this.array = new source.array.constructor( source.array );
  14743. this.count = source.count;
  14744. this.stride = source.stride;
  14745. this.usage = source.usage;
  14746. return this;
  14747. }
  14748. /**
  14749. * Copies a vector from the given interleaved buffer to this one. The start
  14750. * and destination position in the attribute buffers are represented by the
  14751. * given indices.
  14752. *
  14753. * @param {number} index1 - The destination index into this interleaved buffer.
  14754. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  14755. * @param {number} index2 - The source index into the given interleaved buffer.
  14756. * @return {InterleavedBuffer} A reference to this instance.
  14757. */
  14758. copyAt( index1, interleavedBuffer, index2 ) {
  14759. index1 *= this.stride;
  14760. index2 *= interleavedBuffer.stride;
  14761. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  14762. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  14763. }
  14764. return this;
  14765. }
  14766. /**
  14767. * Sets the given array data in the interleaved buffer.
  14768. *
  14769. * @param {(TypedArray|Array)} value - The array data to set.
  14770. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  14771. * @return {InterleavedBuffer} A reference to this instance.
  14772. */
  14773. set( value, offset = 0 ) {
  14774. this.array.set( value, offset );
  14775. return this;
  14776. }
  14777. /**
  14778. * Returns a new interleaved buffer with copied values from this instance.
  14779. *
  14780. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  14781. * @return {InterleavedBuffer} A clone of this instance.
  14782. */
  14783. clone( data ) {
  14784. if ( data.arrayBuffers === undefined ) {
  14785. data.arrayBuffers = {};
  14786. }
  14787. if ( this.array.buffer._uuid === undefined ) {
  14788. this.array.buffer._uuid = generateUUID();
  14789. }
  14790. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14791. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  14792. }
  14793. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  14794. const ib = new this.constructor( array, this.stride );
  14795. ib.setUsage( this.usage );
  14796. return ib;
  14797. }
  14798. /**
  14799. * Sets the given callback function that is executed after the Renderer has transferred
  14800. * the array data to the GPU. Can be used to perform clean-up operations after
  14801. * the upload when data are not needed anymore on the CPU side.
  14802. *
  14803. * @param {Function} callback - The `onUpload()` callback.
  14804. * @return {InterleavedBuffer} A reference to this instance.
  14805. */
  14806. onUpload( callback ) {
  14807. this.onUploadCallback = callback;
  14808. return this;
  14809. }
  14810. /**
  14811. * Serializes the interleaved buffer into JSON.
  14812. *
  14813. * @param {Object} [data] - An optional value holding meta information about the serialization.
  14814. * @return {Object} A JSON object representing the serialized interleaved buffer.
  14815. */
  14816. toJSON( data ) {
  14817. if ( data.arrayBuffers === undefined ) {
  14818. data.arrayBuffers = {};
  14819. }
  14820. // generate UUID for array buffer if necessary
  14821. if ( this.array.buffer._uuid === undefined ) {
  14822. this.array.buffer._uuid = generateUUID();
  14823. }
  14824. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  14825. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  14826. }
  14827. //
  14828. return {
  14829. uuid: this.uuid,
  14830. buffer: this.array.buffer._uuid,
  14831. type: this.array.constructor.name,
  14832. stride: this.stride
  14833. };
  14834. }
  14835. }
  14836. const _vector$8 = /*@__PURE__*/ new Vector3();
  14837. /**
  14838. * An alternative version of a buffer attribute with interleaved data. Interleaved
  14839. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  14840. * different offsets into the buffer.
  14841. */
  14842. class InterleavedBufferAttribute {
  14843. /**
  14844. * Constructs a new interleaved buffer attribute.
  14845. *
  14846. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  14847. * @param {number} itemSize - The item size.
  14848. * @param {number} offset - The attribute offset into the buffer.
  14849. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14850. */
  14851. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  14852. /**
  14853. * This flag can be used for type testing.
  14854. *
  14855. * @type {boolean}
  14856. * @readonly
  14857. * @default true
  14858. */
  14859. this.isInterleavedBufferAttribute = true;
  14860. /**
  14861. * The name of the buffer attribute.
  14862. *
  14863. * @type {string}
  14864. */
  14865. this.name = '';
  14866. /**
  14867. * The buffer holding the interleaved data.
  14868. *
  14869. * @type {InterleavedBuffer}
  14870. */
  14871. this.data = interleavedBuffer;
  14872. /**
  14873. * The item size, see {@link BufferAttribute#itemSize}.
  14874. *
  14875. * @type {number}
  14876. */
  14877. this.itemSize = itemSize;
  14878. /**
  14879. * The attribute offset into the buffer.
  14880. *
  14881. * @type {number}
  14882. */
  14883. this.offset = offset;
  14884. /**
  14885. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  14886. *
  14887. * @type {InterleavedBuffer}
  14888. */
  14889. this.normalized = normalized;
  14890. }
  14891. /**
  14892. * The item count of this buffer attribute.
  14893. *
  14894. * @type {number}
  14895. * @readonly
  14896. */
  14897. get count() {
  14898. return this.data.count;
  14899. }
  14900. /**
  14901. * The array holding the interleaved buffer attribute data.
  14902. *
  14903. * @type {TypedArray}
  14904. */
  14905. get array() {
  14906. return this.data.array;
  14907. }
  14908. /**
  14909. * Flag to indicate that this attribute has changed and should be re-sent to
  14910. * the GPU. Set this to `true` when you modify the value of the array.
  14911. *
  14912. * @type {number}
  14913. * @default false
  14914. * @param {boolean} value
  14915. */
  14916. set needsUpdate( value ) {
  14917. this.data.needsUpdate = value;
  14918. }
  14919. /**
  14920. * Applies the given 4x4 matrix to the given attribute. Only works with
  14921. * item size `3`.
  14922. *
  14923. * @param {Matrix4} m - The matrix to apply.
  14924. * @return {InterleavedBufferAttribute} A reference to this instance.
  14925. */
  14926. applyMatrix4( m ) {
  14927. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  14928. _vector$8.fromBufferAttribute( this, i );
  14929. _vector$8.applyMatrix4( m );
  14930. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14931. }
  14932. return this;
  14933. }
  14934. /**
  14935. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  14936. * item size `3`.
  14937. *
  14938. * @param {Matrix3} m - The normal matrix to apply.
  14939. * @return {InterleavedBufferAttribute} A reference to this instance.
  14940. */
  14941. applyNormalMatrix( m ) {
  14942. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14943. _vector$8.fromBufferAttribute( this, i );
  14944. _vector$8.applyNormalMatrix( m );
  14945. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14946. }
  14947. return this;
  14948. }
  14949. /**
  14950. * Applies the given 4x4 matrix to the given attribute. Only works with
  14951. * item size `3` and with direction vectors.
  14952. *
  14953. * @param {Matrix4} m - The matrix to apply.
  14954. * @return {InterleavedBufferAttribute} A reference to this instance.
  14955. */
  14956. transformDirection( m ) {
  14957. for ( let i = 0, l = this.count; i < l; i ++ ) {
  14958. _vector$8.fromBufferAttribute( this, i );
  14959. _vector$8.transformDirection( m );
  14960. this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14961. }
  14962. return this;
  14963. }
  14964. /**
  14965. * Returns the given component of the vector at the given index.
  14966. *
  14967. * @param {number} index - The index into the buffer attribute.
  14968. * @param {number} component - The component index.
  14969. * @return {number} The returned value.
  14970. */
  14971. getComponent( index, component ) {
  14972. let value = this.array[ index * this.data.stride + this.offset + component ];
  14973. if ( this.normalized ) value = denormalize( value, this.array );
  14974. return value;
  14975. }
  14976. /**
  14977. * Sets the given value to the given component of the vector at the given index.
  14978. *
  14979. * @param {number} index - The index into the buffer attribute.
  14980. * @param {number} component - The component index.
  14981. * @param {number} value - The value to set.
  14982. * @return {InterleavedBufferAttribute} A reference to this instance.
  14983. */
  14984. setComponent( index, component, value ) {
  14985. if ( this.normalized ) value = normalize( value, this.array );
  14986. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  14987. return this;
  14988. }
  14989. /**
  14990. * Sets the x component of the vector at the given index.
  14991. *
  14992. * @param {number} index - The index into the buffer attribute.
  14993. * @param {number} x - The value to set.
  14994. * @return {InterleavedBufferAttribute} A reference to this instance.
  14995. */
  14996. setX( index, x ) {
  14997. if ( this.normalized ) x = normalize( x, this.array );
  14998. this.data.array[ index * this.data.stride + this.offset ] = x;
  14999. return this;
  15000. }
  15001. /**
  15002. * Sets the y component of the vector at the given index.
  15003. *
  15004. * @param {number} index - The index into the buffer attribute.
  15005. * @param {number} y - The value to set.
  15006. * @return {InterleavedBufferAttribute} A reference to this instance.
  15007. */
  15008. setY( index, y ) {
  15009. if ( this.normalized ) y = normalize( y, this.array );
  15010. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  15011. return this;
  15012. }
  15013. /**
  15014. * Sets the z component of the vector at the given index.
  15015. *
  15016. * @param {number} index - The index into the buffer attribute.
  15017. * @param {number} z - The value to set.
  15018. * @return {InterleavedBufferAttribute} A reference to this instance.
  15019. */
  15020. setZ( index, z ) {
  15021. if ( this.normalized ) z = normalize( z, this.array );
  15022. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  15023. return this;
  15024. }
  15025. /**
  15026. * Sets the w component of the vector at the given index.
  15027. *
  15028. * @param {number} index - The index into the buffer attribute.
  15029. * @param {number} w - The value to set.
  15030. * @return {InterleavedBufferAttribute} A reference to this instance.
  15031. */
  15032. setW( index, w ) {
  15033. if ( this.normalized ) w = normalize( w, this.array );
  15034. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  15035. return this;
  15036. }
  15037. /**
  15038. * Returns the x component of the vector at the given index.
  15039. *
  15040. * @param {number} index - The index into the buffer attribute.
  15041. * @return {number} The x component.
  15042. */
  15043. getX( index ) {
  15044. let x = this.data.array[ index * this.data.stride + this.offset ];
  15045. if ( this.normalized ) x = denormalize( x, this.array );
  15046. return x;
  15047. }
  15048. /**
  15049. * Returns the y component of the vector at the given index.
  15050. *
  15051. * @param {number} index - The index into the buffer attribute.
  15052. * @return {number} The y component.
  15053. */
  15054. getY( index ) {
  15055. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  15056. if ( this.normalized ) y = denormalize( y, this.array );
  15057. return y;
  15058. }
  15059. /**
  15060. * Returns the z component of the vector at the given index.
  15061. *
  15062. * @param {number} index - The index into the buffer attribute.
  15063. * @return {number} The z component.
  15064. */
  15065. getZ( index ) {
  15066. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  15067. if ( this.normalized ) z = denormalize( z, this.array );
  15068. return z;
  15069. }
  15070. /**
  15071. * Returns the w component of the vector at the given index.
  15072. *
  15073. * @param {number} index - The index into the buffer attribute.
  15074. * @return {number} The w component.
  15075. */
  15076. getW( index ) {
  15077. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  15078. if ( this.normalized ) w = denormalize( w, this.array );
  15079. return w;
  15080. }
  15081. /**
  15082. * Sets the x and y component of the vector at the given index.
  15083. *
  15084. * @param {number} index - The index into the buffer attribute.
  15085. * @param {number} x - The value for the x component to set.
  15086. * @param {number} y - The value for the y component to set.
  15087. * @return {InterleavedBufferAttribute} A reference to this instance.
  15088. */
  15089. setXY( index, x, y ) {
  15090. index = index * this.data.stride + this.offset;
  15091. if ( this.normalized ) {
  15092. x = normalize( x, this.array );
  15093. y = normalize( y, this.array );
  15094. }
  15095. this.data.array[ index + 0 ] = x;
  15096. this.data.array[ index + 1 ] = y;
  15097. return this;
  15098. }
  15099. /**
  15100. * Sets the x, y and z component of the vector at the given index.
  15101. *
  15102. * @param {number} index - The index into the buffer attribute.
  15103. * @param {number} x - The value for the x component to set.
  15104. * @param {number} y - The value for the y component to set.
  15105. * @param {number} z - The value for the z component to set.
  15106. * @return {InterleavedBufferAttribute} A reference to this instance.
  15107. */
  15108. setXYZ( index, x, y, z ) {
  15109. index = index * this.data.stride + this.offset;
  15110. if ( this.normalized ) {
  15111. x = normalize( x, this.array );
  15112. y = normalize( y, this.array );
  15113. z = normalize( z, this.array );
  15114. }
  15115. this.data.array[ index + 0 ] = x;
  15116. this.data.array[ index + 1 ] = y;
  15117. this.data.array[ index + 2 ] = z;
  15118. return this;
  15119. }
  15120. /**
  15121. * Sets the x, y, z and w component of the vector at the given index.
  15122. *
  15123. * @param {number} index - The index into the buffer attribute.
  15124. * @param {number} x - The value for the x component to set.
  15125. * @param {number} y - The value for the y component to set.
  15126. * @param {number} z - The value for the z component to set.
  15127. * @param {number} w - The value for the w component to set.
  15128. * @return {InterleavedBufferAttribute} A reference to this instance.
  15129. */
  15130. setXYZW( index, x, y, z, w ) {
  15131. index = index * this.data.stride + this.offset;
  15132. if ( this.normalized ) {
  15133. x = normalize( x, this.array );
  15134. y = normalize( y, this.array );
  15135. z = normalize( z, this.array );
  15136. w = normalize( w, this.array );
  15137. }
  15138. this.data.array[ index + 0 ] = x;
  15139. this.data.array[ index + 1 ] = y;
  15140. this.data.array[ index + 2 ] = z;
  15141. this.data.array[ index + 3 ] = w;
  15142. return this;
  15143. }
  15144. /**
  15145. * Returns a new buffer attribute with copied values from this instance.
  15146. *
  15147. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15148. *
  15149. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  15150. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  15151. */
  15152. clone( data ) {
  15153. if ( data === undefined ) {
  15154. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  15155. const array = [];
  15156. for ( let i = 0; i < this.count; i ++ ) {
  15157. const index = i * this.data.stride + this.offset;
  15158. for ( let j = 0; j < this.itemSize; j ++ ) {
  15159. array.push( this.data.array[ index + j ] );
  15160. }
  15161. }
  15162. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  15163. } else {
  15164. if ( data.interleavedBuffers === undefined ) {
  15165. data.interleavedBuffers = {};
  15166. }
  15167. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15168. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  15169. }
  15170. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  15171. }
  15172. }
  15173. /**
  15174. * Serializes the buffer attribute into JSON.
  15175. *
  15176. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  15177. *
  15178. * @param {Object} [data] - An optional value holding meta information about the serialization.
  15179. * @return {Object} A JSON object representing the serialized buffer attribute.
  15180. */
  15181. toJSON( data ) {
  15182. if ( data === undefined ) {
  15183. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  15184. const array = [];
  15185. for ( let i = 0; i < this.count; i ++ ) {
  15186. const index = i * this.data.stride + this.offset;
  15187. for ( let j = 0; j < this.itemSize; j ++ ) {
  15188. array.push( this.data.array[ index + j ] );
  15189. }
  15190. }
  15191. // de-interleave data and save it as an ordinary buffer attribute for now
  15192. return {
  15193. itemSize: this.itemSize,
  15194. type: this.array.constructor.name,
  15195. array: array,
  15196. normalized: this.normalized
  15197. };
  15198. } else {
  15199. // save as true interleaved attribute
  15200. if ( data.interleavedBuffers === undefined ) {
  15201. data.interleavedBuffers = {};
  15202. }
  15203. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  15204. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  15205. }
  15206. return {
  15207. isInterleavedBufferAttribute: true,
  15208. itemSize: this.itemSize,
  15209. data: this.data.uuid,
  15210. offset: this.offset,
  15211. normalized: this.normalized
  15212. };
  15213. }
  15214. }
  15215. }
  15216. let _materialId = 0;
  15217. /**
  15218. * Abstract base class for materials.
  15219. *
  15220. * Materials define the appearance of renderable 3D objects.
  15221. *
  15222. * @abstract
  15223. * @augments EventDispatcher
  15224. */
  15225. class Material extends EventDispatcher {
  15226. /**
  15227. * Constructs a new material.
  15228. */
  15229. constructor() {
  15230. super();
  15231. /**
  15232. * This flag can be used for type testing.
  15233. *
  15234. * @type {boolean}
  15235. * @readonly
  15236. * @default true
  15237. */
  15238. this.isMaterial = true;
  15239. /**
  15240. * The ID of the material.
  15241. *
  15242. * @name Material#id
  15243. * @type {number}
  15244. * @readonly
  15245. */
  15246. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  15247. /**
  15248. * The UUID of the material.
  15249. *
  15250. * @type {string}
  15251. * @readonly
  15252. */
  15253. this.uuid = generateUUID();
  15254. /**
  15255. * The name of the material.
  15256. *
  15257. * @type {string}
  15258. */
  15259. this.name = '';
  15260. /**
  15261. * The type property is used for detecting the object type
  15262. * in context of serialization/deserialization.
  15263. *
  15264. * @type {string}
  15265. * @readonly
  15266. */
  15267. this.type = 'Material';
  15268. /**
  15269. * Defines the blending type of the material.
  15270. *
  15271. * It must be set to `CustomBlending` if custom blending properties like
  15272. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  15273. * should have any effect.
  15274. *
  15275. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  15276. * @default NormalBlending
  15277. */
  15278. this.blending = NormalBlending;
  15279. /**
  15280. * Defines which side of faces will be rendered - front, back or both.
  15281. *
  15282. * @type {(FrontSide|BackSide|DoubleSide)}
  15283. * @default FrontSide
  15284. */
  15285. this.side = FrontSide;
  15286. /**
  15287. * If set to `true`, vertex colors should be used.
  15288. *
  15289. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  15290. * four (RGBA) component color buffer attribute is used.
  15291. *
  15292. * @type {boolean}
  15293. * @default false
  15294. */
  15295. this.vertexColors = false;
  15296. /**
  15297. * Defines how transparent the material is.
  15298. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  15299. *
  15300. * If the {@link Material#transparent} is not set to `true`,
  15301. * the material will remain fully opaque and this value will only affect its color.
  15302. *
  15303. * @type {number}
  15304. * @default 1
  15305. */
  15306. this.opacity = 1;
  15307. /**
  15308. * Defines whether this material is transparent. This has an effect on
  15309. * rendering as transparent objects need special treatment and are rendered
  15310. * after non-transparent objects.
  15311. *
  15312. * When set to true, the extent to which the material is transparent is
  15313. * controlled by {@link Material#opacity}.
  15314. *
  15315. * @type {boolean}
  15316. * @default false
  15317. */
  15318. this.transparent = false;
  15319. /**
  15320. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  15321. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  15322. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  15323. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  15324. *
  15325. * @type {boolean}
  15326. * @default false
  15327. */
  15328. this.alphaHash = false;
  15329. /**
  15330. * Defines the blending source factor.
  15331. *
  15332. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15333. * @default SrcAlphaFactor
  15334. */
  15335. this.blendSrc = SrcAlphaFactor;
  15336. /**
  15337. * Defines the blending destination factor.
  15338. *
  15339. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15340. * @default OneMinusSrcAlphaFactor
  15341. */
  15342. this.blendDst = OneMinusSrcAlphaFactor;
  15343. /**
  15344. * Defines the blending equation.
  15345. *
  15346. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15347. * @default AddEquation
  15348. */
  15349. this.blendEquation = AddEquation;
  15350. /**
  15351. * Defines the blending source alpha factor.
  15352. *
  15353. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15354. * @default null
  15355. */
  15356. this.blendSrcAlpha = null;
  15357. /**
  15358. * Defines the blending destination alpha factor.
  15359. *
  15360. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  15361. * @default null
  15362. */
  15363. this.blendDstAlpha = null;
  15364. /**
  15365. * Defines the blending equation of the alpha channel.
  15366. *
  15367. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  15368. * @default null
  15369. */
  15370. this.blendEquationAlpha = null;
  15371. /**
  15372. * Represents the RGB values of the constant blend color.
  15373. *
  15374. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  15375. *
  15376. * @type {Color}
  15377. * @default (0,0,0)
  15378. */
  15379. this.blendColor = new Color( 0, 0, 0 );
  15380. /**
  15381. * Represents the alpha value of the constant blend color.
  15382. *
  15383. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  15384. *
  15385. * @type {number}
  15386. * @default 0
  15387. */
  15388. this.blendAlpha = 0;
  15389. /**
  15390. * Defines the depth function.
  15391. *
  15392. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  15393. * @default LessEqualDepth
  15394. */
  15395. this.depthFunc = LessEqualDepth;
  15396. /**
  15397. * Whether to have depth test enabled when rendering this material.
  15398. * When the depth test is disabled, the depth write will also be implicitly disabled.
  15399. *
  15400. * @type {boolean}
  15401. * @default true
  15402. */
  15403. this.depthTest = true;
  15404. /**
  15405. * Whether rendering this material has any effect on the depth buffer.
  15406. *
  15407. * When drawing 2D overlays it can be useful to disable the depth writing in
  15408. * order to layer several things together without creating z-index artifacts.
  15409. *
  15410. * @type {boolean}
  15411. * @default true
  15412. */
  15413. this.depthWrite = true;
  15414. /**
  15415. * The bit mask to use when writing to the stencil buffer.
  15416. *
  15417. * @type {number}
  15418. * @default 0xff
  15419. */
  15420. this.stencilWriteMask = 0xff;
  15421. /**
  15422. * The stencil comparison function to use.
  15423. *
  15424. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  15425. * @default AlwaysStencilFunc
  15426. */
  15427. this.stencilFunc = AlwaysStencilFunc;
  15428. /**
  15429. * The value to use when performing stencil comparisons or stencil operations.
  15430. *
  15431. * @type {number}
  15432. * @default 0
  15433. */
  15434. this.stencilRef = 0;
  15435. /**
  15436. * The bit mask to use when comparing against the stencil buffer.
  15437. *
  15438. * @type {number}
  15439. * @default 0xff
  15440. */
  15441. this.stencilFuncMask = 0xff;
  15442. /**
  15443. * Which stencil operation to perform when the comparison function returns `false`.
  15444. *
  15445. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15446. * @default KeepStencilOp
  15447. */
  15448. this.stencilFail = KeepStencilOp;
  15449. /**
  15450. * Which stencil operation to perform when the comparison function returns
  15451. * `true` but the depth test fails.
  15452. *
  15453. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15454. * @default KeepStencilOp
  15455. */
  15456. this.stencilZFail = KeepStencilOp;
  15457. /**
  15458. * Which stencil operation to perform when the comparison function returns
  15459. * `true` and the depth test passes.
  15460. *
  15461. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  15462. * @default KeepStencilOp
  15463. */
  15464. this.stencilZPass = KeepStencilOp;
  15465. /**
  15466. * Whether stencil operations are performed against the stencil buffer. In
  15467. * order to perform writes or comparisons against the stencil buffer this
  15468. * value must be `true`.
  15469. *
  15470. * @type {boolean}
  15471. * @default false
  15472. */
  15473. this.stencilWrite = false;
  15474. /**
  15475. * User-defined clipping planes specified as THREE.Plane objects in world
  15476. * space. These planes apply to the objects this material is attached to.
  15477. * Points in space whose signed distance to the plane is negative are clipped
  15478. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  15479. * be `true`.
  15480. *
  15481. * @type {?Array<Plane>}
  15482. * @default null
  15483. */
  15484. this.clippingPlanes = null;
  15485. /**
  15486. * Changes the behavior of clipping planes so that only their intersection is
  15487. * clipped, rather than their union.
  15488. *
  15489. * @type {boolean}
  15490. * @default false
  15491. */
  15492. this.clipIntersection = false;
  15493. /**
  15494. * Defines whether to clip shadows according to the clipping planes specified
  15495. * on this material.
  15496. *
  15497. * @type {boolean}
  15498. * @default false
  15499. */
  15500. this.clipShadows = false;
  15501. /**
  15502. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  15503. * is determined as follows:
  15504. *
  15505. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  15506. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  15507. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  15508. *
  15509. * @type {?(FrontSide|BackSide|DoubleSide)}
  15510. * @default null
  15511. */
  15512. this.shadowSide = null;
  15513. /**
  15514. * Whether to render the material's color.
  15515. *
  15516. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  15517. * objects that occlude other objects.
  15518. *
  15519. * @type {boolean}
  15520. * @default true
  15521. */
  15522. this.colorWrite = true;
  15523. /**
  15524. * Override the renderer's default precision for this material.
  15525. *
  15526. * @type {?('highp'|'mediump'|'lowp')}
  15527. * @default null
  15528. */
  15529. this.precision = null;
  15530. /**
  15531. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  15532. * be offset after it is interpolated from the depth values of the appropriate vertices.
  15533. * The offset is added before the depth test is performed and before the value is written
  15534. * into the depth buffer.
  15535. *
  15536. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  15537. * rendering solids with highlighted edges.
  15538. *
  15539. * @type {boolean}
  15540. * @default false
  15541. */
  15542. this.polygonOffset = false;
  15543. /**
  15544. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  15545. *
  15546. * @type {number}
  15547. * @default 0
  15548. */
  15549. this.polygonOffsetFactor = 0;
  15550. /**
  15551. * Is multiplied by an implementation-specific value to create a constant depth offset.
  15552. *
  15553. * @type {number}
  15554. * @default 0
  15555. */
  15556. this.polygonOffsetUnits = 0;
  15557. /**
  15558. * Whether to apply dithering to the color to remove the appearance of banding.
  15559. *
  15560. * @type {boolean}
  15561. * @default false
  15562. */
  15563. this.dithering = false;
  15564. /**
  15565. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  15566. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  15567. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  15568. *
  15569. * @type {boolean}
  15570. * @default false
  15571. */
  15572. this.alphaToCoverage = false;
  15573. /**
  15574. * Whether to premultiply the alpha (transparency) value.
  15575. *
  15576. * @type {boolean}
  15577. * @default false
  15578. */
  15579. this.premultipliedAlpha = false;
  15580. /**
  15581. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  15582. *
  15583. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  15584. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  15585. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  15586. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  15587. * disable the two pass rendering to avoid performance issues.
  15588. *
  15589. * @type {boolean}
  15590. * @default false
  15591. */
  15592. this.forceSinglePass = false;
  15593. /**
  15594. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  15595. *
  15596. * @type {boolean}
  15597. * @default true
  15598. */
  15599. this.allowOverride = true;
  15600. /**
  15601. * Defines whether 3D objects using this material are visible.
  15602. *
  15603. * @type {boolean}
  15604. * @default true
  15605. */
  15606. this.visible = true;
  15607. /**
  15608. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  15609. *
  15610. * It is ignored when rendering to a render target or using post processing or when using
  15611. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  15612. *
  15613. * @type {boolean}
  15614. * @default true
  15615. */
  15616. this.toneMapped = true;
  15617. /**
  15618. * An object that can be used to store custom data about the Material. It
  15619. * should not hold references to functions as these will not be cloned.
  15620. *
  15621. * @type {Object}
  15622. */
  15623. this.userData = {};
  15624. /**
  15625. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  15626. *
  15627. * @type {number}
  15628. * @readonly
  15629. * @default 0
  15630. */
  15631. this.version = 0;
  15632. this._alphaTest = 0;
  15633. }
  15634. /**
  15635. * Sets the alpha value to be used when running an alpha test. The material
  15636. * will not be rendered if the opacity is lower than this value.
  15637. *
  15638. * @type {number}
  15639. * @readonly
  15640. * @default 0
  15641. */
  15642. get alphaTest() {
  15643. return this._alphaTest;
  15644. }
  15645. set alphaTest( value ) {
  15646. if ( this._alphaTest > 0 !== value > 0 ) {
  15647. this.version ++;
  15648. }
  15649. this._alphaTest = value;
  15650. }
  15651. /**
  15652. * An optional callback that is executed immediately before the material is used to render a 3D object.
  15653. *
  15654. * This method can only be used when rendering with {@link WebGLRenderer}.
  15655. *
  15656. * @param {WebGLRenderer} renderer - The renderer.
  15657. * @param {Scene} scene - The scene.
  15658. * @param {Camera} camera - The camera that is used to render the scene.
  15659. * @param {BufferGeometry} geometry - The 3D object's geometry.
  15660. * @param {Object3D} object - The 3D object.
  15661. * @param {Object} group - The geometry group data.
  15662. */
  15663. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  15664. /**
  15665. * An optional callback that is executed immediately before the shader
  15666. * program is compiled. This function is called with the shader source code
  15667. * as a parameter. Useful for the modification of built-in materials.
  15668. *
  15669. * This method can only be used when rendering with {@link WebGLRenderer}. The
  15670. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  15671. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  15672. *
  15673. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  15674. * @param {WebGLRenderer} renderer - A reference to the renderer.
  15675. */
  15676. onBeforeCompile( /* shaderobject, renderer */ ) {}
  15677. /**
  15678. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  15679. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  15680. * shader or recompile the shader for this material as needed.
  15681. *
  15682. * This method can only be used when rendering with {@link WebGLRenderer}.
  15683. *
  15684. * @return {string} The custom program cache key.
  15685. */
  15686. customProgramCacheKey() {
  15687. return this.onBeforeCompile.toString();
  15688. }
  15689. /**
  15690. * This method can be used to set default values from parameter objects.
  15691. * It is a generic implementation so it can be used with different types
  15692. * of materials.
  15693. *
  15694. * @param {Object} [values] - The material values to set.
  15695. */
  15696. setValues( values ) {
  15697. if ( values === undefined ) return;
  15698. for ( const key in values ) {
  15699. const newValue = values[ key ];
  15700. if ( newValue === undefined ) {
  15701. warn( `Material: parameter '${ key }' has value of undefined.` );
  15702. continue;
  15703. }
  15704. const currentValue = this[ key ];
  15705. if ( currentValue === undefined ) {
  15706. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  15707. continue;
  15708. }
  15709. if ( currentValue && currentValue.isColor ) {
  15710. currentValue.set( newValue );
  15711. } else if (
  15712. ( ( currentValue && currentValue.isVector2 ) && ( newValue && newValue.isVector2 ) ) ||
  15713. ( ( currentValue && currentValue.isEuler ) && ( newValue && newValue.isEuler ) ) ||
  15714. ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) )
  15715. ) {
  15716. currentValue.copy( newValue );
  15717. } else {
  15718. this[ key ] = newValue;
  15719. }
  15720. }
  15721. }
  15722. /**
  15723. * Serializes the material into JSON.
  15724. *
  15725. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  15726. * @return {Object} A JSON object representing the serialized material.
  15727. * @see {@link ObjectLoader#parse}
  15728. */
  15729. toJSON( meta ) {
  15730. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  15731. if ( isRootObject ) {
  15732. meta = {
  15733. textures: {},
  15734. images: {}
  15735. };
  15736. }
  15737. const data = {
  15738. metadata: {
  15739. version: 4.7,
  15740. type: 'Material',
  15741. generator: 'Material.toJSON'
  15742. }
  15743. };
  15744. // standard Material serialization
  15745. data.uuid = this.uuid;
  15746. data.type = this.type;
  15747. if ( this.name !== '' ) data.name = this.name;
  15748. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  15749. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  15750. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  15751. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  15752. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  15753. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  15754. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  15755. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  15756. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  15757. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  15758. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  15759. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  15760. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  15761. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  15762. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  15763. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  15764. }
  15765. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  15766. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  15767. }
  15768. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  15769. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  15770. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  15771. }
  15772. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  15773. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  15774. }
  15775. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  15776. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  15777. }
  15778. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  15779. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  15780. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  15781. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  15782. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  15783. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  15784. }
  15785. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  15786. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  15787. }
  15788. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  15789. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  15790. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  15791. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  15792. }
  15793. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  15794. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  15795. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  15796. if ( this.lightMap && this.lightMap.isTexture ) {
  15797. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  15798. data.lightMapIntensity = this.lightMapIntensity;
  15799. }
  15800. if ( this.aoMap && this.aoMap.isTexture ) {
  15801. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  15802. data.aoMapIntensity = this.aoMapIntensity;
  15803. }
  15804. if ( this.bumpMap && this.bumpMap.isTexture ) {
  15805. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  15806. data.bumpScale = this.bumpScale;
  15807. }
  15808. if ( this.normalMap && this.normalMap.isTexture ) {
  15809. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  15810. data.normalMapType = this.normalMapType;
  15811. data.normalScale = this.normalScale.toArray();
  15812. }
  15813. if ( this.displacementMap && this.displacementMap.isTexture ) {
  15814. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  15815. data.displacementScale = this.displacementScale;
  15816. data.displacementBias = this.displacementBias;
  15817. }
  15818. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  15819. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  15820. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  15821. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  15822. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  15823. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  15824. if ( this.envMap && this.envMap.isTexture ) {
  15825. data.envMap = this.envMap.toJSON( meta ).uuid;
  15826. if ( this.combine !== undefined ) data.combine = this.combine;
  15827. }
  15828. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  15829. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  15830. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  15831. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  15832. if ( this.gradientMap && this.gradientMap.isTexture ) {
  15833. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  15834. }
  15835. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  15836. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  15837. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  15838. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  15839. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  15840. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  15841. if ( this.size !== undefined ) data.size = this.size;
  15842. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  15843. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  15844. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  15845. if ( this.side !== FrontSide ) data.side = this.side;
  15846. if ( this.vertexColors === true ) data.vertexColors = true;
  15847. if ( this.opacity < 1 ) data.opacity = this.opacity;
  15848. if ( this.transparent === true ) data.transparent = true;
  15849. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  15850. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  15851. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  15852. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  15853. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  15854. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  15855. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  15856. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  15857. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  15858. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  15859. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  15860. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  15861. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  15862. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  15863. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  15864. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  15865. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  15866. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  15867. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  15868. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  15869. // rotation (SpriteMaterial)
  15870. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  15871. if ( this.polygonOffset === true ) data.polygonOffset = true;
  15872. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  15873. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  15874. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  15875. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  15876. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  15877. if ( this.scale !== undefined ) data.scale = this.scale;
  15878. if ( this.dithering === true ) data.dithering = true;
  15879. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  15880. if ( this.alphaHash === true ) data.alphaHash = true;
  15881. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  15882. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  15883. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  15884. if ( this.allowOverride === false ) data.allowOverride = false;
  15885. if ( this.wireframe === true ) data.wireframe = true;
  15886. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  15887. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  15888. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  15889. if ( this.flatShading === true ) data.flatShading = true;
  15890. if ( this.visible === false ) data.visible = false;
  15891. if ( this.toneMapped === false ) data.toneMapped = false;
  15892. if ( this.fog === false ) data.fog = false;
  15893. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15894. // TODO: Copied from Object3D.toJSON
  15895. function extractFromCache( cache ) {
  15896. const values = [];
  15897. for ( const key in cache ) {
  15898. const data = cache[ key ];
  15899. delete data.metadata;
  15900. values.push( data );
  15901. }
  15902. return values;
  15903. }
  15904. if ( isRootObject ) {
  15905. const textures = extractFromCache( meta.textures );
  15906. const images = extractFromCache( meta.images );
  15907. if ( textures.length > 0 ) data.textures = textures;
  15908. if ( images.length > 0 ) data.images = images;
  15909. }
  15910. return data;
  15911. }
  15912. /**
  15913. * Returns a new material with copied values from this instance.
  15914. *
  15915. * @return {Material} A clone of this instance.
  15916. */
  15917. clone() {
  15918. return new this.constructor().copy( this );
  15919. }
  15920. /**
  15921. * Copies the values of the given material to this instance.
  15922. *
  15923. * @param {Material} source - The material to copy.
  15924. * @return {Material} A reference to this instance.
  15925. */
  15926. copy( source ) {
  15927. this.name = source.name;
  15928. this.blending = source.blending;
  15929. this.side = source.side;
  15930. this.vertexColors = source.vertexColors;
  15931. this.opacity = source.opacity;
  15932. this.transparent = source.transparent;
  15933. this.blendSrc = source.blendSrc;
  15934. this.blendDst = source.blendDst;
  15935. this.blendEquation = source.blendEquation;
  15936. this.blendSrcAlpha = source.blendSrcAlpha;
  15937. this.blendDstAlpha = source.blendDstAlpha;
  15938. this.blendEquationAlpha = source.blendEquationAlpha;
  15939. this.blendColor.copy( source.blendColor );
  15940. this.blendAlpha = source.blendAlpha;
  15941. this.depthFunc = source.depthFunc;
  15942. this.depthTest = source.depthTest;
  15943. this.depthWrite = source.depthWrite;
  15944. this.stencilWriteMask = source.stencilWriteMask;
  15945. this.stencilFunc = source.stencilFunc;
  15946. this.stencilRef = source.stencilRef;
  15947. this.stencilFuncMask = source.stencilFuncMask;
  15948. this.stencilFail = source.stencilFail;
  15949. this.stencilZFail = source.stencilZFail;
  15950. this.stencilZPass = source.stencilZPass;
  15951. this.stencilWrite = source.stencilWrite;
  15952. const srcPlanes = source.clippingPlanes;
  15953. let dstPlanes = null;
  15954. if ( srcPlanes !== null ) {
  15955. const n = srcPlanes.length;
  15956. dstPlanes = new Array( n );
  15957. for ( let i = 0; i !== n; ++ i ) {
  15958. dstPlanes[ i ] = srcPlanes[ i ].clone();
  15959. }
  15960. }
  15961. this.clippingPlanes = dstPlanes;
  15962. this.clipIntersection = source.clipIntersection;
  15963. this.clipShadows = source.clipShadows;
  15964. this.shadowSide = source.shadowSide;
  15965. this.colorWrite = source.colorWrite;
  15966. this.precision = source.precision;
  15967. this.polygonOffset = source.polygonOffset;
  15968. this.polygonOffsetFactor = source.polygonOffsetFactor;
  15969. this.polygonOffsetUnits = source.polygonOffsetUnits;
  15970. this.dithering = source.dithering;
  15971. this.alphaTest = source.alphaTest;
  15972. this.alphaHash = source.alphaHash;
  15973. this.alphaToCoverage = source.alphaToCoverage;
  15974. this.premultipliedAlpha = source.premultipliedAlpha;
  15975. this.forceSinglePass = source.forceSinglePass;
  15976. this.allowOverride = source.allowOverride;
  15977. this.visible = source.visible;
  15978. this.toneMapped = source.toneMapped;
  15979. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  15980. return this;
  15981. }
  15982. /**
  15983. * Frees the GPU-related resources allocated by this instance. Call this
  15984. * method whenever this instance is no longer used in your app.
  15985. *
  15986. * @fires Material#dispose
  15987. */
  15988. dispose() {
  15989. /**
  15990. * Fires when the material has been disposed of.
  15991. *
  15992. * @event Material#dispose
  15993. * @type {Object}
  15994. */
  15995. this.dispatchEvent( { type: 'dispose' } );
  15996. }
  15997. /**
  15998. * Setting this property to `true` indicates the engine the material
  15999. * needs to be recompiled.
  16000. *
  16001. * @type {boolean}
  16002. * @default false
  16003. * @param {boolean} value
  16004. */
  16005. set needsUpdate( value ) {
  16006. if ( value === true ) this.version ++;
  16007. }
  16008. }
  16009. /**
  16010. * A material for rendering instances of {@link Sprite}.
  16011. *
  16012. * ```js
  16013. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  16014. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  16015. *
  16016. * const sprite = new THREE.Sprite( material );
  16017. * sprite.scale.set(200, 200, 1)
  16018. * scene.add( sprite );
  16019. * ```
  16020. *
  16021. * @augments Material
  16022. */
  16023. class SpriteMaterial extends Material {
  16024. /**
  16025. * Constructs a new sprite material.
  16026. *
  16027. * @param {Object} [parameters] - An object with one or more properties
  16028. * defining the material's appearance. Any property of the material
  16029. * (including any property from inherited materials) can be passed
  16030. * in here. Color values can be passed any type of value accepted
  16031. * by {@link Color#set}.
  16032. */
  16033. constructor( parameters ) {
  16034. super();
  16035. /**
  16036. * This flag can be used for type testing.
  16037. *
  16038. * @type {boolean}
  16039. * @readonly
  16040. * @default true
  16041. */
  16042. this.isSpriteMaterial = true;
  16043. this.type = 'SpriteMaterial';
  16044. /**
  16045. * Color of the material.
  16046. *
  16047. * @type {Color}
  16048. * @default (1,1,1)
  16049. */
  16050. this.color = new Color( 0xffffff );
  16051. /**
  16052. * The color map. May optionally include an alpha channel, typically combined
  16053. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  16054. * color is modulated by the diffuse `color`.
  16055. *
  16056. * `map` represents color data, and the texture must be assigned a
  16057. * {@link Texture#colorSpace}. Most `map` textures set
  16058. * `texture.colorSpace = SRGBColorSpace`.
  16059. *
  16060. * @type {?Texture}
  16061. * @default null
  16062. */
  16063. this.map = null;
  16064. /**
  16065. * The alpha map is a grayscale texture that controls the opacity across the
  16066. * surface (black: fully transparent; white: fully opaque).
  16067. *
  16068. * Only the color of the texture is used, ignoring the alpha channel if one
  16069. * exists. For RGB and RGBA textures, the renderer will use the green channel
  16070. * when sampling this texture due to the extra bit of precision provided for
  16071. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  16072. * luminance/alpha textures will also still work as expected.
  16073. *
  16074. * `alphaMap` represents non-color data. Any texture assigned must have
  16075. * `texture.colorSpace = NoColorSpace` (default).
  16076. *
  16077. * @type {?Texture}
  16078. * @default null
  16079. */
  16080. this.alphaMap = null;
  16081. /**
  16082. * The rotation of the sprite in radians.
  16083. *
  16084. * @type {number}
  16085. * @default 0
  16086. */
  16087. this.rotation = 0;
  16088. /**
  16089. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  16090. *
  16091. * @type {boolean}
  16092. * @default true
  16093. */
  16094. this.sizeAttenuation = true;
  16095. /**
  16096. * Overwritten since sprite materials are transparent
  16097. * by default.
  16098. *
  16099. * @type {boolean}
  16100. * @default true
  16101. */
  16102. this.transparent = true;
  16103. /**
  16104. * Whether the material is affected by fog or not.
  16105. *
  16106. * @type {boolean}
  16107. * @default true
  16108. */
  16109. this.fog = true;
  16110. this.setValues( parameters );
  16111. }
  16112. copy( source ) {
  16113. super.copy( source );
  16114. this.color.copy( source.color );
  16115. this.map = source.map;
  16116. this.alphaMap = source.alphaMap;
  16117. this.rotation = source.rotation;
  16118. this.sizeAttenuation = source.sizeAttenuation;
  16119. this.fog = source.fog;
  16120. return this;
  16121. }
  16122. }
  16123. let _geometry;
  16124. const _intersectPoint = /*@__PURE__*/ new Vector3();
  16125. const _worldScale = /*@__PURE__*/ new Vector3();
  16126. const _mvPosition = /*@__PURE__*/ new Vector3();
  16127. const _alignedPosition = /*@__PURE__*/ new Vector2();
  16128. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  16129. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  16130. const _vA$1 = /*@__PURE__*/ new Vector3();
  16131. const _vB$1 = /*@__PURE__*/ new Vector3();
  16132. const _vC$1 = /*@__PURE__*/ new Vector3();
  16133. const _uvA = /*@__PURE__*/ new Vector2();
  16134. const _uvB = /*@__PURE__*/ new Vector2();
  16135. const _uvC = /*@__PURE__*/ new Vector2();
  16136. /**
  16137. * A sprite is a plane that always faces towards the camera, generally with a
  16138. * partially transparent texture applied.
  16139. *
  16140. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  16141. * have no effect.
  16142. *
  16143. * ```js
  16144. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  16145. * const material = new THREE.SpriteMaterial( { map: map } );
  16146. *
  16147. * const sprite = new THREE.Sprite( material );
  16148. * scene.add( sprite );
  16149. * ```
  16150. *
  16151. * @augments Object3D
  16152. */
  16153. class Sprite extends Object3D {
  16154. /**
  16155. * Constructs a new sprite.
  16156. *
  16157. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  16158. */
  16159. constructor( material = new SpriteMaterial() ) {
  16160. super();
  16161. /**
  16162. * This flag can be used for type testing.
  16163. *
  16164. * @type {boolean}
  16165. * @readonly
  16166. * @default true
  16167. */
  16168. this.isSprite = true;
  16169. this.type = 'Sprite';
  16170. if ( _geometry === undefined ) {
  16171. _geometry = new BufferGeometry();
  16172. const float32Array = new Float32Array( [
  16173. -0.5, -0.5, 0, 0, 0,
  16174. 0.5, -0.5, 0, 1, 0,
  16175. 0.5, 0.5, 0, 1, 1,
  16176. -0.5, 0.5, 0, 0, 1
  16177. ] );
  16178. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  16179. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  16180. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  16181. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  16182. }
  16183. /**
  16184. * The sprite geometry.
  16185. *
  16186. * @type {BufferGeometry}
  16187. */
  16188. this.geometry = _geometry;
  16189. /**
  16190. * The sprite material.
  16191. *
  16192. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  16193. */
  16194. this.material = material;
  16195. /**
  16196. * The sprite's anchor point, and the point around which the sprite rotates.
  16197. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  16198. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  16199. *
  16200. * @type {Vector2}
  16201. * @default (0.5,0.5)
  16202. */
  16203. this.center = new Vector2( 0.5, 0.5 );
  16204. /**
  16205. * The number of instances of this sprite.
  16206. * Can only be used with {@link WebGPURenderer}.
  16207. *
  16208. * @type {number}
  16209. * @default 1
  16210. */
  16211. this.count = 1;
  16212. }
  16213. /**
  16214. * Computes intersection points between a casted ray and this sprite.
  16215. *
  16216. * @param {Raycaster} raycaster - The raycaster.
  16217. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16218. */
  16219. raycast( raycaster, intersects ) {
  16220. if ( raycaster.camera === null ) {
  16221. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  16222. }
  16223. _worldScale.setFromMatrixScale( this.matrixWorld );
  16224. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  16225. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  16226. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  16227. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  16228. _worldScale.multiplyScalar( - _mvPosition.z );
  16229. }
  16230. const rotation = this.material.rotation;
  16231. let sin, cos;
  16232. if ( rotation !== 0 ) {
  16233. cos = Math.cos( rotation );
  16234. sin = Math.sin( rotation );
  16235. }
  16236. const center = this.center;
  16237. transformVertex( _vA$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16238. transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16239. transformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16240. _uvA.set( 0, 0 );
  16241. _uvB.set( 1, 0 );
  16242. _uvC.set( 1, 1 );
  16243. // check first triangle
  16244. let intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );
  16245. if ( intersect === null ) {
  16246. // check second triangle
  16247. transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  16248. _uvB.set( 0, 1 );
  16249. intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );
  16250. if ( intersect === null ) {
  16251. return;
  16252. }
  16253. }
  16254. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  16255. if ( distance < raycaster.near || distance > raycaster.far ) return;
  16256. intersects.push( {
  16257. distance: distance,
  16258. point: _intersectPoint.clone(),
  16259. uv: Triangle.getInterpolation( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2() ),
  16260. face: null,
  16261. object: this
  16262. } );
  16263. }
  16264. copy( source, recursive ) {
  16265. super.copy( source, recursive );
  16266. if ( source.center !== undefined ) this.center.copy( source.center );
  16267. this.material = source.material;
  16268. return this;
  16269. }
  16270. }
  16271. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  16272. // compute position in camera space
  16273. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  16274. // to check if rotation is not zero
  16275. if ( sin !== undefined ) {
  16276. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  16277. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  16278. } else {
  16279. _rotatedPosition.copy( _alignedPosition );
  16280. }
  16281. vertexPosition.copy( mvPosition );
  16282. vertexPosition.x += _rotatedPosition.x;
  16283. vertexPosition.y += _rotatedPosition.y;
  16284. // transform to world space
  16285. vertexPosition.applyMatrix4( _viewWorldMatrix );
  16286. }
  16287. const _v1$2 = /*@__PURE__*/ new Vector3();
  16288. const _v2$1 = /*@__PURE__*/ new Vector3();
  16289. /**
  16290. * A component for providing a basic Level of Detail (LOD) mechanism.
  16291. *
  16292. * Every LOD level is associated with an object, and rendering can be switched
  16293. * between them at the distances specified. Typically you would create, say,
  16294. * three meshes, one for far away (low detail), one for mid range (medium
  16295. * detail) and one for close up (high detail).
  16296. *
  16297. * ```js
  16298. * const lod = new THREE.LOD();
  16299. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  16300. *
  16301. * //Create spheres with 3 levels of detail and create new LOD levels for them
  16302. * for( let i = 0; i < 3; i++ ) {
  16303. *
  16304. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  16305. * const mesh = new THREE.Mesh( geometry, material );
  16306. * lod.addLevel( mesh, i * 75 );
  16307. *
  16308. * }
  16309. *
  16310. * scene.add( lod );
  16311. * ```
  16312. *
  16313. * @augments Object3D
  16314. */
  16315. class LOD extends Object3D {
  16316. /**
  16317. * Constructs a new LOD.
  16318. */
  16319. constructor() {
  16320. super();
  16321. /**
  16322. * This flag can be used for type testing.
  16323. *
  16324. * @type {boolean}
  16325. * @readonly
  16326. * @default true
  16327. */
  16328. this.isLOD = true;
  16329. /**
  16330. * The current LOD index.
  16331. *
  16332. * @private
  16333. * @type {number}
  16334. * @default 0
  16335. */
  16336. this._currentLevel = 0;
  16337. this.type = 'LOD';
  16338. Object.defineProperties( this, {
  16339. /**
  16340. * This array holds the LOD levels.
  16341. *
  16342. * @name LOD#levels
  16343. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  16344. */
  16345. levels: {
  16346. enumerable: true,
  16347. value: []
  16348. }
  16349. } );
  16350. /**
  16351. * Whether the LOD object is updated automatically by the renderer per frame
  16352. * or not. If set to `false`, you have to call {@link LOD#update} in the
  16353. * render loop by yourself.
  16354. *
  16355. * @type {boolean}
  16356. * @default true
  16357. */
  16358. this.autoUpdate = true;
  16359. }
  16360. copy( source ) {
  16361. super.copy( source, false );
  16362. const levels = source.levels;
  16363. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16364. const level = levels[ i ];
  16365. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  16366. }
  16367. this.autoUpdate = source.autoUpdate;
  16368. return this;
  16369. }
  16370. /**
  16371. * Adds a mesh that will display at a certain distance and greater. Typically
  16372. * the further away the distance, the lower the detail on the mesh.
  16373. *
  16374. * @param {Object3D} object - The 3D object to display at this level.
  16375. * @param {number} [distance=0] - The distance at which to display this level of detail.
  16376. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  16377. * @return {LOD} A reference to this instance.
  16378. */
  16379. addLevel( object, distance = 0, hysteresis = 0 ) {
  16380. distance = Math.abs( distance );
  16381. const levels = this.levels;
  16382. let l;
  16383. for ( l = 0; l < levels.length; l ++ ) {
  16384. if ( distance < levels[ l ].distance ) {
  16385. break;
  16386. }
  16387. }
  16388. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  16389. this.add( object );
  16390. return this;
  16391. }
  16392. /**
  16393. * Removes an existing level, based on the distance from the camera.
  16394. * Returns `true` when the level has been removed. Otherwise `false`.
  16395. *
  16396. * @param {number} distance - Distance of the level to remove.
  16397. * @return {boolean} Whether the level has been removed or not.
  16398. */
  16399. removeLevel( distance ) {
  16400. const levels = this.levels;
  16401. for ( let i = 0; i < levels.length; i ++ ) {
  16402. if ( levels[ i ].distance === distance ) {
  16403. const removedElements = levels.splice( i, 1 );
  16404. this.remove( removedElements[ 0 ].object );
  16405. return true;
  16406. }
  16407. }
  16408. return false;
  16409. }
  16410. /**
  16411. * Returns the currently active LOD level index.
  16412. *
  16413. * @return {number} The current active LOD level index.
  16414. */
  16415. getCurrentLevel() {
  16416. return this._currentLevel;
  16417. }
  16418. /**
  16419. * Returns a reference to the first 3D object that is greater than
  16420. * the given distance.
  16421. *
  16422. * @param {number} distance - The LOD distance.
  16423. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  16424. */
  16425. getObjectForDistance( distance ) {
  16426. const levels = this.levels;
  16427. if ( levels.length > 0 ) {
  16428. let i, l;
  16429. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16430. let levelDistance = levels[ i ].distance;
  16431. if ( levels[ i ].object.visible ) {
  16432. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16433. }
  16434. if ( distance < levelDistance ) {
  16435. break;
  16436. }
  16437. }
  16438. return levels[ i - 1 ].object;
  16439. }
  16440. return null;
  16441. }
  16442. /**
  16443. * Computes intersection points between a casted ray and this LOD.
  16444. *
  16445. * @param {Raycaster} raycaster - The raycaster.
  16446. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  16447. */
  16448. raycast( raycaster, intersects ) {
  16449. const levels = this.levels;
  16450. if ( levels.length > 0 ) {
  16451. _v1$2.setFromMatrixPosition( this.matrixWorld );
  16452. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  16453. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  16454. }
  16455. }
  16456. /**
  16457. * Updates the LOD by computing which LOD level should be visible according
  16458. * to the current distance of the given camera.
  16459. *
  16460. * @param {Camera} camera - The camera the scene is rendered with.
  16461. */
  16462. update( camera ) {
  16463. const levels = this.levels;
  16464. if ( levels.length > 1 ) {
  16465. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  16466. _v2$1.setFromMatrixPosition( this.matrixWorld );
  16467. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  16468. levels[ 0 ].object.visible = true;
  16469. let i, l;
  16470. for ( i = 1, l = levels.length; i < l; i ++ ) {
  16471. let levelDistance = levels[ i ].distance;
  16472. if ( levels[ i ].object.visible ) {
  16473. levelDistance -= levelDistance * levels[ i ].hysteresis;
  16474. }
  16475. if ( distance >= levelDistance ) {
  16476. levels[ i - 1 ].object.visible = false;
  16477. levels[ i ].object.visible = true;
  16478. } else {
  16479. break;
  16480. }
  16481. }
  16482. this._currentLevel = i - 1;
  16483. for ( ; i < l; i ++ ) {
  16484. levels[ i ].object.visible = false;
  16485. }
  16486. }
  16487. }
  16488. toJSON( meta ) {
  16489. const data = super.toJSON( meta );
  16490. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  16491. data.object.levels = [];
  16492. const levels = this.levels;
  16493. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  16494. const level = levels[ i ];
  16495. data.object.levels.push( {
  16496. object: level.object.uuid,
  16497. distance: level.distance,
  16498. hysteresis: level.hysteresis
  16499. } );
  16500. }
  16501. return data;
  16502. }
  16503. }
  16504. const _vector$7 = /*@__PURE__*/ new Vector3();
  16505. const _segCenter = /*@__PURE__*/ new Vector3();
  16506. const _segDir = /*@__PURE__*/ new Vector3();
  16507. const _diff = /*@__PURE__*/ new Vector3();
  16508. const _edge1 = /*@__PURE__*/ new Vector3();
  16509. const _edge2 = /*@__PURE__*/ new Vector3();
  16510. const _normal$1 = /*@__PURE__*/ new Vector3();
  16511. /**
  16512. * A ray that emits from an origin in a certain direction. The class is used by
  16513. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  16514. * mouse picking (working out what objects in the 3D space the mouse is over)
  16515. * amongst other things.
  16516. */
  16517. class Ray {
  16518. /**
  16519. * Constructs a new ray.
  16520. *
  16521. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  16522. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  16523. */
  16524. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  16525. /**
  16526. * The origin of the ray.
  16527. *
  16528. * @type {Vector3}
  16529. */
  16530. this.origin = origin;
  16531. /**
  16532. * The (normalized) direction of the ray.
  16533. *
  16534. * @type {Vector3}
  16535. */
  16536. this.direction = direction;
  16537. }
  16538. /**
  16539. * Sets the ray's components by copying the given values.
  16540. *
  16541. * @param {Vector3} origin - The origin.
  16542. * @param {Vector3} direction - The direction.
  16543. * @return {Ray} A reference to this ray.
  16544. */
  16545. set( origin, direction ) {
  16546. this.origin.copy( origin );
  16547. this.direction.copy( direction );
  16548. return this;
  16549. }
  16550. /**
  16551. * Copies the values of the given ray to this instance.
  16552. *
  16553. * @param {Ray} ray - The ray to copy.
  16554. * @return {Ray} A reference to this ray.
  16555. */
  16556. copy( ray ) {
  16557. this.origin.copy( ray.origin );
  16558. this.direction.copy( ray.direction );
  16559. return this;
  16560. }
  16561. /**
  16562. * Returns a vector that is located at a given distance along this ray.
  16563. *
  16564. * @param {number} t - The distance along the ray to retrieve a position for.
  16565. * @param {Vector3} target - The target vector that is used to store the method's result.
  16566. * @return {Vector3} A position on the ray.
  16567. */
  16568. at( t, target ) {
  16569. return target.copy( this.origin ).addScaledVector( this.direction, t );
  16570. }
  16571. /**
  16572. * Adjusts the direction of the ray to point at the given vector in world space.
  16573. *
  16574. * @param {Vector3} v - The target position.
  16575. * @return {Ray} A reference to this ray.
  16576. */
  16577. lookAt( v ) {
  16578. this.direction.copy( v ).sub( this.origin ).normalize();
  16579. return this;
  16580. }
  16581. /**
  16582. * Shift the origin of this ray along its direction by the given distance.
  16583. *
  16584. * @param {number} t - The distance along the ray to interpolate.
  16585. * @return {Ray} A reference to this ray.
  16586. */
  16587. recast( t ) {
  16588. this.origin.copy( this.at( t, _vector$7 ) );
  16589. return this;
  16590. }
  16591. /**
  16592. * Returns the point along this ray that is closest to the given point.
  16593. *
  16594. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  16595. * @param {Vector3} target - The target vector that is used to store the method's result.
  16596. * @return {Vector3} The closest point on this ray.
  16597. */
  16598. closestPointToPoint( point, target ) {
  16599. target.subVectors( point, this.origin );
  16600. const directionDistance = target.dot( this.direction );
  16601. if ( directionDistance < 0 ) {
  16602. return target.copy( this.origin );
  16603. }
  16604. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16605. }
  16606. /**
  16607. * Returns the distance of the closest approach between this ray and the given point.
  16608. *
  16609. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16610. * @return {number} The distance.
  16611. */
  16612. distanceToPoint( point ) {
  16613. return Math.sqrt( this.distanceSqToPoint( point ) );
  16614. }
  16615. /**
  16616. * Returns the squared distance of the closest approach between this ray and the given point.
  16617. *
  16618. * @param {Vector3} point - A point in 3D space to compute the distance to.
  16619. * @return {number} The squared distance.
  16620. */
  16621. distanceSqToPoint( point ) {
  16622. const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction );
  16623. // point behind the ray
  16624. if ( directionDistance < 0 ) {
  16625. return this.origin.distanceToSquared( point );
  16626. }
  16627. _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  16628. return _vector$7.distanceToSquared( point );
  16629. }
  16630. /**
  16631. * Returns the squared distance between this ray and the given line segment.
  16632. *
  16633. * @param {Vector3} v0 - The start point of the line segment.
  16634. * @param {Vector3} v1 - The end point of the line segment.
  16635. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  16636. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  16637. * @return {number} The squared distance.
  16638. */
  16639. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  16640. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  16641. // It returns the min distance between the ray and the segment
  16642. // defined by v0 and v1
  16643. // It can also set two optional targets :
  16644. // - The closest point on the ray
  16645. // - The closest point on the segment
  16646. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  16647. _segDir.copy( v1 ).sub( v0 ).normalize();
  16648. _diff.copy( this.origin ).sub( _segCenter );
  16649. const segExtent = v0.distanceTo( v1 ) * 0.5;
  16650. const a01 = - this.direction.dot( _segDir );
  16651. const b0 = _diff.dot( this.direction );
  16652. const b1 = - _diff.dot( _segDir );
  16653. const c = _diff.lengthSq();
  16654. const det = Math.abs( 1 - a01 * a01 );
  16655. let s0, s1, sqrDist, extDet;
  16656. if ( det > 0 ) {
  16657. // The ray and segment are not parallel.
  16658. s0 = a01 * b1 - b0;
  16659. s1 = a01 * b0 - b1;
  16660. extDet = segExtent * det;
  16661. if ( s0 >= 0 ) {
  16662. if ( s1 >= - extDet ) {
  16663. if ( s1 <= extDet ) {
  16664. // region 0
  16665. // Minimum at interior points of ray and segment.
  16666. const invDet = 1 / det;
  16667. s0 *= invDet;
  16668. s1 *= invDet;
  16669. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  16670. } else {
  16671. // region 1
  16672. s1 = segExtent;
  16673. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16674. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16675. }
  16676. } else {
  16677. // region 5
  16678. s1 = - segExtent;
  16679. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16680. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16681. }
  16682. } else {
  16683. if ( s1 <= - extDet ) {
  16684. // region 4
  16685. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  16686. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16687. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16688. } else if ( s1 <= extDet ) {
  16689. // region 3
  16690. s0 = 0;
  16691. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16692. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  16693. } else {
  16694. // region 2
  16695. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  16696. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  16697. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16698. }
  16699. }
  16700. } else {
  16701. // Ray and segment are parallel.
  16702. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  16703. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  16704. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  16705. }
  16706. if ( optionalPointOnRay ) {
  16707. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  16708. }
  16709. if ( optionalPointOnSegment ) {
  16710. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  16711. }
  16712. return sqrDist;
  16713. }
  16714. /**
  16715. * Intersects this ray with the given sphere, returning the intersection
  16716. * point or `null` if there is no intersection.
  16717. *
  16718. * @param {Sphere} sphere - The sphere to intersect.
  16719. * @param {Vector3} target - The target vector that is used to store the method's result.
  16720. * @return {?Vector3} The intersection point.
  16721. */
  16722. intersectSphere( sphere, target ) {
  16723. _vector$7.subVectors( sphere.center, this.origin );
  16724. const tca = _vector$7.dot( this.direction );
  16725. const d2 = _vector$7.dot( _vector$7 ) - tca * tca;
  16726. const radius2 = sphere.radius * sphere.radius;
  16727. if ( d2 > radius2 ) return null;
  16728. const thc = Math.sqrt( radius2 - d2 );
  16729. // t0 = first intersect point - entrance on front of sphere
  16730. const t0 = tca - thc;
  16731. // t1 = second intersect point - exit point on back of sphere
  16732. const t1 = tca + thc;
  16733. // test to see if t1 is behind the ray - if so, return null
  16734. if ( t1 < 0 ) return null;
  16735. // test to see if t0 is behind the ray:
  16736. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  16737. // in order to always return an intersect point that is in front of the ray.
  16738. if ( t0 < 0 ) return this.at( t1, target );
  16739. // else t0 is in front of the ray, so return the first collision point scaled by t0
  16740. return this.at( t0, target );
  16741. }
  16742. /**
  16743. * Returns `true` if this ray intersects with the given sphere.
  16744. *
  16745. * @param {Sphere} sphere - The sphere to intersect.
  16746. * @return {boolean} Whether this ray intersects with the given sphere or not.
  16747. */
  16748. intersectsSphere( sphere ) {
  16749. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  16750. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  16751. }
  16752. /**
  16753. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  16754. * does not intersect with the plane.
  16755. *
  16756. * @param {Plane} plane - The plane to compute the distance to.
  16757. * @return {?number} Whether this ray intersects with the given sphere or not.
  16758. */
  16759. distanceToPlane( plane ) {
  16760. const denominator = plane.normal.dot( this.direction );
  16761. if ( denominator === 0 ) {
  16762. // line is coplanar, return origin
  16763. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  16764. return 0;
  16765. }
  16766. // Null is preferable to undefined since undefined means.... it is undefined
  16767. return null;
  16768. }
  16769. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  16770. // Return if the ray never intersects the plane
  16771. return t >= 0 ? t : null;
  16772. }
  16773. /**
  16774. * Intersects this ray with the given plane, returning the intersection
  16775. * point or `null` if there is no intersection.
  16776. *
  16777. * @param {Plane} plane - The plane to intersect.
  16778. * @param {Vector3} target - The target vector that is used to store the method's result.
  16779. * @return {?Vector3} The intersection point.
  16780. */
  16781. intersectPlane( plane, target ) {
  16782. const t = this.distanceToPlane( plane );
  16783. if ( t === null ) {
  16784. return null;
  16785. }
  16786. return this.at( t, target );
  16787. }
  16788. /**
  16789. * Returns `true` if this ray intersects with the given plane.
  16790. *
  16791. * @param {Plane} plane - The plane to intersect.
  16792. * @return {boolean} Whether this ray intersects with the given plane or not.
  16793. */
  16794. intersectsPlane( plane ) {
  16795. // check if the ray lies on the plane first
  16796. const distToPoint = plane.distanceToPoint( this.origin );
  16797. if ( distToPoint === 0 ) {
  16798. return true;
  16799. }
  16800. const denominator = plane.normal.dot( this.direction );
  16801. if ( denominator * distToPoint < 0 ) {
  16802. return true;
  16803. }
  16804. // ray origin is behind the plane (and is pointing behind it)
  16805. return false;
  16806. }
  16807. /**
  16808. * Intersects this ray with the given bounding box, returning the intersection
  16809. * point or `null` if there is no intersection.
  16810. *
  16811. * @param {Box3} box - The box to intersect.
  16812. * @param {Vector3} target - The target vector that is used to store the method's result.
  16813. * @return {?Vector3} The intersection point.
  16814. */
  16815. intersectBox( box, target ) {
  16816. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  16817. const invdirx = 1 / this.direction.x,
  16818. invdiry = 1 / this.direction.y,
  16819. invdirz = 1 / this.direction.z;
  16820. const origin = this.origin;
  16821. if ( invdirx >= 0 ) {
  16822. tmin = ( box.min.x - origin.x ) * invdirx;
  16823. tmax = ( box.max.x - origin.x ) * invdirx;
  16824. } else {
  16825. tmin = ( box.max.x - origin.x ) * invdirx;
  16826. tmax = ( box.min.x - origin.x ) * invdirx;
  16827. }
  16828. if ( invdiry >= 0 ) {
  16829. tymin = ( box.min.y - origin.y ) * invdiry;
  16830. tymax = ( box.max.y - origin.y ) * invdiry;
  16831. } else {
  16832. tymin = ( box.max.y - origin.y ) * invdiry;
  16833. tymax = ( box.min.y - origin.y ) * invdiry;
  16834. }
  16835. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  16836. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  16837. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  16838. if ( invdirz >= 0 ) {
  16839. tzmin = ( box.min.z - origin.z ) * invdirz;
  16840. tzmax = ( box.max.z - origin.z ) * invdirz;
  16841. } else {
  16842. tzmin = ( box.max.z - origin.z ) * invdirz;
  16843. tzmax = ( box.min.z - origin.z ) * invdirz;
  16844. }
  16845. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  16846. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  16847. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  16848. //return point closest to the ray (positive side)
  16849. if ( tmax < 0 ) return null;
  16850. return this.at( tmin >= 0 ? tmin : tmax, target );
  16851. }
  16852. /**
  16853. * Returns `true` if this ray intersects with the given box.
  16854. *
  16855. * @param {Box3} box - The box to intersect.
  16856. * @return {boolean} Whether this ray intersects with the given box or not.
  16857. */
  16858. intersectsBox( box ) {
  16859. return this.intersectBox( box, _vector$7 ) !== null;
  16860. }
  16861. /**
  16862. * Intersects this ray with the given triangle, returning the intersection
  16863. * point or `null` if there is no intersection.
  16864. *
  16865. * @param {Vector3} a - The first vertex of the triangle.
  16866. * @param {Vector3} b - The second vertex of the triangle.
  16867. * @param {Vector3} c - The third vertex of the triangle.
  16868. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  16869. * @param {Vector3} target - The target vector that is used to store the method's result.
  16870. * @return {?Vector3} The intersection point.
  16871. */
  16872. intersectTriangle( a, b, c, backfaceCulling, target ) {
  16873. // Compute the offset origin, edges, and normal.
  16874. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  16875. _edge1.subVectors( b, a );
  16876. _edge2.subVectors( c, a );
  16877. _normal$1.crossVectors( _edge1, _edge2 );
  16878. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  16879. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  16880. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  16881. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  16882. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  16883. let DdN = this.direction.dot( _normal$1 );
  16884. let sign;
  16885. if ( DdN > 0 ) {
  16886. if ( backfaceCulling ) return null;
  16887. sign = 1;
  16888. } else if ( DdN < 0 ) {
  16889. sign = -1;
  16890. DdN = - DdN;
  16891. } else {
  16892. return null;
  16893. }
  16894. _diff.subVectors( this.origin, a );
  16895. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  16896. // b1 < 0, no intersection
  16897. if ( DdQxE2 < 0 ) {
  16898. return null;
  16899. }
  16900. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  16901. // b2 < 0, no intersection
  16902. if ( DdE1xQ < 0 ) {
  16903. return null;
  16904. }
  16905. // b1+b2 > 1, no intersection
  16906. if ( DdQxE2 + DdE1xQ > DdN ) {
  16907. return null;
  16908. }
  16909. // Line intersects triangle, check if ray does.
  16910. const QdN = - sign * _diff.dot( _normal$1 );
  16911. // t < 0, no intersection
  16912. if ( QdN < 0 ) {
  16913. return null;
  16914. }
  16915. // Ray intersects triangle.
  16916. return this.at( QdN / DdN, target );
  16917. }
  16918. /**
  16919. * Transforms this ray with the given 4x4 transformation matrix.
  16920. *
  16921. * @param {Matrix4} matrix4 - The transformation matrix.
  16922. * @return {Ray} A reference to this ray.
  16923. */
  16924. applyMatrix4( matrix4 ) {
  16925. this.origin.applyMatrix4( matrix4 );
  16926. this.direction.transformDirection( matrix4 );
  16927. return this;
  16928. }
  16929. /**
  16930. * Returns `true` if this ray is equal with the given one.
  16931. *
  16932. * @param {Ray} ray - The ray to test for equality.
  16933. * @return {boolean} Whether this ray is equal with the given one.
  16934. */
  16935. equals( ray ) {
  16936. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  16937. }
  16938. /**
  16939. * Returns a new ray with copied values from this instance.
  16940. *
  16941. * @return {Ray} A clone of this instance.
  16942. */
  16943. clone() {
  16944. return new this.constructor().copy( this );
  16945. }
  16946. }
  16947. /**
  16948. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  16949. *
  16950. * This material is not affected by lights.
  16951. *
  16952. * @augments Material
  16953. * @demo scenes/material-browser.html#MeshBasicMaterial
  16954. */
  16955. class MeshBasicMaterial extends Material {
  16956. /**
  16957. * Constructs a new mesh basic material.
  16958. *
  16959. * @param {Object} [parameters] - An object with one or more properties
  16960. * defining the material's appearance. Any property of the material
  16961. * (including any property from inherited materials) can be passed
  16962. * in here. Color values can be passed any type of value accepted
  16963. * by {@link Color#set}.
  16964. */
  16965. constructor( parameters ) {
  16966. super();
  16967. /**
  16968. * This flag can be used for type testing.
  16969. *
  16970. * @type {boolean}
  16971. * @readonly
  16972. * @default true
  16973. */
  16974. this.isMeshBasicMaterial = true;
  16975. this.type = 'MeshBasicMaterial';
  16976. /**
  16977. * Color of the material.
  16978. *
  16979. * @type {Color}
  16980. * @default (1,1,1)
  16981. */
  16982. this.color = new Color( 0xffffff ); // diffuse
  16983. /**
  16984. * The color map. May optionally include an alpha channel, typically combined
  16985. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  16986. * color is modulated by the diffuse `color`.
  16987. *
  16988. * `map` represents color data, and the texture must be assigned a
  16989. * {@link Texture#colorSpace}. Most `map` textures set
  16990. * `texture.colorSpace = SRGBColorSpace`.
  16991. *
  16992. * @type {?Texture}
  16993. * @default null
  16994. */
  16995. this.map = null;
  16996. /**
  16997. * The light map. Requires a second set of UVs.
  16998. *
  16999. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  17000. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  17001. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  17002. * such as `.exr` or `.hdr`.
  17003. *
  17004. * @type {?Texture}
  17005. * @default null
  17006. */
  17007. this.lightMap = null;
  17008. /**
  17009. * Intensity of the baked light.
  17010. *
  17011. * @type {number}
  17012. * @default 1
  17013. */
  17014. this.lightMapIntensity = 1.0;
  17015. /**
  17016. * The red channel of this texture is used as the ambient occlusion map.
  17017. * Requires a second set of UVs.
  17018. *
  17019. * `aoMap` represents non-color data. Any texture assigned must have
  17020. * `texture.colorSpace = NoColorSpace` (default).
  17021. *
  17022. * @type {?Texture}
  17023. * @default null
  17024. */
  17025. this.aoMap = null;
  17026. /**
  17027. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  17028. * disables ambient occlusion. Where intensity is `1` and the AO map's
  17029. * red channel is also `1`, ambient light is fully occluded on a surface.
  17030. *
  17031. * @type {number}
  17032. * @default 1
  17033. */
  17034. this.aoMapIntensity = 1.0;
  17035. /**
  17036. * Specular map used by the material.
  17037. *
  17038. * `specularMap` represents color data, and the texture must be assigned a
  17039. * {@link Texture#colorSpace}. Most `specularMap` textures set
  17040. * `texture.colorSpace = SRGBColorSpace`.
  17041. *
  17042. * @type {?Texture}
  17043. * @default null
  17044. */
  17045. this.specularMap = null;
  17046. /**
  17047. * The alpha map is a grayscale texture that controls the opacity across the
  17048. * surface (black: fully transparent; white: fully opaque).
  17049. *
  17050. * Only the color of the texture is used, ignoring the alpha channel if one
  17051. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17052. * when sampling this texture due to the extra bit of precision provided for
  17053. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17054. * luminance/alpha textures will also still work as expected.
  17055. *
  17056. * `alphaMap` represents non-color data. Any texture assigned must have
  17057. * `texture.colorSpace = NoColorSpace` (default).
  17058. *
  17059. * @type {?Texture}
  17060. * @default null
  17061. */
  17062. this.alphaMap = null;
  17063. /**
  17064. * The environment map.
  17065. *
  17066. * `envMap` represents luminance data, and the texture must be assigned
  17067. * a {@link Texture#colorSpace}. Most `envMap` textures set
  17068. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  17069. * such as `.exr` or `.hdr`.
  17070. *
  17071. * @type {?Texture}
  17072. * @default null
  17073. */
  17074. this.envMap = null;
  17075. /**
  17076. * The rotation of the environment map in radians.
  17077. *
  17078. * @type {Euler}
  17079. * @default (0,0,0)
  17080. */
  17081. this.envMapRotation = new Euler();
  17082. /**
  17083. * How to combine the result of the surface's color with the environment map, if any.
  17084. *
  17085. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  17086. * blend between the two colors.
  17087. *
  17088. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  17089. * @default MultiplyOperation
  17090. */
  17091. this.combine = MultiplyOperation;
  17092. /**
  17093. * How much the environment map affects the surface.
  17094. * The valid range is between `0` (no reflections) and `1` (full reflections).
  17095. *
  17096. * @type {number}
  17097. * @default 1
  17098. */
  17099. this.reflectivity = 1;
  17100. /**
  17101. * The index of refraction (IOR) of air (approximately 1) divided by the
  17102. * index of refraction of the material. It is used with environment mapping
  17103. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  17104. * The refraction ratio should not exceed `1`.
  17105. *
  17106. * @type {number}
  17107. * @default 0.98
  17108. */
  17109. this.refractionRatio = 0.98;
  17110. /**
  17111. * Renders the geometry as a wireframe.
  17112. *
  17113. * @type {boolean}
  17114. * @default false
  17115. */
  17116. this.wireframe = false;
  17117. /**
  17118. * Controls the thickness of the wireframe.
  17119. *
  17120. * Can only be used with {@link SVGRenderer}.
  17121. *
  17122. * @type {number}
  17123. * @default 1
  17124. */
  17125. this.wireframeLinewidth = 1;
  17126. /**
  17127. * Defines appearance of wireframe ends.
  17128. *
  17129. * Can only be used with {@link SVGRenderer}.
  17130. *
  17131. * @type {('round'|'bevel'|'miter')}
  17132. * @default 'round'
  17133. */
  17134. this.wireframeLinecap = 'round';
  17135. /**
  17136. * Defines appearance of wireframe joints.
  17137. *
  17138. * Can only be used with {@link SVGRenderer}.
  17139. *
  17140. * @type {('round'|'bevel'|'miter')}
  17141. * @default 'round'
  17142. */
  17143. this.wireframeLinejoin = 'round';
  17144. /**
  17145. * Whether the material is affected by fog or not.
  17146. *
  17147. * @type {boolean}
  17148. * @default true
  17149. */
  17150. this.fog = true;
  17151. this.setValues( parameters );
  17152. }
  17153. copy( source ) {
  17154. super.copy( source );
  17155. this.color.copy( source.color );
  17156. this.map = source.map;
  17157. this.lightMap = source.lightMap;
  17158. this.lightMapIntensity = source.lightMapIntensity;
  17159. this.aoMap = source.aoMap;
  17160. this.aoMapIntensity = source.aoMapIntensity;
  17161. this.specularMap = source.specularMap;
  17162. this.alphaMap = source.alphaMap;
  17163. this.envMap = source.envMap;
  17164. this.envMapRotation.copy( source.envMapRotation );
  17165. this.combine = source.combine;
  17166. this.reflectivity = source.reflectivity;
  17167. this.refractionRatio = source.refractionRatio;
  17168. this.wireframe = source.wireframe;
  17169. this.wireframeLinewidth = source.wireframeLinewidth;
  17170. this.wireframeLinecap = source.wireframeLinecap;
  17171. this.wireframeLinejoin = source.wireframeLinejoin;
  17172. this.fog = source.fog;
  17173. return this;
  17174. }
  17175. }
  17176. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  17177. const _ray$3 = /*@__PURE__*/ new Ray();
  17178. const _sphere$6 = /*@__PURE__*/ new Sphere();
  17179. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  17180. const _vA = /*@__PURE__*/ new Vector3();
  17181. const _vB = /*@__PURE__*/ new Vector3();
  17182. const _vC = /*@__PURE__*/ new Vector3();
  17183. const _tempA = /*@__PURE__*/ new Vector3();
  17184. const _morphA = /*@__PURE__*/ new Vector3();
  17185. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  17186. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  17187. /**
  17188. * Class representing triangular polygon mesh based objects.
  17189. *
  17190. * ```js
  17191. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  17192. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17193. * const mesh = new THREE.Mesh( geometry, material );
  17194. * scene.add( mesh );
  17195. * ```
  17196. *
  17197. * @augments Object3D
  17198. */
  17199. class Mesh extends Object3D {
  17200. /**
  17201. * Constructs a new mesh.
  17202. *
  17203. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17204. * @param {Material|Array<Material>} [material] - The mesh material.
  17205. */
  17206. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  17207. super();
  17208. /**
  17209. * This flag can be used for type testing.
  17210. *
  17211. * @type {boolean}
  17212. * @readonly
  17213. * @default true
  17214. */
  17215. this.isMesh = true;
  17216. this.type = 'Mesh';
  17217. /**
  17218. * The mesh geometry.
  17219. *
  17220. * @type {BufferGeometry}
  17221. */
  17222. this.geometry = geometry;
  17223. /**
  17224. * The mesh material.
  17225. *
  17226. * @type {Material|Array<Material>}
  17227. * @default MeshBasicMaterial
  17228. */
  17229. this.material = material;
  17230. /**
  17231. * A dictionary representing the morph targets in the geometry. The key is the
  17232. * morph targets name, the value its attribute index. This member is `undefined`
  17233. * by default and only set when morph targets are detected in the geometry.
  17234. *
  17235. * @type {Object<string,number>|undefined}
  17236. * @default undefined
  17237. */
  17238. this.morphTargetDictionary = undefined;
  17239. /**
  17240. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  17241. * is applied. This member is `undefined` by default and only set when morph targets are
  17242. * detected in the geometry.
  17243. *
  17244. * @type {Array<number>|undefined}
  17245. * @default undefined
  17246. */
  17247. this.morphTargetInfluences = undefined;
  17248. /**
  17249. * The number of instances of this mesh.
  17250. * Can only be used with {@link WebGPURenderer}.
  17251. *
  17252. * @type {number}
  17253. * @default 1
  17254. */
  17255. this.count = 1;
  17256. this.updateMorphTargets();
  17257. }
  17258. copy( source, recursive ) {
  17259. super.copy( source, recursive );
  17260. if ( source.morphTargetInfluences !== undefined ) {
  17261. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  17262. }
  17263. if ( source.morphTargetDictionary !== undefined ) {
  17264. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  17265. }
  17266. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  17267. this.geometry = source.geometry;
  17268. return this;
  17269. }
  17270. /**
  17271. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  17272. * to make sure existing morph targets can influence this 3D object.
  17273. */
  17274. updateMorphTargets() {
  17275. const geometry = this.geometry;
  17276. const morphAttributes = geometry.morphAttributes;
  17277. const keys = Object.keys( morphAttributes );
  17278. if ( keys.length > 0 ) {
  17279. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  17280. if ( morphAttribute !== undefined ) {
  17281. this.morphTargetInfluences = [];
  17282. this.morphTargetDictionary = {};
  17283. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  17284. const name = morphAttribute[ m ].name || String( m );
  17285. this.morphTargetInfluences.push( 0 );
  17286. this.morphTargetDictionary[ name ] = m;
  17287. }
  17288. }
  17289. }
  17290. }
  17291. /**
  17292. * Returns the local-space position of the vertex at the given index, taking into
  17293. * account the current animation state of both morph targets and skinning.
  17294. *
  17295. * @param {number} index - The vertex index.
  17296. * @param {Vector3} target - The target object that is used to store the method's result.
  17297. * @return {Vector3} The vertex position in local space.
  17298. */
  17299. getVertexPosition( index, target ) {
  17300. const geometry = this.geometry;
  17301. const position = geometry.attributes.position;
  17302. const morphPosition = geometry.morphAttributes.position;
  17303. const morphTargetsRelative = geometry.morphTargetsRelative;
  17304. target.fromBufferAttribute( position, index );
  17305. const morphInfluences = this.morphTargetInfluences;
  17306. if ( morphPosition && morphInfluences ) {
  17307. _morphA.set( 0, 0, 0 );
  17308. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  17309. const influence = morphInfluences[ i ];
  17310. const morphAttribute = morphPosition[ i ];
  17311. if ( influence === 0 ) continue;
  17312. _tempA.fromBufferAttribute( morphAttribute, index );
  17313. if ( morphTargetsRelative ) {
  17314. _morphA.addScaledVector( _tempA, influence );
  17315. } else {
  17316. _morphA.addScaledVector( _tempA.sub( target ), influence );
  17317. }
  17318. }
  17319. target.add( _morphA );
  17320. }
  17321. return target;
  17322. }
  17323. /**
  17324. * Computes intersection points between a casted ray and this line.
  17325. *
  17326. * @param {Raycaster} raycaster - The raycaster.
  17327. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17328. */
  17329. raycast( raycaster, intersects ) {
  17330. const geometry = this.geometry;
  17331. const material = this.material;
  17332. const matrixWorld = this.matrixWorld;
  17333. if ( material === undefined ) return;
  17334. // test with bounding sphere in world space
  17335. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  17336. _sphere$6.copy( geometry.boundingSphere );
  17337. _sphere$6.applyMatrix4( matrixWorld );
  17338. // check distance from ray origin to bounding sphere
  17339. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  17340. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  17341. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  17342. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  17343. }
  17344. // convert ray to local space of mesh
  17345. _inverseMatrix$3.copy( matrixWorld ).invert();
  17346. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  17347. // test with bounding box in local space
  17348. if ( geometry.boundingBox !== null ) {
  17349. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  17350. }
  17351. // test for intersections with geometry
  17352. this._computeIntersections( raycaster, intersects, _ray$3 );
  17353. }
  17354. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  17355. let intersection;
  17356. const geometry = this.geometry;
  17357. const material = this.material;
  17358. const index = geometry.index;
  17359. const position = geometry.attributes.position;
  17360. const uv = geometry.attributes.uv;
  17361. const uv1 = geometry.attributes.uv1;
  17362. const normal = geometry.attributes.normal;
  17363. const groups = geometry.groups;
  17364. const drawRange = geometry.drawRange;
  17365. if ( index !== null ) {
  17366. // indexed buffer geometry
  17367. if ( Array.isArray( material ) ) {
  17368. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17369. const group = groups[ i ];
  17370. const groupMaterial = material[ group.materialIndex ];
  17371. const start = Math.max( group.start, drawRange.start );
  17372. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17373. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17374. const a = index.getX( j );
  17375. const b = index.getX( j + 1 );
  17376. const c = index.getX( j + 2 );
  17377. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17378. if ( intersection ) {
  17379. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  17380. intersection.face.materialIndex = group.materialIndex;
  17381. intersects.push( intersection );
  17382. }
  17383. }
  17384. }
  17385. } else {
  17386. const start = Math.max( 0, drawRange.start );
  17387. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  17388. for ( let i = start, il = end; i < il; i += 3 ) {
  17389. const a = index.getX( i );
  17390. const b = index.getX( i + 1 );
  17391. const c = index.getX( i + 2 );
  17392. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17393. if ( intersection ) {
  17394. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  17395. intersects.push( intersection );
  17396. }
  17397. }
  17398. }
  17399. } else if ( position !== undefined ) {
  17400. // non-indexed buffer geometry
  17401. if ( Array.isArray( material ) ) {
  17402. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  17403. const group = groups[ i ];
  17404. const groupMaterial = material[ group.materialIndex ];
  17405. const start = Math.max( group.start, drawRange.start );
  17406. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  17407. for ( let j = start, jl = end; j < jl; j += 3 ) {
  17408. const a = j;
  17409. const b = j + 1;
  17410. const c = j + 2;
  17411. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17412. if ( intersection ) {
  17413. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  17414. intersection.face.materialIndex = group.materialIndex;
  17415. intersects.push( intersection );
  17416. }
  17417. }
  17418. }
  17419. } else {
  17420. const start = Math.max( 0, drawRange.start );
  17421. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  17422. for ( let i = start, il = end; i < il; i += 3 ) {
  17423. const a = i;
  17424. const b = i + 1;
  17425. const c = i + 2;
  17426. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  17427. if ( intersection ) {
  17428. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  17429. intersects.push( intersection );
  17430. }
  17431. }
  17432. }
  17433. }
  17434. }
  17435. }
  17436. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  17437. let intersect;
  17438. if ( material.side === BackSide ) {
  17439. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  17440. } else {
  17441. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  17442. }
  17443. if ( intersect === null ) return null;
  17444. _intersectionPointWorld.copy( point );
  17445. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  17446. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  17447. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  17448. return {
  17449. distance: distance,
  17450. point: _intersectionPointWorld.clone(),
  17451. object: object
  17452. };
  17453. }
  17454. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  17455. object.getVertexPosition( a, _vA );
  17456. object.getVertexPosition( b, _vB );
  17457. object.getVertexPosition( c, _vC );
  17458. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
  17459. if ( intersection ) {
  17460. const barycoord = new Vector3();
  17461. Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );
  17462. if ( uv ) {
  17463. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  17464. }
  17465. if ( uv1 ) {
  17466. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  17467. }
  17468. if ( normal ) {
  17469. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  17470. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  17471. intersection.normal.multiplyScalar( -1 );
  17472. }
  17473. }
  17474. const face = {
  17475. a: a,
  17476. b: b,
  17477. c: c,
  17478. normal: new Vector3(),
  17479. materialIndex: 0
  17480. };
  17481. Triangle.getNormal( _vA, _vB, _vC, face.normal );
  17482. intersection.face = face;
  17483. intersection.barycoord = barycoord;
  17484. }
  17485. return intersection;
  17486. }
  17487. const _baseVector = /*@__PURE__*/ new Vector4();
  17488. const _skinIndex = /*@__PURE__*/ new Vector4();
  17489. const _skinWeight = /*@__PURE__*/ new Vector4();
  17490. const _vector4 = /*@__PURE__*/ new Vector4();
  17491. const _matrix4 = /*@__PURE__*/ new Matrix4();
  17492. const _vertex = /*@__PURE__*/ new Vector3();
  17493. const _sphere$5 = /*@__PURE__*/ new Sphere();
  17494. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  17495. const _ray$2 = /*@__PURE__*/ new Ray();
  17496. /**
  17497. * A mesh that has a {@link Skeleton} that can then be used to animate the
  17498. * vertices of the geometry with skinning/skeleton animation.
  17499. *
  17500. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  17501. * as buffer attributes in its geometry. These attribute define which bones affect a single
  17502. * vertex to a certain extend.
  17503. *
  17504. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  17505. * or {@link FBXLoader } import respective models.
  17506. *
  17507. * @augments Mesh
  17508. * @demo scenes/bones-browser.html
  17509. */
  17510. class SkinnedMesh extends Mesh {
  17511. /**
  17512. * Constructs a new skinned mesh.
  17513. *
  17514. * @param {BufferGeometry} [geometry] - The mesh geometry.
  17515. * @param {Material|Array<Material>} [material] - The mesh material.
  17516. */
  17517. constructor( geometry, material ) {
  17518. super( geometry, material );
  17519. /**
  17520. * This flag can be used for type testing.
  17521. *
  17522. * @type {boolean}
  17523. * @readonly
  17524. * @default true
  17525. */
  17526. this.isSkinnedMesh = true;
  17527. this.type = 'SkinnedMesh';
  17528. /**
  17529. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  17530. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  17531. * across multiple skinned meshes.
  17532. *
  17533. * @type {(AttachedBindMode|DetachedBindMode)}
  17534. * @default AttachedBindMode
  17535. */
  17536. this.bindMode = AttachedBindMode;
  17537. /**
  17538. * The base matrix that is used for the bound bone transforms.
  17539. *
  17540. * @type {Matrix4}
  17541. */
  17542. this.bindMatrix = new Matrix4();
  17543. /**
  17544. * The base matrix that is used for resetting the bound bone transforms.
  17545. *
  17546. * @type {Matrix4}
  17547. */
  17548. this.bindMatrixInverse = new Matrix4();
  17549. /**
  17550. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  17551. *
  17552. * @type {?Box3}
  17553. * @default null
  17554. */
  17555. this.boundingBox = null;
  17556. /**
  17557. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  17558. *
  17559. * @type {?Sphere}
  17560. * @default null
  17561. */
  17562. this.boundingSphere = null;
  17563. }
  17564. /**
  17565. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  17566. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  17567. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  17568. * the current animation state.
  17569. */
  17570. computeBoundingBox() {
  17571. const geometry = this.geometry;
  17572. if ( this.boundingBox === null ) {
  17573. this.boundingBox = new Box3();
  17574. }
  17575. this.boundingBox.makeEmpty();
  17576. const positionAttribute = geometry.getAttribute( 'position' );
  17577. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17578. this.getVertexPosition( i, _vertex );
  17579. this.boundingBox.expandByPoint( _vertex );
  17580. }
  17581. }
  17582. /**
  17583. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  17584. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  17585. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  17586. * per frame in order to reflect the current animation state.
  17587. */
  17588. computeBoundingSphere() {
  17589. const geometry = this.geometry;
  17590. if ( this.boundingSphere === null ) {
  17591. this.boundingSphere = new Sphere();
  17592. }
  17593. this.boundingSphere.makeEmpty();
  17594. const positionAttribute = geometry.getAttribute( 'position' );
  17595. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  17596. this.getVertexPosition( i, _vertex );
  17597. this.boundingSphere.expandByPoint( _vertex );
  17598. }
  17599. }
  17600. copy( source, recursive ) {
  17601. super.copy( source, recursive );
  17602. this.bindMode = source.bindMode;
  17603. this.bindMatrix.copy( source.bindMatrix );
  17604. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  17605. this.skeleton = source.skeleton;
  17606. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  17607. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  17608. return this;
  17609. }
  17610. raycast( raycaster, intersects ) {
  17611. const material = this.material;
  17612. const matrixWorld = this.matrixWorld;
  17613. if ( material === undefined ) return;
  17614. // test with bounding sphere in world space
  17615. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  17616. _sphere$5.copy( this.boundingSphere );
  17617. _sphere$5.applyMatrix4( matrixWorld );
  17618. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  17619. // convert ray to local space of skinned mesh
  17620. _inverseMatrix$2.copy( matrixWorld ).invert();
  17621. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  17622. // test with bounding box in local space
  17623. if ( this.boundingBox !== null ) {
  17624. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  17625. }
  17626. // test for intersections with geometry
  17627. this._computeIntersections( raycaster, intersects, _ray$2 );
  17628. }
  17629. getVertexPosition( index, target ) {
  17630. super.getVertexPosition( index, target );
  17631. this.applyBoneTransform( index, target );
  17632. return target;
  17633. }
  17634. /**
  17635. * Binds the given skeleton to the skinned mesh.
  17636. *
  17637. * @param {Skeleton} skeleton - The skeleton to bind.
  17638. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  17639. * the skinned mesh's world matrix will be used instead.
  17640. */
  17641. bind( skeleton, bindMatrix ) {
  17642. this.skeleton = skeleton;
  17643. if ( bindMatrix === undefined ) {
  17644. this.updateMatrixWorld( true );
  17645. this.skeleton.calculateInverses();
  17646. bindMatrix = this.matrixWorld;
  17647. }
  17648. this.bindMatrix.copy( bindMatrix );
  17649. this.bindMatrixInverse.copy( bindMatrix ).invert();
  17650. }
  17651. /**
  17652. * This method sets the skinned mesh in the rest pose).
  17653. */
  17654. pose() {
  17655. this.skeleton.pose();
  17656. }
  17657. /**
  17658. * Normalizes the skin weights which are defined as a buffer attribute
  17659. * in the skinned mesh's geometry.
  17660. */
  17661. normalizeSkinWeights() {
  17662. const vector = new Vector4();
  17663. const skinWeight = this.geometry.attributes.skinWeight;
  17664. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  17665. vector.fromBufferAttribute( skinWeight, i );
  17666. const scale = 1.0 / vector.manhattanLength();
  17667. if ( scale !== Infinity ) {
  17668. vector.multiplyScalar( scale );
  17669. } else {
  17670. vector.set( 1, 0, 0, 0 ); // do something reasonable
  17671. }
  17672. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  17673. }
  17674. }
  17675. updateMatrixWorld( force ) {
  17676. super.updateMatrixWorld( force );
  17677. if ( this.bindMode === AttachedBindMode ) {
  17678. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  17679. } else if ( this.bindMode === DetachedBindMode ) {
  17680. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  17681. } else {
  17682. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  17683. }
  17684. }
  17685. /**
  17686. * Applies the bone transform associated with the given index to the given
  17687. * vector. Can be used to transform positions or direction vectors by providing
  17688. * a Vector4 with 1 or 0 in the w component respectively. Returns the updated vector.
  17689. *
  17690. * @param {number} index - The vertex index.
  17691. * @param {Vector3|Vector4} target - The target object that is used to store the method's result.
  17692. * @return {Vector3|Vector4} The updated vertex attribute data.
  17693. */
  17694. applyBoneTransform( index, target ) {
  17695. const skeleton = this.skeleton;
  17696. const geometry = this.geometry;
  17697. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  17698. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  17699. if ( target.isVector4 ) {
  17700. _baseVector.copy( target );
  17701. target.set( 0, 0, 0, 0 );
  17702. } else {
  17703. _baseVector.set( ...target, 1 );
  17704. target.set( 0, 0, 0 );
  17705. }
  17706. _baseVector.applyMatrix4( this.bindMatrix );
  17707. for ( let i = 0; i < 4; i ++ ) {
  17708. const weight = _skinWeight.getComponent( i );
  17709. if ( weight !== 0 ) {
  17710. const boneIndex = _skinIndex.getComponent( i );
  17711. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  17712. target.addScaledVector( _vector4.copy( _baseVector ).applyMatrix4( _matrix4 ), weight );
  17713. }
  17714. }
  17715. if ( target.isVector4 ) {
  17716. // ensure the homogenous coordinate remains unchanged after vector operations
  17717. target.w = _baseVector.w;
  17718. }
  17719. return target.applyMatrix4( this.bindMatrixInverse );
  17720. }
  17721. }
  17722. /**
  17723. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  17724. * the {@link SkinnedMesh}.
  17725. *
  17726. * ```js
  17727. * const root = new THREE.Bone();
  17728. * const child = new THREE.Bone();
  17729. *
  17730. * root.add( child );
  17731. * child.position.y = 5;
  17732. * ```
  17733. *
  17734. * @augments Object3D
  17735. */
  17736. class Bone extends Object3D {
  17737. /**
  17738. * Constructs a new bone.
  17739. */
  17740. constructor() {
  17741. super();
  17742. /**
  17743. * This flag can be used for type testing.
  17744. *
  17745. * @type {boolean}
  17746. * @readonly
  17747. * @default true
  17748. */
  17749. this.isBone = true;
  17750. this.type = 'Bone';
  17751. }
  17752. }
  17753. /**
  17754. * Creates a texture directly from raw buffer data.
  17755. *
  17756. * The interpretation of the data depends on type and format: If the type is
  17757. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  17758. * texel data. If the format is `RGBAFormat`, data needs four values for
  17759. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  17760. *
  17761. * @augments Texture
  17762. */
  17763. class DataTexture extends Texture {
  17764. /**
  17765. * Constructs a new data texture.
  17766. *
  17767. * @param {?TypedArray} [data=null] - The buffer data.
  17768. * @param {number} [width=1] - The width of the texture.
  17769. * @param {number} [height=1] - The height of the texture.
  17770. * @param {number} [format=RGBAFormat] - The texture format.
  17771. * @param {number} [type=UnsignedByteType] - The texture type.
  17772. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  17773. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  17774. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  17775. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  17776. * @param {number} [minFilter=NearestFilter] - The min filter value.
  17777. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  17778. * @param {string} [colorSpace=NoColorSpace] - The color space.
  17779. */
  17780. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  17781. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  17782. /**
  17783. * This flag can be used for type testing.
  17784. *
  17785. * @type {boolean}
  17786. * @readonly
  17787. * @default true
  17788. */
  17789. this.isDataTexture = true;
  17790. /**
  17791. * The image definition of a data texture.
  17792. *
  17793. * @type {{data:TypedArray,width:number,height:number}}
  17794. */
  17795. this.image = { data: data, width: width, height: height };
  17796. /**
  17797. * Whether to generate mipmaps (if possible) for a texture.
  17798. *
  17799. * Overwritten and set to `false` by default.
  17800. *
  17801. * @type {boolean}
  17802. * @default false
  17803. */
  17804. this.generateMipmaps = false;
  17805. /**
  17806. * If set to `true`, the texture is flipped along the vertical axis when
  17807. * uploaded to the GPU.
  17808. *
  17809. * Overwritten and set to `false` by default.
  17810. *
  17811. * @type {boolean}
  17812. * @default false
  17813. */
  17814. this.flipY = false;
  17815. /**
  17816. * Specifies the alignment requirements for the start of each pixel row in memory.
  17817. *
  17818. * Overwritten and set to `1` by default.
  17819. *
  17820. * @type {boolean}
  17821. * @default 1
  17822. */
  17823. this.unpackAlignment = 1;
  17824. }
  17825. }
  17826. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  17827. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  17828. /**
  17829. * Class for representing the armatures in `three.js`. The skeleton
  17830. * is defined by a hierarchy of bones.
  17831. *
  17832. * ```js
  17833. * const bones = [];
  17834. *
  17835. * const shoulder = new THREE.Bone();
  17836. * const elbow = new THREE.Bone();
  17837. * const hand = new THREE.Bone();
  17838. *
  17839. * shoulder.add( elbow );
  17840. * elbow.add( hand );
  17841. *
  17842. * bones.push( shoulder , elbow, hand);
  17843. *
  17844. * shoulder.position.y = -5;
  17845. * elbow.position.y = 0;
  17846. * hand.position.y = 5;
  17847. *
  17848. * const armSkeleton = new THREE.Skeleton( bones );
  17849. * ```
  17850. */
  17851. class Skeleton {
  17852. /**
  17853. * Constructs a new skeleton.
  17854. *
  17855. * @param {Array<Bone>} [bones] - An array of bones.
  17856. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  17857. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  17858. */
  17859. constructor( bones = [], boneInverses = [] ) {
  17860. this.uuid = generateUUID();
  17861. /**
  17862. * An array of bones defining the skeleton.
  17863. *
  17864. * @type {Array<Bone>}
  17865. */
  17866. this.bones = bones.slice( 0 );
  17867. /**
  17868. * An array of bone inverse matrices.
  17869. *
  17870. * @type {Array<Matrix4>}
  17871. */
  17872. this.boneInverses = boneInverses;
  17873. /**
  17874. * An array buffer holding the bone data.
  17875. * Input data for {@link Skeleton#boneTexture}.
  17876. *
  17877. * @type {?Float32Array}
  17878. * @default null
  17879. */
  17880. this.boneMatrices = null;
  17881. /**
  17882. * An array buffer holding the bone data of the previous frame.
  17883. * Required for computing velocity. Maintained in {@link SkinningNode}.
  17884. *
  17885. * @type {?Float32Array}
  17886. * @default null
  17887. */
  17888. this.previousBoneMatrices = null;
  17889. /**
  17890. * A texture holding the bone data for use
  17891. * in the vertex shader.
  17892. *
  17893. * @type {?DataTexture}
  17894. * @default null
  17895. */
  17896. this.boneTexture = null;
  17897. this.init();
  17898. }
  17899. /**
  17900. * Initializes the skeleton. This method gets automatically called by the constructor
  17901. * but depending on how the skeleton is created it might be necessary to call this method
  17902. * manually.
  17903. */
  17904. init() {
  17905. const bones = this.bones;
  17906. const boneInverses = this.boneInverses;
  17907. this.boneMatrices = new Float32Array( bones.length * 16 );
  17908. // calculate inverse bone matrices if necessary
  17909. if ( boneInverses.length === 0 ) {
  17910. this.calculateInverses();
  17911. } else {
  17912. // handle special case
  17913. if ( bones.length !== boneInverses.length ) {
  17914. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  17915. this.boneInverses = [];
  17916. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17917. this.boneInverses.push( new Matrix4() );
  17918. }
  17919. }
  17920. }
  17921. }
  17922. /**
  17923. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  17924. * and fills it with new matrices.
  17925. */
  17926. calculateInverses() {
  17927. this.boneInverses.length = 0;
  17928. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17929. const inverse = new Matrix4();
  17930. if ( this.bones[ i ] ) {
  17931. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  17932. }
  17933. this.boneInverses.push( inverse );
  17934. }
  17935. }
  17936. /**
  17937. * Resets the skeleton to the base pose.
  17938. */
  17939. pose() {
  17940. // recover the bind-time world matrices
  17941. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17942. const bone = this.bones[ i ];
  17943. if ( bone ) {
  17944. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  17945. }
  17946. }
  17947. // compute the local matrices, positions, rotations and scales
  17948. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  17949. const bone = this.bones[ i ];
  17950. if ( bone ) {
  17951. if ( bone.parent && bone.parent.isBone ) {
  17952. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  17953. bone.matrix.multiply( bone.matrixWorld );
  17954. } else {
  17955. bone.matrix.copy( bone.matrixWorld );
  17956. }
  17957. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  17958. }
  17959. }
  17960. }
  17961. /**
  17962. * Resets the skeleton to the base pose.
  17963. */
  17964. update() {
  17965. const bones = this.bones;
  17966. const boneInverses = this.boneInverses;
  17967. const boneMatrices = this.boneMatrices;
  17968. const boneTexture = this.boneTexture;
  17969. // flatten bone matrices to array
  17970. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  17971. // compute the offset between the current and the original transform
  17972. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  17973. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  17974. _offsetMatrix.toArray( boneMatrices, i * 16 );
  17975. }
  17976. if ( boneTexture !== null ) {
  17977. boneTexture.needsUpdate = true;
  17978. }
  17979. }
  17980. /**
  17981. * Returns a new skeleton with copied values from this instance.
  17982. *
  17983. * @return {Skeleton} A clone of this instance.
  17984. */
  17985. clone() {
  17986. return new Skeleton( this.bones, this.boneInverses );
  17987. }
  17988. /**
  17989. * Computes a data texture for passing bone data to the vertex shader.
  17990. *
  17991. * @return {Skeleton} A reference of this instance.
  17992. */
  17993. computeBoneTexture() {
  17994. // layout (1 matrix = 4 pixels)
  17995. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  17996. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  17997. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  17998. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  17999. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18000. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18001. size = Math.ceil( size / 4 ) * 4;
  18002. size = Math.max( size, 4 );
  18003. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18004. boneMatrices.set( this.boneMatrices ); // copy current values
  18005. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18006. boneTexture.needsUpdate = true;
  18007. this.boneMatrices = boneMatrices;
  18008. this.boneTexture = boneTexture;
  18009. return this;
  18010. }
  18011. /**
  18012. * Searches through the skeleton's bone array and returns the first with a
  18013. * matching name.
  18014. *
  18015. * @param {string} name - The name of the bone.
  18016. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18017. */
  18018. getBoneByName( name ) {
  18019. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18020. const bone = this.bones[ i ];
  18021. if ( bone.name === name ) {
  18022. return bone;
  18023. }
  18024. }
  18025. return undefined;
  18026. }
  18027. /**
  18028. * Frees the GPU-related resources allocated by this instance. Call this
  18029. * method whenever this instance is no longer used in your app.
  18030. */
  18031. dispose( ) {
  18032. if ( this.boneTexture !== null ) {
  18033. this.boneTexture.dispose();
  18034. this.boneTexture = null;
  18035. }
  18036. }
  18037. /**
  18038. * Setups the skeleton by the given JSON and bones.
  18039. *
  18040. * @param {Object} json - The skeleton as serialized JSON.
  18041. * @param {Object<string, Bone>} bones - An array of bones.
  18042. * @return {Skeleton} A reference of this instance.
  18043. */
  18044. fromJSON( json, bones ) {
  18045. this.uuid = json.uuid;
  18046. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18047. const uuid = json.bones[ i ];
  18048. let bone = bones[ uuid ];
  18049. if ( bone === undefined ) {
  18050. warn( 'Skeleton: No bone found with UUID:', uuid );
  18051. bone = new Bone();
  18052. }
  18053. this.bones.push( bone );
  18054. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18055. }
  18056. this.init();
  18057. return this;
  18058. }
  18059. /**
  18060. * Serializes the skeleton into JSON.
  18061. *
  18062. * @return {Object} A JSON object representing the serialized skeleton.
  18063. * @see {@link ObjectLoader#parse}
  18064. */
  18065. toJSON() {
  18066. const data = {
  18067. metadata: {
  18068. version: 4.7,
  18069. type: 'Skeleton',
  18070. generator: 'Skeleton.toJSON'
  18071. },
  18072. bones: [],
  18073. boneInverses: []
  18074. };
  18075. data.uuid = this.uuid;
  18076. const bones = this.bones;
  18077. const boneInverses = this.boneInverses;
  18078. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18079. const bone = bones[ i ];
  18080. data.bones.push( bone.uuid );
  18081. const boneInverse = boneInverses[ i ];
  18082. data.boneInverses.push( boneInverse.toArray() );
  18083. }
  18084. return data;
  18085. }
  18086. }
  18087. /**
  18088. * An instanced version of a buffer attribute.
  18089. *
  18090. * @augments BufferAttribute
  18091. */
  18092. class InstancedBufferAttribute extends BufferAttribute {
  18093. /**
  18094. * Constructs a new instanced buffer attribute.
  18095. *
  18096. * @param {TypedArray} array - The array holding the attribute data.
  18097. * @param {number} itemSize - The item size.
  18098. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18099. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18100. */
  18101. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18102. super( array, itemSize, normalized );
  18103. /**
  18104. * This flag can be used for type testing.
  18105. *
  18106. * @type {boolean}
  18107. * @readonly
  18108. * @default true
  18109. */
  18110. this.isInstancedBufferAttribute = true;
  18111. /**
  18112. * Defines how often a value of this buffer attribute should be repeated. A
  18113. * value of one means that each value of the instanced attribute is used for
  18114. * a single instance. A value of two means that each value is used for two
  18115. * consecutive instances (and so on).
  18116. *
  18117. * @type {number}
  18118. * @default 1
  18119. */
  18120. this.meshPerAttribute = meshPerAttribute;
  18121. }
  18122. copy( source ) {
  18123. super.copy( source );
  18124. this.meshPerAttribute = source.meshPerAttribute;
  18125. return this;
  18126. }
  18127. toJSON() {
  18128. const data = super.toJSON();
  18129. data.meshPerAttribute = this.meshPerAttribute;
  18130. data.isInstancedBufferAttribute = true;
  18131. return data;
  18132. }
  18133. }
  18134. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18135. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18136. const _instanceIntersects = [];
  18137. const _box3 = /*@__PURE__*/ new Box3();
  18138. const _identity = /*@__PURE__*/ new Matrix4();
  18139. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18140. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18141. /**
  18142. * A special version of a mesh with instanced rendering support. Use
  18143. * this class if you have to render a large number of objects with the same
  18144. * geometry and material(s) but with different world transformations. The usage
  18145. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18146. * improve the overall rendering performance in your application.
  18147. *
  18148. * @augments Mesh
  18149. */
  18150. class InstancedMesh extends Mesh {
  18151. /**
  18152. * Constructs a new instanced mesh.
  18153. *
  18154. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18155. * @param {Material|Array<Material>} [material] - The mesh material.
  18156. * @param {number} count - The number of instances.
  18157. */
  18158. constructor( geometry, material, count ) {
  18159. super( geometry, material );
  18160. /**
  18161. * This flag can be used for type testing.
  18162. *
  18163. * @type {boolean}
  18164. * @readonly
  18165. * @default true
  18166. */
  18167. this.isInstancedMesh = true;
  18168. /**
  18169. * Represents the local transformation of all instances. You have to set its
  18170. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18171. * via {@link InstancedMesh#setMatrixAt}.
  18172. *
  18173. * @type {InstancedBufferAttribute}
  18174. */
  18175. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18176. /**
  18177. * Represents the local transformation of all instances of the previous frame.
  18178. * Required for computing velocity. Maintained in {@link InstanceNode}.
  18179. *
  18180. * @type {?InstancedBufferAttribute}
  18181. * @default null
  18182. */
  18183. this.previousInstanceMatrix = null;
  18184. /**
  18185. * Represents the color of all instances. You have to set its
  18186. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18187. * via {@link InstancedMesh#setColorAt}.
  18188. *
  18189. * @type {?InstancedBufferAttribute}
  18190. * @default null
  18191. */
  18192. this.instanceColor = null;
  18193. /**
  18194. * Represents the morph target weights of all instances. You have to set its
  18195. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18196. * via {@link InstancedMesh#setMorphAt}.
  18197. *
  18198. * @type {?DataTexture}
  18199. * @default null
  18200. */
  18201. this.morphTexture = null;
  18202. /**
  18203. * The number of instances.
  18204. *
  18205. * @type {number}
  18206. */
  18207. this.count = count;
  18208. /**
  18209. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18210. *
  18211. * @type {?Box3}
  18212. * @default null
  18213. */
  18214. this.boundingBox = null;
  18215. /**
  18216. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18217. *
  18218. * @type {?Sphere}
  18219. * @default null
  18220. */
  18221. this.boundingSphere = null;
  18222. for ( let i = 0; i < count; i ++ ) {
  18223. this.setMatrixAt( i, _identity );
  18224. }
  18225. }
  18226. /**
  18227. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18228. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18229. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18230. */
  18231. computeBoundingBox() {
  18232. const geometry = this.geometry;
  18233. const count = this.count;
  18234. if ( this.boundingBox === null ) {
  18235. this.boundingBox = new Box3();
  18236. }
  18237. if ( geometry.boundingBox === null ) {
  18238. geometry.computeBoundingBox();
  18239. }
  18240. this.boundingBox.makeEmpty();
  18241. for ( let i = 0; i < count; i ++ ) {
  18242. this.getMatrixAt( i, _instanceLocalMatrix );
  18243. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18244. this.boundingBox.union( _box3 );
  18245. }
  18246. }
  18247. /**
  18248. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18249. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18250. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18251. */
  18252. computeBoundingSphere() {
  18253. const geometry = this.geometry;
  18254. const count = this.count;
  18255. if ( this.boundingSphere === null ) {
  18256. this.boundingSphere = new Sphere();
  18257. }
  18258. if ( geometry.boundingSphere === null ) {
  18259. geometry.computeBoundingSphere();
  18260. }
  18261. this.boundingSphere.makeEmpty();
  18262. for ( let i = 0; i < count; i ++ ) {
  18263. this.getMatrixAt( i, _instanceLocalMatrix );
  18264. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18265. this.boundingSphere.union( _sphere$4 );
  18266. }
  18267. }
  18268. copy( source, recursive ) {
  18269. super.copy( source, recursive );
  18270. this.instanceMatrix.copy( source.instanceMatrix );
  18271. if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone();
  18272. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18273. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18274. this.count = source.count;
  18275. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18276. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18277. return this;
  18278. }
  18279. /**
  18280. * Gets the color of the defined instance.
  18281. *
  18282. * @param {number} index - The instance index.
  18283. * @param {Color} color - The target object that is used to store the method's result.
  18284. * @return {Color} A reference to the target color.
  18285. */
  18286. getColorAt( index, color ) {
  18287. if ( this.instanceColor === null ) {
  18288. return color.setRGB( 1, 1, 1 );
  18289. } else {
  18290. return color.fromArray( this.instanceColor.array, index * 3 );
  18291. }
  18292. }
  18293. /**
  18294. * Gets the local transformation matrix of the defined instance.
  18295. *
  18296. * @param {number} index - The instance index.
  18297. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18298. * @return {Matrix4} A reference to the target matrix.
  18299. */
  18300. getMatrixAt( index, matrix ) {
  18301. return matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18302. }
  18303. /**
  18304. * Gets the morph target weights of the defined instance.
  18305. *
  18306. * @param {number} index - The instance index.
  18307. * @param {Mesh} object - The target object that is used to store the method's result.
  18308. */
  18309. getMorphAt( index, object ) {
  18310. const objectInfluences = object.morphTargetInfluences;
  18311. const array = this.morphTexture.source.data.data;
  18312. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18313. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18314. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18315. objectInfluences[ i ] = array[ dataIndex + i ];
  18316. }
  18317. }
  18318. raycast( raycaster, intersects ) {
  18319. const matrixWorld = this.matrixWorld;
  18320. const raycastTimes = this.count;
  18321. _mesh$1.geometry = this.geometry;
  18322. _mesh$1.material = this.material;
  18323. if ( _mesh$1.material === undefined ) return;
  18324. // test with bounding sphere first
  18325. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18326. _sphere$4.copy( this.boundingSphere );
  18327. _sphere$4.applyMatrix4( matrixWorld );
  18328. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18329. // now test each instance
  18330. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18331. // calculate the world matrix for each instance
  18332. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18333. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18334. // the mesh represents this single instance
  18335. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18336. _mesh$1.raycast( raycaster, _instanceIntersects );
  18337. // process the result of raycast
  18338. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18339. const intersect = _instanceIntersects[ i ];
  18340. intersect.instanceId = instanceId;
  18341. intersect.object = this;
  18342. intersects.push( intersect );
  18343. }
  18344. _instanceIntersects.length = 0;
  18345. }
  18346. }
  18347. /**
  18348. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18349. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18350. *
  18351. * @param {number} index - The instance index.
  18352. * @param {Color} color - The instance color.
  18353. * @return {InstancedMesh} A reference to this instanced mesh.
  18354. */
  18355. setColorAt( index, color ) {
  18356. if ( this.instanceColor === null ) {
  18357. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18358. }
  18359. color.toArray( this.instanceColor.array, index * 3 );
  18360. return this;
  18361. }
  18362. /**
  18363. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18364. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the matrices.
  18365. *
  18366. * @param {number} index - The instance index.
  18367. * @param {Matrix4} matrix - The local transformation.
  18368. * @return {InstancedMesh} A reference to this instanced mesh.
  18369. */
  18370. setMatrixAt( index, matrix ) {
  18371. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18372. return this;
  18373. }
  18374. /**
  18375. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18376. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18377. *
  18378. * @param {number} index - The instance index.
  18379. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18380. * of a single instance.
  18381. * @return {InstancedMesh} A reference to this instanced mesh.
  18382. */
  18383. setMorphAt( index, object ) {
  18384. const objectInfluences = object.morphTargetInfluences;
  18385. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18386. if ( this.morphTexture === null ) {
  18387. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18388. }
  18389. const array = this.morphTexture.source.data.data;
  18390. let morphInfluencesSum = 0;
  18391. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18392. morphInfluencesSum += objectInfluences[ i ];
  18393. }
  18394. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18395. const dataIndex = len * index;
  18396. array[ dataIndex ] = morphBaseInfluence;
  18397. array.set( objectInfluences, dataIndex + 1 );
  18398. return this;
  18399. }
  18400. updateMorphTargets() {
  18401. }
  18402. /**
  18403. * Frees the GPU-related resources allocated by this instance. Call this
  18404. * method whenever this instance is no longer used in your app.
  18405. */
  18406. dispose() {
  18407. this.dispatchEvent( { type: 'dispose' } );
  18408. if ( this.morphTexture !== null ) {
  18409. this.morphTexture.dispose();
  18410. this.morphTexture = null;
  18411. }
  18412. }
  18413. }
  18414. const _vector1 = /*@__PURE__*/ new Vector3();
  18415. const _vector2 = /*@__PURE__*/ new Vector3();
  18416. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  18417. /**
  18418. * A two dimensional surface that extends infinitely in 3D space, represented
  18419. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  18420. * by a unit length normal vector and a constant.
  18421. */
  18422. class Plane {
  18423. /**
  18424. * Constructs a new plane.
  18425. *
  18426. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  18427. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  18428. */
  18429. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  18430. /**
  18431. * This flag can be used for type testing.
  18432. *
  18433. * @type {boolean}
  18434. * @readonly
  18435. * @default true
  18436. */
  18437. this.isPlane = true;
  18438. /**
  18439. * A unit length vector defining the normal of the plane.
  18440. *
  18441. * @type {Vector3}
  18442. */
  18443. this.normal = normal;
  18444. /**
  18445. * The signed distance from the origin to the plane.
  18446. *
  18447. * @type {number}
  18448. * @default 0
  18449. */
  18450. this.constant = constant;
  18451. }
  18452. /**
  18453. * Sets the plane components by copying the given values.
  18454. *
  18455. * @param {Vector3} normal - The normal.
  18456. * @param {number} constant - The constant.
  18457. * @return {Plane} A reference to this plane.
  18458. */
  18459. set( normal, constant ) {
  18460. this.normal.copy( normal );
  18461. this.constant = constant;
  18462. return this;
  18463. }
  18464. /**
  18465. * Sets the plane components by defining `x`, `y`, `z` as the
  18466. * plane normal and `w` as the constant.
  18467. *
  18468. * @param {number} x - The value for the normal's x component.
  18469. * @param {number} y - The value for the normal's y component.
  18470. * @param {number} z - The value for the normal's z component.
  18471. * @param {number} w - The constant value.
  18472. * @return {Plane} A reference to this plane.
  18473. */
  18474. setComponents( x, y, z, w ) {
  18475. this.normal.set( x, y, z );
  18476. this.constant = w;
  18477. return this;
  18478. }
  18479. /**
  18480. * Sets the plane from the given normal and coplanar point (that is a point
  18481. * that lies onto the plane).
  18482. *
  18483. * @param {Vector3} normal - The normal.
  18484. * @param {Vector3} point - A coplanar point.
  18485. * @return {Plane} A reference to this plane.
  18486. */
  18487. setFromNormalAndCoplanarPoint( normal, point ) {
  18488. this.normal.copy( normal );
  18489. this.constant = - point.dot( this.normal );
  18490. return this;
  18491. }
  18492. /**
  18493. * Sets the plane from three coplanar points. The winding order is
  18494. * assumed to be counter-clockwise, and determines the direction of
  18495. * the plane normal.
  18496. *
  18497. * @param {Vector3} a - The first coplanar point.
  18498. * @param {Vector3} b - The second coplanar point.
  18499. * @param {Vector3} c - The third coplanar point.
  18500. * @return {Plane} A reference to this plane.
  18501. */
  18502. setFromCoplanarPoints( a, b, c ) {
  18503. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  18504. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  18505. this.setFromNormalAndCoplanarPoint( normal, a );
  18506. return this;
  18507. }
  18508. /**
  18509. * Copies the values of the given plane to this instance.
  18510. *
  18511. * @param {Plane} plane - The plane to copy.
  18512. * @return {Plane} A reference to this plane.
  18513. */
  18514. copy( plane ) {
  18515. this.normal.copy( plane.normal );
  18516. this.constant = plane.constant;
  18517. return this;
  18518. }
  18519. /**
  18520. * Normalizes the plane normal and adjusts the constant accordingly.
  18521. *
  18522. * @return {Plane} A reference to this plane.
  18523. */
  18524. normalize() {
  18525. // Note: will lead to a divide by zero if the plane is invalid.
  18526. const inverseNormalLength = 1.0 / this.normal.length();
  18527. this.normal.multiplyScalar( inverseNormalLength );
  18528. this.constant *= inverseNormalLength;
  18529. return this;
  18530. }
  18531. /**
  18532. * Negates both the plane normal and the constant.
  18533. *
  18534. * @return {Plane} A reference to this plane.
  18535. */
  18536. negate() {
  18537. this.constant *= -1;
  18538. this.normal.negate();
  18539. return this;
  18540. }
  18541. /**
  18542. * Returns the signed distance from the given point to this plane.
  18543. *
  18544. * @param {Vector3} point - The point to compute the distance for.
  18545. * @return {number} The signed distance.
  18546. */
  18547. distanceToPoint( point ) {
  18548. return this.normal.dot( point ) + this.constant;
  18549. }
  18550. /**
  18551. * Returns the signed distance from the given sphere to this plane.
  18552. *
  18553. * @param {Sphere} sphere - The sphere to compute the distance for.
  18554. * @return {number} The signed distance.
  18555. */
  18556. distanceToSphere( sphere ) {
  18557. return this.distanceToPoint( sphere.center ) - sphere.radius;
  18558. }
  18559. /**
  18560. * Projects a the given point onto the plane.
  18561. *
  18562. * @param {Vector3} point - The point to project.
  18563. * @param {Vector3} target - The target vector that is used to store the method's result.
  18564. * @return {Vector3} The projected point on the plane.
  18565. */
  18566. projectPoint( point, target ) {
  18567. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  18568. }
  18569. /**
  18570. * Returns the intersection point of the passed line and the plane. Returns
  18571. * `null` if the line does not intersect. Returns the line's starting point if
  18572. * the line is coplanar with the plane.
  18573. *
  18574. * @param {Line3} line - The line to compute the intersection for.
  18575. * @param {Vector3} target - The target vector that is used to store the method's result.
  18576. * @param {boolean} [clampToLine=true] - Whether to clamp the intersection to the line segment.
  18577. * @return {?Vector3} The intersection point. Returns `null` if no intersection is detected.
  18578. */
  18579. intersectLine( line, target, clampToLine = true ) {
  18580. const direction = line.delta( _vector1 );
  18581. const denominator = this.normal.dot( direction );
  18582. if ( denominator === 0 ) {
  18583. // line is coplanar, return origin
  18584. if ( this.distanceToPoint( line.start ) === 0 ) {
  18585. return target.copy( line.start );
  18586. }
  18587. // Unsure if this is the correct method to handle this case.
  18588. return null;
  18589. }
  18590. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  18591. if ( ( clampToLine === true ) && ( t < 0 || t > 1 ) ) {
  18592. return null;
  18593. }
  18594. return target.copy( line.start ).addScaledVector( direction, t );
  18595. }
  18596. /**
  18597. * Returns `true` if the given line segment intersects with (passes through) the plane.
  18598. *
  18599. * @param {Line3} line - The line to test.
  18600. * @return {boolean} Whether the given line segment intersects with the plane or not.
  18601. */
  18602. intersectsLine( line ) {
  18603. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  18604. const startSign = this.distanceToPoint( line.start );
  18605. const endSign = this.distanceToPoint( line.end );
  18606. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  18607. }
  18608. /**
  18609. * Returns `true` if the given bounding box intersects with the plane.
  18610. *
  18611. * @param {Box3} box - The bounding box to test.
  18612. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  18613. */
  18614. intersectsBox( box ) {
  18615. return box.intersectsPlane( this );
  18616. }
  18617. /**
  18618. * Returns `true` if the given bounding sphere intersects with the plane.
  18619. *
  18620. * @param {Sphere} sphere - The bounding sphere to test.
  18621. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  18622. */
  18623. intersectsSphere( sphere ) {
  18624. return sphere.intersectsPlane( this );
  18625. }
  18626. /**
  18627. * Returns a coplanar vector to the plane, by calculating the
  18628. * projection of the normal at the origin onto the plane.
  18629. *
  18630. * @param {Vector3} target - The target vector that is used to store the method's result.
  18631. * @return {Vector3} The coplanar point.
  18632. */
  18633. coplanarPoint( target ) {
  18634. return target.copy( this.normal ).multiplyScalar( - this.constant );
  18635. }
  18636. /**
  18637. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  18638. *
  18639. * The optional normal matrix can be pre-computed like so:
  18640. * ```js
  18641. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  18642. * ```
  18643. *
  18644. * @param {Matrix4} matrix - The transformation matrix.
  18645. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  18646. * @return {Plane} A reference to this plane.
  18647. */
  18648. applyMatrix4( matrix, optionalNormalMatrix ) {
  18649. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  18650. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  18651. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  18652. this.constant = - referencePoint.dot( normal );
  18653. return this;
  18654. }
  18655. /**
  18656. * Translates the plane by the distance defined by the given offset vector.
  18657. * Note that this only affects the plane constant and will not affect the normal vector.
  18658. *
  18659. * @param {Vector3} offset - The offset vector.
  18660. * @return {Plane} A reference to this plane.
  18661. */
  18662. translate( offset ) {
  18663. this.constant -= offset.dot( this.normal );
  18664. return this;
  18665. }
  18666. /**
  18667. * Returns `true` if this plane is equal with the given one.
  18668. *
  18669. * @param {Plane} plane - The plane to test for equality.
  18670. * @return {boolean} Whether this plane is equal with the given one.
  18671. */
  18672. equals( plane ) {
  18673. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  18674. }
  18675. /**
  18676. * Returns a new plane with copied values from this instance.
  18677. *
  18678. * @return {Plane} A clone of this instance.
  18679. */
  18680. clone() {
  18681. return new this.constructor().copy( this );
  18682. }
  18683. }
  18684. const _sphere$3 = /*@__PURE__*/ new Sphere();
  18685. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  18686. const _vector$6 = /*@__PURE__*/ new Vector3();
  18687. /**
  18688. * Frustums are used to determine what is inside the camera's field of view.
  18689. * They help speed up the rendering process - objects which lie outside a camera's
  18690. * frustum can safely be excluded from rendering.
  18691. *
  18692. * This class is mainly intended for use internally by a renderer.
  18693. */
  18694. class Frustum {
  18695. /**
  18696. * Constructs a new frustum.
  18697. *
  18698. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18699. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18700. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18701. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18702. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18703. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18704. */
  18705. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  18706. /**
  18707. * This array holds the planes that enclose the frustum.
  18708. *
  18709. * @type {Array<Plane>}
  18710. */
  18711. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  18712. }
  18713. /**
  18714. * Sets the frustum planes by copying the given planes.
  18715. *
  18716. * @param {Plane} [p0] - The first plane that encloses the frustum.
  18717. * @param {Plane} [p1] - The second plane that encloses the frustum.
  18718. * @param {Plane} [p2] - The third plane that encloses the frustum.
  18719. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  18720. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  18721. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  18722. * @return {Frustum} A reference to this frustum.
  18723. */
  18724. set( p0, p1, p2, p3, p4, p5 ) {
  18725. const planes = this.planes;
  18726. planes[ 0 ].copy( p0 );
  18727. planes[ 1 ].copy( p1 );
  18728. planes[ 2 ].copy( p2 );
  18729. planes[ 3 ].copy( p3 );
  18730. planes[ 4 ].copy( p4 );
  18731. planes[ 5 ].copy( p5 );
  18732. return this;
  18733. }
  18734. /**
  18735. * Copies the values of the given frustum to this instance.
  18736. *
  18737. * @param {Frustum} frustum - The frustum to copy.
  18738. * @return {Frustum} A reference to this frustum.
  18739. */
  18740. copy( frustum ) {
  18741. const planes = this.planes;
  18742. for ( let i = 0; i < 6; i ++ ) {
  18743. planes[ i ].copy( frustum.planes[ i ] );
  18744. }
  18745. return this;
  18746. }
  18747. /**
  18748. * Sets the frustum planes from the given projection matrix.
  18749. *
  18750. * @param {Matrix4} m - The projection matrix.
  18751. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  18752. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  18753. * @return {Frustum} A reference to this frustum.
  18754. */
  18755. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  18756. const planes = this.planes;
  18757. const me = m.elements;
  18758. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  18759. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  18760. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  18761. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  18762. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  18763. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  18764. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  18765. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  18766. if ( reversedDepth ) {
  18767. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  18768. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  18769. } else {
  18770. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  18771. if ( coordinateSystem === WebGLCoordinateSystem ) {
  18772. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  18773. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  18774. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  18775. } else {
  18776. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  18777. }
  18778. }
  18779. return this;
  18780. }
  18781. /**
  18782. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  18783. *
  18784. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  18785. *
  18786. * @param {Object3D} object - The 3D object to test.
  18787. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  18788. */
  18789. intersectsObject( object ) {
  18790. if ( object.boundingSphere !== undefined ) {
  18791. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  18792. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  18793. } else {
  18794. const geometry = object.geometry;
  18795. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  18796. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  18797. }
  18798. return this.intersectsSphere( _sphere$3 );
  18799. }
  18800. /**
  18801. * Returns `true` if the given sprite is intersecting this frustum.
  18802. *
  18803. * @param {Sprite} sprite - The sprite to test.
  18804. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  18805. */
  18806. intersectsSprite( sprite ) {
  18807. _sphere$3.center.set( 0, 0, 0 );
  18808. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  18809. _sphere$3.radius = 0.7071067811865476 + offset;
  18810. _sphere$3.applyMatrix4( sprite.matrixWorld );
  18811. return this.intersectsSphere( _sphere$3 );
  18812. }
  18813. /**
  18814. * Returns `true` if the given bounding sphere is intersecting this frustum.
  18815. *
  18816. * @param {Sphere} sphere - The bounding sphere to test.
  18817. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  18818. */
  18819. intersectsSphere( sphere ) {
  18820. const planes = this.planes;
  18821. const center = sphere.center;
  18822. const negRadius = - sphere.radius;
  18823. for ( let i = 0; i < 6; i ++ ) {
  18824. const distance = planes[ i ].distanceToPoint( center );
  18825. if ( distance < negRadius ) {
  18826. return false;
  18827. }
  18828. }
  18829. return true;
  18830. }
  18831. /**
  18832. * Returns `true` if the given bounding box is intersecting this frustum.
  18833. *
  18834. * @param {Box3} box - The bounding box to test.
  18835. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  18836. */
  18837. intersectsBox( box ) {
  18838. const planes = this.planes;
  18839. for ( let i = 0; i < 6; i ++ ) {
  18840. const plane = planes[ i ];
  18841. // corner at max distance
  18842. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  18843. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  18844. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  18845. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  18846. return false;
  18847. }
  18848. }
  18849. return true;
  18850. }
  18851. /**
  18852. * Returns `true` if the given point lies within the frustum.
  18853. *
  18854. * @param {Vector3} point - The point to test.
  18855. * @return {boolean} Whether the point lies within this frustum or not.
  18856. */
  18857. containsPoint( point ) {
  18858. const planes = this.planes;
  18859. for ( let i = 0; i < 6; i ++ ) {
  18860. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  18861. return false;
  18862. }
  18863. }
  18864. return true;
  18865. }
  18866. /**
  18867. * Returns a new frustum with copied values from this instance.
  18868. *
  18869. * @return {Frustum} A clone of this instance.
  18870. */
  18871. clone() {
  18872. return new this.constructor().copy( this );
  18873. }
  18874. }
  18875. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  18876. const _frustum$1 = /*@__PURE__*/ new Frustum();
  18877. /**
  18878. * FrustumArray is used to determine if an object is visible in at least one camera
  18879. * from an array of cameras. This is particularly useful for multi-view renderers.
  18880. */
  18881. class FrustumArray {
  18882. /**
  18883. * Constructs a new frustum array.
  18884. *
  18885. */
  18886. constructor() {
  18887. /**
  18888. * The coordinate system to use.
  18889. *
  18890. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  18891. * @default WebGLCoordinateSystem
  18892. */
  18893. this.coordinateSystem = WebGLCoordinateSystem;
  18894. }
  18895. /**
  18896. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  18897. * from the camera array.
  18898. *
  18899. * @param {Object3D} object - The 3D object to test.
  18900. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18901. * @return {boolean} Whether the 3D object is visible in any camera.
  18902. */
  18903. intersectsObject( object, cameraArray ) {
  18904. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  18905. return false;
  18906. }
  18907. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18908. const camera = cameraArray.cameras[ i ];
  18909. _projScreenMatrix$1.multiplyMatrices(
  18910. camera.projectionMatrix,
  18911. camera.matrixWorldInverse
  18912. );
  18913. _frustum$1.setFromProjectionMatrix(
  18914. _projScreenMatrix$1,
  18915. camera.coordinateSystem,
  18916. camera.reversedDepth
  18917. );
  18918. if ( _frustum$1.intersectsObject( object ) ) {
  18919. return true; // Object is visible in at least one camera
  18920. }
  18921. }
  18922. return false; // Not visible in any camera
  18923. }
  18924. /**
  18925. * Returns `true` if the given sprite is intersecting any frustum
  18926. * from the camera array.
  18927. *
  18928. * @param {Sprite} sprite - The sprite to test.
  18929. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18930. * @return {boolean} Whether the sprite is visible in any camera.
  18931. */
  18932. intersectsSprite( sprite, cameraArray ) {
  18933. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18934. return false;
  18935. }
  18936. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18937. const camera = cameraArray.cameras[ i ];
  18938. _projScreenMatrix$1.multiplyMatrices(
  18939. camera.projectionMatrix,
  18940. camera.matrixWorldInverse
  18941. );
  18942. _frustum$1.setFromProjectionMatrix(
  18943. _projScreenMatrix$1,
  18944. camera.coordinateSystem,
  18945. camera.reversedDepth
  18946. );
  18947. if ( _frustum$1.intersectsSprite( sprite ) ) {
  18948. return true; // Sprite is visible in at least one camera
  18949. }
  18950. }
  18951. return false; // Not visible in any camera
  18952. }
  18953. /**
  18954. * Returns `true` if the given bounding sphere is intersecting any frustum
  18955. * from the camera array.
  18956. *
  18957. * @param {Sphere} sphere - The bounding sphere to test.
  18958. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18959. * @return {boolean} Whether the sphere is visible in any camera.
  18960. */
  18961. intersectsSphere( sphere, cameraArray ) {
  18962. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18963. return false;
  18964. }
  18965. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18966. const camera = cameraArray.cameras[ i ];
  18967. _projScreenMatrix$1.multiplyMatrices(
  18968. camera.projectionMatrix,
  18969. camera.matrixWorldInverse
  18970. );
  18971. _frustum$1.setFromProjectionMatrix(
  18972. _projScreenMatrix$1,
  18973. camera.coordinateSystem,
  18974. camera.reversedDepth
  18975. );
  18976. if ( _frustum$1.intersectsSphere( sphere ) ) {
  18977. return true; // Sphere is visible in at least one camera
  18978. }
  18979. }
  18980. return false; // Not visible in any camera
  18981. }
  18982. /**
  18983. * Returns `true` if the given bounding box is intersecting any frustum
  18984. * from the camera array.
  18985. *
  18986. * @param {Box3} box - The bounding box to test.
  18987. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  18988. * @return {boolean} Whether the box is visible in any camera.
  18989. */
  18990. intersectsBox( box, cameraArray ) {
  18991. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  18992. return false;
  18993. }
  18994. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  18995. const camera = cameraArray.cameras[ i ];
  18996. _projScreenMatrix$1.multiplyMatrices(
  18997. camera.projectionMatrix,
  18998. camera.matrixWorldInverse
  18999. );
  19000. _frustum$1.setFromProjectionMatrix(
  19001. _projScreenMatrix$1,
  19002. camera.coordinateSystem,
  19003. camera.reversedDepth
  19004. );
  19005. if ( _frustum$1.intersectsBox( box ) ) {
  19006. return true; // Box is visible in at least one camera
  19007. }
  19008. }
  19009. return false; // Not visible in any camera
  19010. }
  19011. /**
  19012. * Returns `true` if the given point lies within any frustum
  19013. * from the camera array.
  19014. *
  19015. * @param {Vector3} point - The point to test.
  19016. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19017. * @return {boolean} Whether the point is visible in any camera.
  19018. */
  19019. containsPoint( point, cameraArray ) {
  19020. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19021. return false;
  19022. }
  19023. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19024. const camera = cameraArray.cameras[ i ];
  19025. _projScreenMatrix$1.multiplyMatrices(
  19026. camera.projectionMatrix,
  19027. camera.matrixWorldInverse
  19028. );
  19029. _frustum$1.setFromProjectionMatrix(
  19030. _projScreenMatrix$1,
  19031. camera.coordinateSystem,
  19032. camera.reversedDepth
  19033. );
  19034. if ( _frustum$1.containsPoint( point ) ) {
  19035. return true; // Point is visible in at least one camera
  19036. }
  19037. }
  19038. return false; // Not visible in any camera
  19039. }
  19040. /**
  19041. * Returns a new frustum array with copied values from this instance.
  19042. *
  19043. * @return {FrustumArray} A clone of this instance.
  19044. */
  19045. clone() {
  19046. return new FrustumArray();
  19047. }
  19048. }
  19049. function ascIdSort( a, b ) {
  19050. return a - b;
  19051. }
  19052. function sortOpaque( a, b ) {
  19053. return a.z - b.z;
  19054. }
  19055. function sortTransparent( a, b ) {
  19056. return b.z - a.z;
  19057. }
  19058. class MultiDrawRenderList {
  19059. constructor() {
  19060. this.index = 0;
  19061. this.pool = [];
  19062. this.list = [];
  19063. }
  19064. push( start, count, z, index ) {
  19065. const pool = this.pool;
  19066. const list = this.list;
  19067. if ( this.index >= pool.length ) {
  19068. pool.push( {
  19069. start: -1,
  19070. count: -1,
  19071. z: -1,
  19072. index: -1,
  19073. } );
  19074. }
  19075. const item = pool[ this.index ];
  19076. list.push( item );
  19077. this.index ++;
  19078. item.start = start;
  19079. item.count = count;
  19080. item.z = z;
  19081. item.index = index;
  19082. }
  19083. reset() {
  19084. this.list.length = 0;
  19085. this.index = 0;
  19086. }
  19087. }
  19088. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19089. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19090. const _frustum = /*@__PURE__*/ new Frustum();
  19091. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19092. const _box$1 = /*@__PURE__*/ new Box3();
  19093. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19094. const _vector$5 = /*@__PURE__*/ new Vector3();
  19095. const _forward$1 = /*@__PURE__*/ new Vector3();
  19096. const _temp = /*@__PURE__*/ new Vector3();
  19097. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19098. const _mesh = /*@__PURE__*/ new Mesh();
  19099. const _batchIntersects = [];
  19100. // copies data from attribute "src" into "target" starting at "targetOffset"
  19101. function copyAttributeData( src, target, targetOffset = 0 ) {
  19102. const itemSize = target.itemSize;
  19103. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19104. // use the component getters and setters if the array data cannot
  19105. // be copied directly
  19106. const vertexCount = src.count;
  19107. for ( let i = 0; i < vertexCount; i ++ ) {
  19108. for ( let c = 0; c < itemSize; c ++ ) {
  19109. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19110. }
  19111. }
  19112. } else {
  19113. // faster copy approach using typed array set function
  19114. target.array.set( src.array, targetOffset * itemSize );
  19115. }
  19116. target.needsUpdate = true;
  19117. }
  19118. // safely copies array contents to a potentially smaller array
  19119. function copyArrayContents( src, target ) {
  19120. if ( src.constructor !== target.constructor ) {
  19121. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19122. const len = Math.min( src.length, target.length );
  19123. for ( let i = 0; i < len; i ++ ) {
  19124. target[ i ] = src[ i ];
  19125. }
  19126. } else {
  19127. // if the arrays use the same data layout we can use a fast block copy
  19128. const len = Math.min( src.length, target.length );
  19129. target.set( new src.constructor( src.buffer, 0, len ) );
  19130. }
  19131. }
  19132. /**
  19133. * A special version of a mesh with multi draw batch rendering support. Use
  19134. * this class if you have to render a large number of objects with the same
  19135. * material but with different geometries or world transformations. The usage of
  19136. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19137. * rendering performance in your application.
  19138. *
  19139. * ```js
  19140. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19141. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19142. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19143. *
  19144. * // initialize and add geometries into the batched mesh
  19145. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19146. * const boxGeometryId = batchedMesh.addGeometry( box );
  19147. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19148. *
  19149. * // create instances of those geometries
  19150. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19151. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19152. *
  19153. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19154. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19155. *
  19156. * // position the geometries
  19157. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19158. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19159. *
  19160. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19161. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19162. *
  19163. * scene.add( batchedMesh );
  19164. * ```
  19165. *
  19166. * @augments Mesh
  19167. */
  19168. class BatchedMesh extends Mesh {
  19169. /**
  19170. * Constructs a new batched mesh.
  19171. *
  19172. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19173. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19174. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19175. * @param {Material|Array<Material>} [material] - The mesh material.
  19176. */
  19177. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19178. super( new BufferGeometry(), material );
  19179. /**
  19180. * This flag can be used for type testing.
  19181. *
  19182. * @type {boolean}
  19183. * @readonly
  19184. * @default true
  19185. */
  19186. this.isBatchedMesh = true;
  19187. /**
  19188. * When set ot `true`, the individual objects of a batch are frustum culled.
  19189. *
  19190. * @type {boolean}
  19191. * @default true
  19192. */
  19193. this.perObjectFrustumCulled = true;
  19194. /**
  19195. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19196. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19197. * rendered front to back.
  19198. *
  19199. * @type {boolean}
  19200. * @default true
  19201. */
  19202. this.sortObjects = true;
  19203. /**
  19204. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19205. *
  19206. * @type {?Box3}
  19207. * @default null
  19208. */
  19209. this.boundingBox = null;
  19210. /**
  19211. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19212. *
  19213. * @type {?Sphere}
  19214. * @default null
  19215. */
  19216. this.boundingSphere = null;
  19217. /**
  19218. * Takes a sort a function that is run before render. The function takes a list of instances to
  19219. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19220. * sort with.
  19221. *
  19222. * @type {?Function}
  19223. * @default null
  19224. */
  19225. this.customSort = null;
  19226. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19227. this._instanceInfo = [];
  19228. this._geometryInfo = [];
  19229. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19230. this._availableInstanceIds = [];
  19231. this._availableGeometryIds = [];
  19232. // used to track where the next point is that geometry should be inserted
  19233. this._nextIndexStart = 0;
  19234. this._nextVertexStart = 0;
  19235. this._geometryCount = 0;
  19236. // flags
  19237. this._visibilityChanged = true;
  19238. this._geometryInitialized = false;
  19239. // cached user options
  19240. this._maxInstanceCount = maxInstanceCount;
  19241. this._maxVertexCount = maxVertexCount;
  19242. this._maxIndexCount = maxIndexCount;
  19243. // buffers for multi draw
  19244. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19245. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19246. this._multiDrawCount = 0;
  19247. // Local matrix per geometry by using data texture
  19248. this._matricesTexture = null;
  19249. this._indirectTexture = null;
  19250. this._colorsTexture = null;
  19251. this._initMatricesTexture();
  19252. this._initIndirectTexture();
  19253. }
  19254. /**
  19255. * The maximum number of individual instances that can be stored in the batch.
  19256. *
  19257. * @type {number}
  19258. * @readonly
  19259. */
  19260. get maxInstanceCount() {
  19261. return this._maxInstanceCount;
  19262. }
  19263. /**
  19264. * The instance count.
  19265. *
  19266. * @type {number}
  19267. * @readonly
  19268. */
  19269. get instanceCount() {
  19270. return this._instanceInfo.length - this._availableInstanceIds.length;
  19271. }
  19272. /**
  19273. * The number of unused vertices.
  19274. *
  19275. * @type {number}
  19276. * @readonly
  19277. */
  19278. get unusedVertexCount() {
  19279. return this._maxVertexCount - this._nextVertexStart;
  19280. }
  19281. /**
  19282. * The number of unused indices.
  19283. *
  19284. * @type {number}
  19285. * @readonly
  19286. */
  19287. get unusedIndexCount() {
  19288. return this._maxIndexCount - this._nextIndexStart;
  19289. }
  19290. _initMatricesTexture() {
  19291. // layout (1 matrix = 4 pixels)
  19292. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19293. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19294. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19295. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19296. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19297. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19298. size = Math.ceil( size / 4 ) * 4;
  19299. size = Math.max( size, 4 );
  19300. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19301. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19302. this._matricesTexture = matricesTexture;
  19303. }
  19304. _initIndirectTexture() {
  19305. let size = Math.sqrt( this._maxInstanceCount );
  19306. size = Math.ceil( size );
  19307. const indirectArray = new Uint32Array( size * size );
  19308. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19309. this._indirectTexture = indirectTexture;
  19310. }
  19311. _initColorsTexture() {
  19312. let size = Math.sqrt( this._maxInstanceCount );
  19313. size = Math.ceil( size );
  19314. // 4 floats per RGBA pixel initialized to white
  19315. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19316. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19317. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19318. this._colorsTexture = colorsTexture;
  19319. }
  19320. _initializeGeometry( reference ) {
  19321. const geometry = this.geometry;
  19322. const maxVertexCount = this._maxVertexCount;
  19323. const maxIndexCount = this._maxIndexCount;
  19324. if ( this._geometryInitialized === false ) {
  19325. for ( const attributeName in reference.attributes ) {
  19326. const srcAttribute = reference.getAttribute( attributeName );
  19327. const { array, itemSize, normalized } = srcAttribute;
  19328. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19329. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19330. geometry.setAttribute( attributeName, dstAttribute );
  19331. }
  19332. if ( reference.getIndex() !== null ) {
  19333. // Reserve last u16 index for primitive restart.
  19334. const indexArray = maxVertexCount > 65535
  19335. ? new Uint32Array( maxIndexCount )
  19336. : new Uint16Array( maxIndexCount );
  19337. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19338. }
  19339. this._geometryInitialized = true;
  19340. }
  19341. }
  19342. // Make sure the geometry is compatible with the existing combined geometry attributes
  19343. _validateGeometry( geometry ) {
  19344. // check to ensure the geometries are using consistent attributes and indices
  19345. const batchGeometry = this.geometry;
  19346. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19347. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19348. }
  19349. for ( const attributeName in batchGeometry.attributes ) {
  19350. if ( ! geometry.hasAttribute( attributeName ) ) {
  19351. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19352. }
  19353. const srcAttribute = geometry.getAttribute( attributeName );
  19354. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19355. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19356. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19357. }
  19358. }
  19359. }
  19360. /**
  19361. * Validates the instance defined by the given ID.
  19362. *
  19363. * @param {number} instanceId - The instance to validate.
  19364. */
  19365. validateInstanceId( instanceId ) {
  19366. const instanceInfo = this._instanceInfo;
  19367. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19368. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19369. }
  19370. }
  19371. /**
  19372. * Validates the geometry defined by the given ID.
  19373. *
  19374. * @param {number} geometryId - The geometry to validate.
  19375. */
  19376. validateGeometryId( geometryId ) {
  19377. const geometryInfoList = this._geometryInfo;
  19378. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19379. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19380. }
  19381. }
  19382. /**
  19383. * Takes a sort a function that is run before render. The function takes a list of instances to
  19384. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19385. *
  19386. * @param {Function} func - The custom sort function.
  19387. * @return {BatchedMesh} A reference to this batched mesh.
  19388. */
  19389. setCustomSort( func ) {
  19390. this.customSort = func;
  19391. return this;
  19392. }
  19393. /**
  19394. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19395. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19396. * otherwise they are `null`.
  19397. */
  19398. computeBoundingBox() {
  19399. if ( this.boundingBox === null ) {
  19400. this.boundingBox = new Box3();
  19401. }
  19402. const boundingBox = this.boundingBox;
  19403. const instanceInfo = this._instanceInfo;
  19404. boundingBox.makeEmpty();
  19405. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19406. if ( instanceInfo[ i ].active === false ) continue;
  19407. const geometryId = instanceInfo[ i ].geometryIndex;
  19408. this.getMatrixAt( i, _matrix$1 );
  19409. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19410. boundingBox.union( _box$1 );
  19411. }
  19412. }
  19413. /**
  19414. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19415. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19416. * otherwise they are `null`.
  19417. */
  19418. computeBoundingSphere() {
  19419. if ( this.boundingSphere === null ) {
  19420. this.boundingSphere = new Sphere();
  19421. }
  19422. const boundingSphere = this.boundingSphere;
  19423. const instanceInfo = this._instanceInfo;
  19424. boundingSphere.makeEmpty();
  19425. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19426. if ( instanceInfo[ i ].active === false ) continue;
  19427. const geometryId = instanceInfo[ i ].geometryIndex;
  19428. this.getMatrixAt( i, _matrix$1 );
  19429. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  19430. boundingSphere.union( _sphere$2 );
  19431. }
  19432. }
  19433. /**
  19434. * Adds a new instance to the batch using the geometry of the given ID and returns
  19435. * a new id referring to the new instance to be used by other functions.
  19436. *
  19437. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  19438. * @return {number} The instance ID.
  19439. */
  19440. addInstance( geometryId ) {
  19441. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  19442. // ensure we're not over geometry
  19443. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  19444. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  19445. }
  19446. const instanceInfo = {
  19447. visible: true,
  19448. active: true,
  19449. geometryIndex: geometryId,
  19450. };
  19451. let drawId = null;
  19452. // Prioritize using previously freed instance ids
  19453. if ( this._availableInstanceIds.length > 0 ) {
  19454. this._availableInstanceIds.sort( ascIdSort );
  19455. drawId = this._availableInstanceIds.shift();
  19456. this._instanceInfo[ drawId ] = instanceInfo;
  19457. } else {
  19458. drawId = this._instanceInfo.length;
  19459. this._instanceInfo.push( instanceInfo );
  19460. }
  19461. const matricesTexture = this._matricesTexture;
  19462. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  19463. matricesTexture.needsUpdate = true;
  19464. const colorsTexture = this._colorsTexture;
  19465. if ( colorsTexture ) {
  19466. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  19467. colorsTexture.needsUpdate = true;
  19468. }
  19469. this._visibilityChanged = true;
  19470. return drawId;
  19471. }
  19472. /**
  19473. * Adds the given geometry to the batch and returns the associated
  19474. * geometry id referring to it to be used in other functions.
  19475. *
  19476. * @param {BufferGeometry} geometry - The geometry to add.
  19477. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  19478. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  19479. * to set a new geometry at this index at a later time that is larger than the original geometry.
  19480. * Defaults to the length of the given geometry vertex buffer.
  19481. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  19482. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  19483. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  19484. * the length of the given geometry index buffer.
  19485. * @return {number} The geometry ID.
  19486. */
  19487. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  19488. this._initializeGeometry( geometry );
  19489. this._validateGeometry( geometry );
  19490. const geometryInfo = {
  19491. // geometry information
  19492. vertexStart: -1,
  19493. vertexCount: -1,
  19494. reservedVertexCount: -1,
  19495. indexStart: -1,
  19496. indexCount: -1,
  19497. reservedIndexCount: -1,
  19498. // draw range information
  19499. start: -1,
  19500. count: -1,
  19501. // state
  19502. boundingBox: null,
  19503. boundingSphere: null,
  19504. active: true,
  19505. };
  19506. const geometryInfoList = this._geometryInfo;
  19507. geometryInfo.vertexStart = this._nextVertexStart;
  19508. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  19509. const index = geometry.getIndex();
  19510. const hasIndex = index !== null;
  19511. if ( hasIndex ) {
  19512. geometryInfo.indexStart = this._nextIndexStart;
  19513. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  19514. }
  19515. if (
  19516. geometryInfo.indexStart !== -1 &&
  19517. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  19518. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  19519. ) {
  19520. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  19521. }
  19522. // update id
  19523. let geometryId;
  19524. if ( this._availableGeometryIds.length > 0 ) {
  19525. this._availableGeometryIds.sort( ascIdSort );
  19526. geometryId = this._availableGeometryIds.shift();
  19527. geometryInfoList[ geometryId ] = geometryInfo;
  19528. } else {
  19529. geometryId = this._geometryCount;
  19530. this._geometryCount ++;
  19531. geometryInfoList.push( geometryInfo );
  19532. }
  19533. // update the geometry
  19534. this.setGeometryAt( geometryId, geometry );
  19535. // increment the next geometry position
  19536. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  19537. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  19538. return geometryId;
  19539. }
  19540. /**
  19541. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  19542. * is not enough space reserved for geometry. Calling this will change all instances that are
  19543. * rendering that geometry.
  19544. *
  19545. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  19546. * @param {BufferGeometry} geometry - The new geometry.
  19547. * @return {number} The geometry ID.
  19548. */
  19549. setGeometryAt( geometryId, geometry ) {
  19550. if ( geometryId >= this._geometryCount ) {
  19551. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  19552. }
  19553. this._validateGeometry( geometry );
  19554. const batchGeometry = this.geometry;
  19555. const hasIndex = batchGeometry.getIndex() !== null;
  19556. const dstIndex = batchGeometry.getIndex();
  19557. const srcIndex = geometry.getIndex();
  19558. const geometryInfo = this._geometryInfo[ geometryId ];
  19559. if (
  19560. hasIndex &&
  19561. srcIndex.count > geometryInfo.reservedIndexCount ||
  19562. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  19563. ) {
  19564. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  19565. }
  19566. // copy geometry buffer data over
  19567. const vertexStart = geometryInfo.vertexStart;
  19568. const reservedVertexCount = geometryInfo.reservedVertexCount;
  19569. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  19570. for ( const attributeName in batchGeometry.attributes ) {
  19571. // copy attribute data
  19572. const srcAttribute = geometry.getAttribute( attributeName );
  19573. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19574. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  19575. // fill the rest in with zeroes
  19576. const itemSize = srcAttribute.itemSize;
  19577. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  19578. const index = vertexStart + i;
  19579. for ( let c = 0; c < itemSize; c ++ ) {
  19580. dstAttribute.setComponent( index, c, 0 );
  19581. }
  19582. }
  19583. dstAttribute.needsUpdate = true;
  19584. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  19585. }
  19586. // copy index
  19587. if ( hasIndex ) {
  19588. const indexStart = geometryInfo.indexStart;
  19589. const reservedIndexCount = geometryInfo.reservedIndexCount;
  19590. geometryInfo.indexCount = geometry.getIndex().count;
  19591. // copy index data over
  19592. for ( let i = 0; i < srcIndex.count; i ++ ) {
  19593. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  19594. }
  19595. // fill the rest in with zeroes
  19596. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  19597. dstIndex.setX( indexStart + i, vertexStart );
  19598. }
  19599. dstIndex.needsUpdate = true;
  19600. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  19601. }
  19602. // update the draw range
  19603. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19604. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  19605. // store the bounding boxes
  19606. geometryInfo.boundingBox = null;
  19607. if ( geometry.boundingBox !== null ) {
  19608. geometryInfo.boundingBox = geometry.boundingBox.clone();
  19609. }
  19610. geometryInfo.boundingSphere = null;
  19611. if ( geometry.boundingSphere !== null ) {
  19612. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  19613. }
  19614. this._visibilityChanged = true;
  19615. return geometryId;
  19616. }
  19617. /**
  19618. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  19619. * this geometry will also be removed as a side effect.
  19620. *
  19621. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  19622. * @return {BatchedMesh} A reference to this batched mesh.
  19623. */
  19624. deleteGeometry( geometryId ) {
  19625. const geometryInfoList = this._geometryInfo;
  19626. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19627. return this;
  19628. }
  19629. // delete any instances associated with this geometry
  19630. const instanceInfo = this._instanceInfo;
  19631. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19632. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  19633. this.deleteInstance( i );
  19634. }
  19635. }
  19636. geometryInfoList[ geometryId ].active = false;
  19637. this._availableGeometryIds.push( geometryId );
  19638. this._visibilityChanged = true;
  19639. return this;
  19640. }
  19641. /**
  19642. * Deletes an existing instance from the batch using the given ID.
  19643. *
  19644. * @param {number} instanceId - The ID of the instance to remove from the batch.
  19645. * @return {BatchedMesh} A reference to this batched mesh.
  19646. */
  19647. deleteInstance( instanceId ) {
  19648. this.validateInstanceId( instanceId );
  19649. this._instanceInfo[ instanceId ].active = false;
  19650. this._availableInstanceIds.push( instanceId );
  19651. this._visibilityChanged = true;
  19652. return this;
  19653. }
  19654. /**
  19655. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  19656. * previously deleted geometry, freeing up space to add new geometry.
  19657. *
  19658. * @return {BatchedMesh} A reference to this batched mesh.
  19659. */
  19660. optimize() {
  19661. // track the next indices to copy data to
  19662. let nextVertexStart = 0;
  19663. let nextIndexStart = 0;
  19664. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  19665. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  19666. const geometryInfoList = this._geometryInfo;
  19667. const indices = geometryInfoList
  19668. .map( ( e, i ) => i )
  19669. .sort( ( a, b ) => {
  19670. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  19671. } );
  19672. const geometry = this.geometry;
  19673. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  19674. // if a geometry range is inactive then don't copy anything
  19675. const index = indices[ i ];
  19676. const geometryInfo = geometryInfoList[ index ];
  19677. if ( geometryInfo.active === false ) {
  19678. continue;
  19679. }
  19680. // if a geometry contains an index buffer then shift it, as well
  19681. if ( geometry.index !== null ) {
  19682. if ( geometryInfo.indexStart !== nextIndexStart ) {
  19683. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  19684. const index = geometry.index;
  19685. const array = index.array;
  19686. // shift the index pointers based on how the vertex data will shift
  19687. // adjusting the index must happen first so the original vertex start value is available
  19688. const elementDelta = nextVertexStart - vertexStart;
  19689. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  19690. array[ j ] = array[ j ] + elementDelta;
  19691. }
  19692. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  19693. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  19694. index.needsUpdate = true;
  19695. geometryInfo.indexStart = nextIndexStart;
  19696. }
  19697. nextIndexStart += geometryInfo.reservedIndexCount;
  19698. }
  19699. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  19700. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  19701. const { vertexStart, reservedVertexCount } = geometryInfo;
  19702. const attributes = geometry.attributes;
  19703. for ( const key in attributes ) {
  19704. const attribute = attributes[ key ];
  19705. const { array, itemSize } = attribute;
  19706. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  19707. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  19708. attribute.needsUpdate = true;
  19709. }
  19710. geometryInfo.vertexStart = nextVertexStart;
  19711. }
  19712. nextVertexStart += geometryInfo.reservedVertexCount;
  19713. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  19714. }
  19715. this._nextIndexStart = nextIndexStart;
  19716. this._nextVertexStart = nextVertexStart;
  19717. this._visibilityChanged = true;
  19718. return this;
  19719. }
  19720. /**
  19721. * Returns the bounding box for the given geometry.
  19722. *
  19723. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  19724. * @param {Box3} target - The target object that is used to store the method's result.
  19725. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  19726. */
  19727. getBoundingBoxAt( geometryId, target ) {
  19728. if ( geometryId >= this._geometryCount ) {
  19729. return null;
  19730. }
  19731. // compute bounding box
  19732. const geometry = this.geometry;
  19733. const geometryInfo = this._geometryInfo[ geometryId ];
  19734. if ( geometryInfo.boundingBox === null ) {
  19735. const box = new Box3();
  19736. const index = geometry.index;
  19737. const position = geometry.attributes.position;
  19738. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19739. let iv = i;
  19740. if ( index ) {
  19741. iv = index.getX( iv );
  19742. }
  19743. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  19744. }
  19745. geometryInfo.boundingBox = box;
  19746. }
  19747. target.copy( geometryInfo.boundingBox );
  19748. return target;
  19749. }
  19750. /**
  19751. * Returns the bounding sphere for the given geometry.
  19752. *
  19753. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  19754. * @param {Sphere} target - The target object that is used to store the method's result.
  19755. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  19756. */
  19757. getBoundingSphereAt( geometryId, target ) {
  19758. if ( geometryId >= this._geometryCount ) {
  19759. return null;
  19760. }
  19761. // compute bounding sphere
  19762. const geometry = this.geometry;
  19763. const geometryInfo = this._geometryInfo[ geometryId ];
  19764. if ( geometryInfo.boundingSphere === null ) {
  19765. const sphere = new Sphere();
  19766. this.getBoundingBoxAt( geometryId, _box$1 );
  19767. _box$1.getCenter( sphere.center );
  19768. const index = geometry.index;
  19769. const position = geometry.attributes.position;
  19770. let maxRadiusSq = 0;
  19771. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  19772. let iv = i;
  19773. if ( index ) {
  19774. iv = index.getX( iv );
  19775. }
  19776. _vector$5.fromBufferAttribute( position, iv );
  19777. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  19778. }
  19779. sphere.radius = Math.sqrt( maxRadiusSq );
  19780. geometryInfo.boundingSphere = sphere;
  19781. }
  19782. target.copy( geometryInfo.boundingSphere );
  19783. return target;
  19784. }
  19785. /**
  19786. * Sets the given local transformation matrix to the defined instance.
  19787. * Negatively scaled matrices are not supported.
  19788. *
  19789. * @param {number} instanceId - The ID of an instance to set the matrix of.
  19790. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  19791. * @return {BatchedMesh} A reference to this batched mesh.
  19792. */
  19793. setMatrixAt( instanceId, matrix ) {
  19794. this.validateInstanceId( instanceId );
  19795. const matricesTexture = this._matricesTexture;
  19796. const matricesArray = this._matricesTexture.image.data;
  19797. matrix.toArray( matricesArray, instanceId * 16 );
  19798. matricesTexture.needsUpdate = true;
  19799. return this;
  19800. }
  19801. /**
  19802. * Returns the local transformation matrix of the defined instance.
  19803. *
  19804. * @param {number} instanceId - The ID of an instance to get the matrix of.
  19805. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19806. * @return {Matrix4} The instance's local transformation matrix.
  19807. */
  19808. getMatrixAt( instanceId, matrix ) {
  19809. this.validateInstanceId( instanceId );
  19810. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  19811. }
  19812. /**
  19813. * Sets the given color to the defined instance.
  19814. *
  19815. * @param {number} instanceId - The ID of an instance to set the color of.
  19816. * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha.
  19817. * @return {BatchedMesh} A reference to this batched mesh.
  19818. */
  19819. setColorAt( instanceId, color ) {
  19820. this.validateInstanceId( instanceId );
  19821. if ( this._colorsTexture === null ) {
  19822. this._initColorsTexture();
  19823. }
  19824. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  19825. this._colorsTexture.needsUpdate = true;
  19826. return this;
  19827. }
  19828. /**
  19829. * Returns the color of the defined instance.
  19830. *
  19831. * @param {number} instanceId - The ID of an instance to get the color of.
  19832. * @param {Color|Vector4} color - The target object that is used to store the method's result.
  19833. * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha.
  19834. */
  19835. getColorAt( instanceId, color ) {
  19836. this.validateInstanceId( instanceId );
  19837. if ( this._colorsTexture === null ) {
  19838. if ( color.isVector4 ) {
  19839. return color.set( 1, 1, 1, 1 );
  19840. } else {
  19841. return color.setRGB( 1, 1, 1 );
  19842. }
  19843. } else {
  19844. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  19845. }
  19846. }
  19847. /**
  19848. * Sets the visibility of the instance.
  19849. *
  19850. * @param {number} instanceId - The id of the instance to set the visibility of.
  19851. * @param {boolean} visible - Whether the instance is visible or not.
  19852. * @return {BatchedMesh} A reference to this batched mesh.
  19853. */
  19854. setVisibleAt( instanceId, visible ) {
  19855. this.validateInstanceId( instanceId );
  19856. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  19857. return this;
  19858. }
  19859. this._instanceInfo[ instanceId ].visible = visible;
  19860. this._visibilityChanged = true;
  19861. return this;
  19862. }
  19863. /**
  19864. * Returns the visibility state of the defined instance.
  19865. *
  19866. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  19867. * @return {boolean} Whether the instance is visible or not.
  19868. */
  19869. getVisibleAt( instanceId ) {
  19870. this.validateInstanceId( instanceId );
  19871. return this._instanceInfo[ instanceId ].visible;
  19872. }
  19873. /**
  19874. * Sets the geometry ID of the instance at the given index.
  19875. *
  19876. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  19877. * @param {number} geometryId - The geometry ID to be use by the instance.
  19878. * @return {BatchedMesh} A reference to this batched mesh.
  19879. */
  19880. setGeometryIdAt( instanceId, geometryId ) {
  19881. this.validateInstanceId( instanceId );
  19882. this.validateGeometryId( geometryId );
  19883. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  19884. return this;
  19885. }
  19886. /**
  19887. * Returns the geometry ID of the defined instance.
  19888. *
  19889. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  19890. * @return {number} The instance's geometry ID.
  19891. */
  19892. getGeometryIdAt( instanceId ) {
  19893. this.validateInstanceId( instanceId );
  19894. return this._instanceInfo[ instanceId ].geometryIndex;
  19895. }
  19896. /**
  19897. * Get the range representing the subset of triangles related to the attached geometry,
  19898. * indicating the starting offset and count, or `null` if invalid.
  19899. *
  19900. * @param {number} geometryId - The id of the geometry to get the range of.
  19901. * @param {Object} [target] - The target object that is used to store the method's result.
  19902. * @return {{
  19903. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  19904. * indexStart:number,indexCount:number,reservedIndexCount:number,
  19905. * start:number,count:number
  19906. * }} The result object with range data.
  19907. */
  19908. getGeometryRangeAt( geometryId, target = {} ) {
  19909. this.validateGeometryId( geometryId );
  19910. const geometryInfo = this._geometryInfo[ geometryId ];
  19911. target.vertexStart = geometryInfo.vertexStart;
  19912. target.vertexCount = geometryInfo.vertexCount;
  19913. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  19914. target.indexStart = geometryInfo.indexStart;
  19915. target.indexCount = geometryInfo.indexCount;
  19916. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  19917. target.start = geometryInfo.start;
  19918. target.count = geometryInfo.count;
  19919. return target;
  19920. }
  19921. /**
  19922. * Resizes the necessary buffers to support the provided number of instances.
  19923. * If the provided arguments shrink the number of instances but there are not enough
  19924. * unused Ids at the end of the list then an error is thrown.
  19925. *
  19926. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  19927. */
  19928. setInstanceCount( maxInstanceCount ) {
  19929. // shrink the available instances as much as possible
  19930. const availableInstanceIds = this._availableInstanceIds;
  19931. const instanceInfo = this._instanceInfo;
  19932. availableInstanceIds.sort( ascIdSort );
  19933. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  19934. instanceInfo.pop();
  19935. availableInstanceIds.pop();
  19936. }
  19937. // throw an error if it can't be shrunk to the desired size
  19938. if ( maxInstanceCount < instanceInfo.length ) {
  19939. throw new Error( `THREE.BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  19940. }
  19941. // copy the multi draw counts
  19942. const multiDrawCounts = new Int32Array( maxInstanceCount );
  19943. const multiDrawStarts = new Int32Array( maxInstanceCount );
  19944. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  19945. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  19946. this._multiDrawCounts = multiDrawCounts;
  19947. this._multiDrawStarts = multiDrawStarts;
  19948. this._maxInstanceCount = maxInstanceCount;
  19949. // update texture data for instance sampling
  19950. const indirectTexture = this._indirectTexture;
  19951. const matricesTexture = this._matricesTexture;
  19952. const colorsTexture = this._colorsTexture;
  19953. indirectTexture.dispose();
  19954. this._initIndirectTexture();
  19955. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  19956. matricesTexture.dispose();
  19957. this._initMatricesTexture();
  19958. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  19959. if ( colorsTexture ) {
  19960. colorsTexture.dispose();
  19961. this._initColorsTexture();
  19962. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  19963. }
  19964. }
  19965. /**
  19966. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  19967. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  19968. * end of the geometry attributes then an error is thrown.
  19969. *
  19970. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  19971. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  19972. */
  19973. setGeometrySize( maxVertexCount, maxIndexCount ) {
  19974. // Check if we can shrink to the requested vertex attribute size
  19975. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  19976. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  19977. if ( requiredVertexLength > maxVertexCount ) {
  19978. throw new Error( `THREE.BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19979. }
  19980. // Check if we can shrink to the requested index attribute size
  19981. if ( this.geometry.index ) {
  19982. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  19983. if ( requiredIndexLength > maxIndexCount ) {
  19984. throw new Error( `THREE.BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  19985. }
  19986. }
  19987. //
  19988. // dispose of the previous geometry
  19989. const oldGeometry = this.geometry;
  19990. oldGeometry.dispose();
  19991. // recreate the geometry needed based on the previous variant
  19992. this._maxVertexCount = maxVertexCount;
  19993. this._maxIndexCount = maxIndexCount;
  19994. if ( this._geometryInitialized ) {
  19995. this._geometryInitialized = false;
  19996. this.geometry = new BufferGeometry();
  19997. this._initializeGeometry( oldGeometry );
  19998. }
  19999. // copy data from the previous geometry
  20000. const geometry = this.geometry;
  20001. if ( oldGeometry.index ) {
  20002. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20003. }
  20004. for ( const key in oldGeometry.attributes ) {
  20005. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20006. }
  20007. }
  20008. raycast( raycaster, intersects ) {
  20009. const instanceInfo = this._instanceInfo;
  20010. const geometryInfoList = this._geometryInfo;
  20011. const matrixWorld = this.matrixWorld;
  20012. const batchGeometry = this.geometry;
  20013. // iterate over each geometry
  20014. _mesh.material = this.material;
  20015. _mesh.geometry.index = batchGeometry.index;
  20016. _mesh.geometry.attributes = batchGeometry.attributes;
  20017. if ( _mesh.geometry.boundingBox === null ) {
  20018. _mesh.geometry.boundingBox = new Box3();
  20019. }
  20020. if ( _mesh.geometry.boundingSphere === null ) {
  20021. _mesh.geometry.boundingSphere = new Sphere();
  20022. }
  20023. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20024. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20025. continue;
  20026. }
  20027. const geometryId = instanceInfo[ i ].geometryIndex;
  20028. const geometryInfo = geometryInfoList[ geometryId ];
  20029. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20030. // get the intersects
  20031. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20032. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20033. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20034. _mesh.raycast( raycaster, _batchIntersects );
  20035. // add batch id to the intersects
  20036. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20037. const intersect = _batchIntersects[ j ];
  20038. intersect.object = this;
  20039. intersect.batchId = i;
  20040. intersects.push( intersect );
  20041. }
  20042. _batchIntersects.length = 0;
  20043. }
  20044. _mesh.material = null;
  20045. _mesh.geometry.index = null;
  20046. _mesh.geometry.attributes = {};
  20047. _mesh.geometry.setDrawRange( 0, Infinity );
  20048. }
  20049. copy( source ) {
  20050. super.copy( source );
  20051. this.geometry = source.geometry.clone();
  20052. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20053. this.sortObjects = source.sortObjects;
  20054. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20055. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20056. this._geometryInfo = source._geometryInfo.map( info => ( {
  20057. ...info,
  20058. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20059. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20060. } ) );
  20061. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20062. this._availableInstanceIds = source._availableInstanceIds.slice();
  20063. this._availableGeometryIds = source._availableGeometryIds.slice();
  20064. this._nextIndexStart = source._nextIndexStart;
  20065. this._nextVertexStart = source._nextVertexStart;
  20066. this._geometryCount = source._geometryCount;
  20067. this._maxInstanceCount = source._maxInstanceCount;
  20068. this._maxVertexCount = source._maxVertexCount;
  20069. this._maxIndexCount = source._maxIndexCount;
  20070. this._geometryInitialized = source._geometryInitialized;
  20071. this._multiDrawCounts = source._multiDrawCounts.slice();
  20072. this._multiDrawStarts = source._multiDrawStarts.slice();
  20073. this._indirectTexture = source._indirectTexture.clone();
  20074. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20075. this._matricesTexture = source._matricesTexture.clone();
  20076. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20077. if ( this._colorsTexture !== null ) {
  20078. this._colorsTexture = source._colorsTexture.clone();
  20079. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20080. }
  20081. return this;
  20082. }
  20083. /**
  20084. * Frees the GPU-related resources allocated by this instance. Call this
  20085. * method whenever this instance is no longer used in your app.
  20086. */
  20087. dispose() {
  20088. // Assuming the geometry is not shared with other meshes
  20089. this.geometry.dispose();
  20090. this._matricesTexture.dispose();
  20091. this._matricesTexture = null;
  20092. this._indirectTexture.dispose();
  20093. this._indirectTexture = null;
  20094. if ( this._colorsTexture !== null ) {
  20095. this._colorsTexture.dispose();
  20096. this._colorsTexture = null;
  20097. }
  20098. }
  20099. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20100. // if visibility has not changed and frustum culling and object sorting is not required
  20101. // then skip iterating over all items
  20102. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20103. return;
  20104. }
  20105. // the indexed version of the multi draw function requires specifying the start
  20106. // offset in bytes.
  20107. const index = geometry.getIndex();
  20108. let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20109. // the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double
  20110. // the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make
  20111. // assumptions about the index buffer byte size.
  20112. let multiDrawMultiplier = 1;
  20113. if ( material.wireframe ) {
  20114. multiDrawMultiplier = 2;
  20115. bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2;
  20116. }
  20117. const instanceInfo = this._instanceInfo;
  20118. const multiDrawStarts = this._multiDrawStarts;
  20119. const multiDrawCounts = this._multiDrawCounts;
  20120. const geometryInfoList = this._geometryInfo;
  20121. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20122. const indirectTexture = this._indirectTexture;
  20123. const indirectArray = indirectTexture.image.data;
  20124. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20125. // prepare the frustum in the local frame
  20126. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20127. _matrix$1
  20128. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20129. .multiply( this.matrixWorld );
  20130. _frustum.setFromProjectionMatrix(
  20131. _matrix$1,
  20132. camera.coordinateSystem,
  20133. camera.reversedDepth
  20134. );
  20135. }
  20136. let multiDrawCount = 0;
  20137. if ( this.sortObjects ) {
  20138. // get the camera position in the local frame
  20139. _matrix$1.copy( this.matrixWorld ).invert();
  20140. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20141. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20142. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20143. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20144. const geometryId = instanceInfo[ i ].geometryIndex;
  20145. // get the bounds in world space
  20146. this.getMatrixAt( i, _matrix$1 );
  20147. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20148. // determine whether the batched geometry is within the frustum
  20149. let culled = false;
  20150. if ( perObjectFrustumCulled ) {
  20151. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20152. }
  20153. if ( ! culled ) {
  20154. // get the distance from camera used for sorting
  20155. const geometryInfo = geometryInfoList[ geometryId ];
  20156. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20157. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20158. }
  20159. }
  20160. }
  20161. // Sort the draw ranges and prep for rendering
  20162. const list = _renderList.list;
  20163. const customSort = this.customSort;
  20164. if ( customSort === null ) {
  20165. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20166. } else {
  20167. customSort.call( this, list, camera );
  20168. }
  20169. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20170. const item = list[ i ];
  20171. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier;
  20172. multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier;
  20173. indirectArray[ multiDrawCount ] = item.index;
  20174. multiDrawCount ++;
  20175. }
  20176. _renderList.reset();
  20177. } else {
  20178. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20179. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20180. const geometryId = instanceInfo[ i ].geometryIndex;
  20181. // determine whether the batched geometry is within the frustum
  20182. let culled = false;
  20183. if ( perObjectFrustumCulled ) {
  20184. // get the bounds in world space
  20185. this.getMatrixAt( i, _matrix$1 );
  20186. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20187. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20188. }
  20189. if ( ! culled ) {
  20190. const geometryInfo = geometryInfoList[ geometryId ];
  20191. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier;
  20192. multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier;
  20193. indirectArray[ multiDrawCount ] = i;
  20194. multiDrawCount ++;
  20195. }
  20196. }
  20197. }
  20198. }
  20199. indirectTexture.needsUpdate = true;
  20200. this._multiDrawCount = multiDrawCount;
  20201. this._visibilityChanged = false;
  20202. }
  20203. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20204. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20205. }
  20206. }
  20207. /**
  20208. * A material for rendering line primitives.
  20209. *
  20210. * Materials define the appearance of renderable 3D objects.
  20211. *
  20212. * ```js
  20213. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20214. * ```
  20215. *
  20216. * @augments Material
  20217. */
  20218. class LineBasicMaterial extends Material {
  20219. /**
  20220. * Constructs a new line basic material.
  20221. *
  20222. * @param {Object} [parameters] - An object with one or more properties
  20223. * defining the material's appearance. Any property of the material
  20224. * (including any property from inherited materials) can be passed
  20225. * in here. Color values can be passed any type of value accepted
  20226. * by {@link Color#set}.
  20227. */
  20228. constructor( parameters ) {
  20229. super();
  20230. /**
  20231. * This flag can be used for type testing.
  20232. *
  20233. * @type {boolean}
  20234. * @readonly
  20235. * @default true
  20236. */
  20237. this.isLineBasicMaterial = true;
  20238. this.type = 'LineBasicMaterial';
  20239. /**
  20240. * Color of the material.
  20241. *
  20242. * @type {Color}
  20243. * @default (1,1,1)
  20244. */
  20245. this.color = new Color( 0xffffff );
  20246. /**
  20247. * Sets the color of the lines using data from a texture. The texture map
  20248. * color is modulated by the diffuse `color`.
  20249. *
  20250. * `map` represents color data, and the texture must be assigned a
  20251. * {@link Texture#colorSpace}. Most `map` textures set
  20252. * `texture.colorSpace = SRGBColorSpace`.
  20253. *
  20254. * @type {?Texture}
  20255. * @default null
  20256. */
  20257. this.map = null;
  20258. /**
  20259. * Controls line thickness or lines.
  20260. *
  20261. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20262. * ignore this setting and always render line primitives with a
  20263. * width of one pixel.
  20264. *
  20265. * @type {number}
  20266. * @default 1
  20267. */
  20268. this.linewidth = 1;
  20269. /**
  20270. * Defines appearance of line ends.
  20271. *
  20272. * Can only be used with {@link SVGRenderer}.
  20273. *
  20274. * @type {('butt'|'round'|'square')}
  20275. * @default 'round'
  20276. */
  20277. this.linecap = 'round';
  20278. /**
  20279. * Defines appearance of line joints.
  20280. *
  20281. * Can only be used with {@link SVGRenderer}.
  20282. *
  20283. * @type {('round'|'bevel'|'miter')}
  20284. * @default 'round'
  20285. */
  20286. this.linejoin = 'round';
  20287. /**
  20288. * Whether the material is affected by fog or not.
  20289. *
  20290. * @type {boolean}
  20291. * @default true
  20292. */
  20293. this.fog = true;
  20294. this.setValues( parameters );
  20295. }
  20296. copy( source ) {
  20297. super.copy( source );
  20298. this.color.copy( source.color );
  20299. this.map = source.map;
  20300. this.linewidth = source.linewidth;
  20301. this.linecap = source.linecap;
  20302. this.linejoin = source.linejoin;
  20303. this.fog = source.fog;
  20304. return this;
  20305. }
  20306. }
  20307. const _vStart = /*@__PURE__*/ new Vector3();
  20308. const _vEnd = /*@__PURE__*/ new Vector3();
  20309. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20310. const _ray$1 = /*@__PURE__*/ new Ray();
  20311. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20312. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20313. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20314. /**
  20315. * A continuous line. The line are rendered by connecting consecutive
  20316. * vertices with straight lines.
  20317. *
  20318. * ```js
  20319. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20320. *
  20321. * const points = [];
  20322. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20323. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20324. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20325. *
  20326. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20327. *
  20328. * const line = new THREE.Line( geometry, material );
  20329. * scene.add( line );
  20330. * ```
  20331. *
  20332. * @augments Object3D
  20333. */
  20334. class Line extends Object3D {
  20335. /**
  20336. * Constructs a new line.
  20337. *
  20338. * @param {BufferGeometry} [geometry] - The line geometry.
  20339. * @param {Material|Array<Material>} [material] - The line material.
  20340. */
  20341. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20342. super();
  20343. /**
  20344. * This flag can be used for type testing.
  20345. *
  20346. * @type {boolean}
  20347. * @readonly
  20348. * @default true
  20349. */
  20350. this.isLine = true;
  20351. this.type = 'Line';
  20352. /**
  20353. * The line geometry.
  20354. *
  20355. * @type {BufferGeometry}
  20356. */
  20357. this.geometry = geometry;
  20358. /**
  20359. * The line material.
  20360. *
  20361. * @type {Material|Array<Material>}
  20362. * @default LineBasicMaterial
  20363. */
  20364. this.material = material;
  20365. /**
  20366. * A dictionary representing the morph targets in the geometry. The key is the
  20367. * morph targets name, the value its attribute index. This member is `undefined`
  20368. * by default and only set when morph targets are detected in the geometry.
  20369. *
  20370. * @type {Object<string,number>|undefined}
  20371. * @default undefined
  20372. */
  20373. this.morphTargetDictionary = undefined;
  20374. /**
  20375. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20376. * is applied. This member is `undefined` by default and only set when morph targets are
  20377. * detected in the geometry.
  20378. *
  20379. * @type {Array<number>|undefined}
  20380. * @default undefined
  20381. */
  20382. this.morphTargetInfluences = undefined;
  20383. this.updateMorphTargets();
  20384. }
  20385. copy( source, recursive ) {
  20386. super.copy( source, recursive );
  20387. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20388. this.geometry = source.geometry;
  20389. return this;
  20390. }
  20391. /**
  20392. * Computes an array of distance values which are necessary for rendering dashed lines.
  20393. * For each vertex in the geometry, the method calculates the cumulative length from the
  20394. * current point to the very beginning of the line.
  20395. *
  20396. * @return {Line} A reference to this line.
  20397. */
  20398. computeLineDistances() {
  20399. const geometry = this.geometry;
  20400. // we assume non-indexed geometry
  20401. if ( geometry.index === null ) {
  20402. const positionAttribute = geometry.attributes.position;
  20403. const lineDistances = [ 0 ];
  20404. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20405. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20406. _vEnd.fromBufferAttribute( positionAttribute, i );
  20407. lineDistances[ i ] = lineDistances[ i - 1 ];
  20408. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20409. }
  20410. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20411. } else {
  20412. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20413. }
  20414. return this;
  20415. }
  20416. /**
  20417. * Computes intersection points between a casted ray and this line.
  20418. *
  20419. * @param {Raycaster} raycaster - The raycaster.
  20420. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20421. */
  20422. raycast( raycaster, intersects ) {
  20423. const geometry = this.geometry;
  20424. const matrixWorld = this.matrixWorld;
  20425. const threshold = raycaster.params.Line.threshold;
  20426. const drawRange = geometry.drawRange;
  20427. // Checking boundingSphere distance to ray
  20428. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20429. _sphere$1.copy( geometry.boundingSphere );
  20430. _sphere$1.applyMatrix4( matrixWorld );
  20431. _sphere$1.radius += threshold;
  20432. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20433. //
  20434. _inverseMatrix$1.copy( matrixWorld ).invert();
  20435. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20436. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20437. const localThresholdSq = localThreshold * localThreshold;
  20438. const step = this.isLineSegments ? 2 : 1;
  20439. const index = geometry.index;
  20440. const attributes = geometry.attributes;
  20441. const positionAttribute = attributes.position;
  20442. if ( index !== null ) {
  20443. const start = Math.max( 0, drawRange.start );
  20444. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20445. for ( let i = start, l = end - 1; i < l; i += step ) {
  20446. const a = index.getX( i );
  20447. const b = index.getX( i + 1 );
  20448. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  20449. if ( intersect ) {
  20450. intersects.push( intersect );
  20451. }
  20452. }
  20453. if ( this.isLineLoop ) {
  20454. const a = index.getX( end - 1 );
  20455. const b = index.getX( start );
  20456. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  20457. if ( intersect ) {
  20458. intersects.push( intersect );
  20459. }
  20460. }
  20461. } else {
  20462. const start = Math.max( 0, drawRange.start );
  20463. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20464. for ( let i = start, l = end - 1; i < l; i += step ) {
  20465. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  20466. if ( intersect ) {
  20467. intersects.push( intersect );
  20468. }
  20469. }
  20470. if ( this.isLineLoop ) {
  20471. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  20472. if ( intersect ) {
  20473. intersects.push( intersect );
  20474. }
  20475. }
  20476. }
  20477. }
  20478. /**
  20479. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  20480. * to make sure existing morph targets can influence this 3D object.
  20481. */
  20482. updateMorphTargets() {
  20483. const geometry = this.geometry;
  20484. const morphAttributes = geometry.morphAttributes;
  20485. const keys = Object.keys( morphAttributes );
  20486. if ( keys.length > 0 ) {
  20487. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20488. if ( morphAttribute !== undefined ) {
  20489. this.morphTargetInfluences = [];
  20490. this.morphTargetDictionary = {};
  20491. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20492. const name = morphAttribute[ m ].name || String( m );
  20493. this.morphTargetInfluences.push( 0 );
  20494. this.morphTargetDictionary[ name ] = m;
  20495. }
  20496. }
  20497. }
  20498. }
  20499. }
  20500. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  20501. const positionAttribute = object.geometry.attributes.position;
  20502. _vStart.fromBufferAttribute( positionAttribute, a );
  20503. _vEnd.fromBufferAttribute( positionAttribute, b );
  20504. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  20505. if ( distSq > thresholdSq ) return;
  20506. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  20507. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  20508. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20509. return {
  20510. distance: distance,
  20511. // What do we want? intersection point on the ray or on the segment??
  20512. // point: raycaster.ray.at( distance ),
  20513. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  20514. index: i,
  20515. face: null,
  20516. faceIndex: null,
  20517. barycoord: null,
  20518. object: object
  20519. };
  20520. }
  20521. const _start = /*@__PURE__*/ new Vector3();
  20522. const _end = /*@__PURE__*/ new Vector3();
  20523. /**
  20524. * A series of lines drawn between pairs of vertices.
  20525. *
  20526. * @augments Line
  20527. */
  20528. class LineSegments extends Line {
  20529. /**
  20530. * Constructs a new line segments.
  20531. *
  20532. * @param {BufferGeometry} [geometry] - The line geometry.
  20533. * @param {Material|Array<Material>} [material] - The line material.
  20534. */
  20535. constructor( geometry, material ) {
  20536. super( geometry, material );
  20537. /**
  20538. * This flag can be used for type testing.
  20539. *
  20540. * @type {boolean}
  20541. * @readonly
  20542. * @default true
  20543. */
  20544. this.isLineSegments = true;
  20545. this.type = 'LineSegments';
  20546. }
  20547. computeLineDistances() {
  20548. const geometry = this.geometry;
  20549. // we assume non-indexed geometry
  20550. if ( geometry.index === null ) {
  20551. const positionAttribute = geometry.attributes.position;
  20552. const lineDistances = [];
  20553. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  20554. _start.fromBufferAttribute( positionAttribute, i );
  20555. _end.fromBufferAttribute( positionAttribute, i + 1 );
  20556. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  20557. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  20558. }
  20559. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20560. } else {
  20561. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20562. }
  20563. return this;
  20564. }
  20565. }
  20566. /**
  20567. * A continuous line. This is nearly the same as {@link Line} the only difference
  20568. * is that the last vertex is connected with the first vertex in order to close
  20569. * the line to form a loop.
  20570. *
  20571. * @augments Line
  20572. */
  20573. class LineLoop extends Line {
  20574. /**
  20575. * Constructs a new line loop.
  20576. *
  20577. * @param {BufferGeometry} [geometry] - The line geometry.
  20578. * @param {Material|Array<Material>} [material] - The line material.
  20579. */
  20580. constructor( geometry, material ) {
  20581. super( geometry, material );
  20582. /**
  20583. * This flag can be used for type testing.
  20584. *
  20585. * @type {boolean}
  20586. * @readonly
  20587. * @default true
  20588. */
  20589. this.isLineLoop = true;
  20590. this.type = 'LineLoop';
  20591. }
  20592. }
  20593. /**
  20594. * A material for rendering point primitives.
  20595. *
  20596. * Materials define the appearance of renderable 3D objects.
  20597. *
  20598. * ```js
  20599. * const vertices = [];
  20600. *
  20601. * for ( let i = 0; i < 10000; i ++ ) {
  20602. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  20603. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  20604. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  20605. *
  20606. * vertices.push( x, y, z );
  20607. * }
  20608. *
  20609. * const geometry = new THREE.BufferGeometry();
  20610. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  20611. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  20612. * const points = new THREE.Points( geometry, material );
  20613. * scene.add( points );
  20614. * ```
  20615. *
  20616. * @augments Material
  20617. */
  20618. class PointsMaterial extends Material {
  20619. /**
  20620. * Constructs a new points material.
  20621. *
  20622. * @param {Object} [parameters] - An object with one or more properties
  20623. * defining the material's appearance. Any property of the material
  20624. * (including any property from inherited materials) can be passed
  20625. * in here. Color values can be passed any type of value accepted
  20626. * by {@link Color#set}.
  20627. */
  20628. constructor( parameters ) {
  20629. super();
  20630. /**
  20631. * This flag can be used for type testing.
  20632. *
  20633. * @type {boolean}
  20634. * @readonly
  20635. * @default true
  20636. */
  20637. this.isPointsMaterial = true;
  20638. this.type = 'PointsMaterial';
  20639. /**
  20640. * Color of the material.
  20641. *
  20642. * @type {Color}
  20643. * @default (1,1,1)
  20644. */
  20645. this.color = new Color( 0xffffff );
  20646. /**
  20647. * The color map. May optionally include an alpha channel, typically combined
  20648. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  20649. * color is modulated by the diffuse `color`.
  20650. *
  20651. * `map` represents color data, and the texture must be assigned a
  20652. * {@link Texture#colorSpace}. Most `map` textures set
  20653. * `texture.colorSpace = SRGBColorSpace`.
  20654. *
  20655. * @type {?Texture}
  20656. * @default null
  20657. */
  20658. this.map = null;
  20659. /**
  20660. * The alpha map is a grayscale texture that controls the opacity across the
  20661. * surface (black: fully transparent; white: fully opaque).
  20662. *
  20663. * Only the color of the texture is used, ignoring the alpha channel if one
  20664. * exists. For RGB and RGBA textures, the renderer will use the green channel
  20665. * when sampling this texture due to the extra bit of precision provided for
  20666. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  20667. * luminance/alpha textures will also still work as expected.
  20668. *
  20669. * `alphaMap` represents non-color data. Any texture assigned must have
  20670. * `texture.colorSpace = NoColorSpace` (default).
  20671. *
  20672. * @type {?Texture}
  20673. * @default null
  20674. */
  20675. this.alphaMap = null;
  20676. /**
  20677. * Defines the size of the points in pixels.
  20678. *
  20679. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
  20680. *
  20681. * @type {number}
  20682. * @default 1
  20683. */
  20684. this.size = 1;
  20685. /**
  20686. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  20687. *
  20688. * @type {boolean}
  20689. * @default true
  20690. */
  20691. this.sizeAttenuation = true;
  20692. /**
  20693. * Whether the material is affected by fog or not.
  20694. *
  20695. * @type {boolean}
  20696. * @default true
  20697. */
  20698. this.fog = true;
  20699. this.setValues( parameters );
  20700. }
  20701. copy( source ) {
  20702. super.copy( source );
  20703. this.color.copy( source.color );
  20704. this.map = source.map;
  20705. this.alphaMap = source.alphaMap;
  20706. this.size = source.size;
  20707. this.sizeAttenuation = source.sizeAttenuation;
  20708. this.fog = source.fog;
  20709. return this;
  20710. }
  20711. }
  20712. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  20713. const _ray = /*@__PURE__*/ new Ray();
  20714. const _sphere = /*@__PURE__*/ new Sphere();
  20715. const _position$3 = /*@__PURE__*/ new Vector3();
  20716. /**
  20717. * A class for displaying points or point clouds.
  20718. *
  20719. * @augments Object3D
  20720. */
  20721. class Points extends Object3D {
  20722. /**
  20723. * Constructs a new point cloud.
  20724. *
  20725. * @param {BufferGeometry} [geometry] - The points geometry.
  20726. * @param {Material|Array<Material>} [material] - The points material.
  20727. */
  20728. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  20729. super();
  20730. /**
  20731. * This flag can be used for type testing.
  20732. *
  20733. * @type {boolean}
  20734. * @readonly
  20735. * @default true
  20736. */
  20737. this.isPoints = true;
  20738. this.type = 'Points';
  20739. /**
  20740. * The points geometry.
  20741. *
  20742. * @type {BufferGeometry}
  20743. */
  20744. this.geometry = geometry;
  20745. /**
  20746. * The line material.
  20747. *
  20748. * @type {Material|Array<Material>}
  20749. * @default PointsMaterial
  20750. */
  20751. this.material = material;
  20752. /**
  20753. * A dictionary representing the morph targets in the geometry. The key is the
  20754. * morph targets name, the value its attribute index. This member is `undefined`
  20755. * by default and only set when morph targets are detected in the geometry.
  20756. *
  20757. * @type {Object<string,number>|undefined}
  20758. * @default undefined
  20759. */
  20760. this.morphTargetDictionary = undefined;
  20761. /**
  20762. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20763. * is applied. This member is `undefined` by default and only set when morph targets are
  20764. * detected in the geometry.
  20765. *
  20766. * @type {Array<number>|undefined}
  20767. * @default undefined
  20768. */
  20769. this.morphTargetInfluences = undefined;
  20770. this.updateMorphTargets();
  20771. }
  20772. copy( source, recursive ) {
  20773. super.copy( source, recursive );
  20774. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20775. this.geometry = source.geometry;
  20776. return this;
  20777. }
  20778. /**
  20779. * Computes intersection points between a casted ray and this point cloud.
  20780. *
  20781. * @param {Raycaster} raycaster - The raycaster.
  20782. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20783. */
  20784. raycast( raycaster, intersects ) {
  20785. const geometry = this.geometry;
  20786. const matrixWorld = this.matrixWorld;
  20787. const threshold = raycaster.params.Points.threshold;
  20788. const drawRange = geometry.drawRange;
  20789. // Checking boundingSphere distance to ray
  20790. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20791. _sphere.copy( geometry.boundingSphere );
  20792. _sphere.applyMatrix4( matrixWorld );
  20793. _sphere.radius += threshold;
  20794. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  20795. //
  20796. _inverseMatrix.copy( matrixWorld ).invert();
  20797. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  20798. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20799. const localThresholdSq = localThreshold * localThreshold;
  20800. const index = geometry.index;
  20801. const attributes = geometry.attributes;
  20802. const positionAttribute = attributes.position;
  20803. if ( index !== null ) {
  20804. const start = Math.max( 0, drawRange.start );
  20805. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  20806. for ( let i = start, il = end; i < il; i ++ ) {
  20807. const a = index.getX( i );
  20808. _position$3.fromBufferAttribute( positionAttribute, a );
  20809. testPoint( _position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20810. }
  20811. } else {
  20812. const start = Math.max( 0, drawRange.start );
  20813. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  20814. for ( let i = start, l = end; i < l; i ++ ) {
  20815. _position$3.fromBufferAttribute( positionAttribute, i );
  20816. testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  20817. }
  20818. }
  20819. }
  20820. /**
  20821. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  20822. * to make sure existing morph targets can influence this 3D object.
  20823. */
  20824. updateMorphTargets() {
  20825. const geometry = this.geometry;
  20826. const morphAttributes = geometry.morphAttributes;
  20827. const keys = Object.keys( morphAttributes );
  20828. if ( keys.length > 0 ) {
  20829. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  20830. if ( morphAttribute !== undefined ) {
  20831. this.morphTargetInfluences = [];
  20832. this.morphTargetDictionary = {};
  20833. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  20834. const name = morphAttribute[ m ].name || String( m );
  20835. this.morphTargetInfluences.push( 0 );
  20836. this.morphTargetDictionary[ name ] = m;
  20837. }
  20838. }
  20839. }
  20840. }
  20841. }
  20842. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  20843. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  20844. if ( rayPointDistanceSq < localThresholdSq ) {
  20845. const intersectPoint = new Vector3();
  20846. _ray.closestPointToPoint( point, intersectPoint );
  20847. intersectPoint.applyMatrix4( matrixWorld );
  20848. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  20849. if ( distance < raycaster.near || distance > raycaster.far ) return;
  20850. intersects.push( {
  20851. distance: distance,
  20852. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  20853. point: intersectPoint,
  20854. index: index,
  20855. face: null,
  20856. faceIndex: null,
  20857. barycoord: null,
  20858. object: object
  20859. } );
  20860. }
  20861. }
  20862. /**
  20863. * A texture for use with a video.
  20864. *
  20865. * ```js
  20866. * // assuming you have created a HTML video element with id="video"
  20867. * const video = document.getElementById( 'video' );
  20868. * const texture = new THREE.VideoTexture( video );
  20869. * ```
  20870. *
  20871. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  20872. * set to THREE.SRGBColorSpace.
  20873. *
  20874. * Note: After the initial use of a texture, its dimensions, format, and type
  20875. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  20876. *
  20877. * @augments Texture
  20878. */
  20879. class VideoTexture extends Texture {
  20880. /**
  20881. * Constructs a new video texture.
  20882. *
  20883. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  20884. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20885. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20886. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20887. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20888. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20889. * @param {number} [format=RGBAFormat] - The texture format.
  20890. * @param {number} [type=UnsignedByteType] - The texture type.
  20891. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20892. */
  20893. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  20894. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20895. /**
  20896. * This flag can be used for type testing.
  20897. *
  20898. * @type {boolean}
  20899. * @readonly
  20900. * @default true
  20901. */
  20902. this.isVideoTexture = true;
  20903. /**
  20904. * Whether to generate mipmaps (if possible) for a texture.
  20905. *
  20906. * Overwritten and set to `false` by default.
  20907. *
  20908. * @type {boolean}
  20909. * @default false
  20910. */
  20911. this.generateMipmaps = false;
  20912. /**
  20913. * The video frame request callback identifier, which is a positive integer.
  20914. *
  20915. * Value of 0 represents no scheduled rVFC.
  20916. *
  20917. * @private
  20918. * @type {number}
  20919. */
  20920. this._requestVideoFrameCallbackId = 0;
  20921. const scope = this;
  20922. function updateVideo() {
  20923. scope.needsUpdate = true;
  20924. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20925. }
  20926. if ( 'requestVideoFrameCallback' in video ) {
  20927. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  20928. }
  20929. }
  20930. clone() {
  20931. return new this.constructor( this.image ).copy( this );
  20932. }
  20933. /**
  20934. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  20935. * to `true` every time a new frame is available.
  20936. *
  20937. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  20938. */
  20939. update() {
  20940. const video = this.image;
  20941. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  20942. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  20943. this.needsUpdate = true;
  20944. }
  20945. }
  20946. dispose() {
  20947. if ( this._requestVideoFrameCallbackId !== 0 ) {
  20948. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  20949. this._requestVideoFrameCallbackId = 0;
  20950. }
  20951. super.dispose();
  20952. }
  20953. }
  20954. /**
  20955. * This class can be used as an alternative way to define video data. Instead of using
  20956. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  20957. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  20958. * video frames are decoded with the WebCodecs API.
  20959. *
  20960. * ```js
  20961. * const texture = new THREE.VideoFrameTexture();
  20962. * texture.setFrame( frame );
  20963. * ```
  20964. *
  20965. * @augments VideoTexture
  20966. */
  20967. class VideoFrameTexture extends VideoTexture {
  20968. /**
  20969. * Constructs a new video frame texture.
  20970. *
  20971. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  20972. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  20973. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  20974. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  20975. * @param {number} [minFilter=LinearFilter] - The min filter value.
  20976. * @param {number} [format=RGBAFormat] - The texture format.
  20977. * @param {number} [type=UnsignedByteType] - The texture type.
  20978. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  20979. */
  20980. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  20981. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  20982. /**
  20983. * This flag can be used for type testing.
  20984. *
  20985. * @type {boolean}
  20986. * @readonly
  20987. * @default true
  20988. */
  20989. this.isVideoFrameTexture = true;
  20990. }
  20991. /**
  20992. * This method overwritten with an empty implementation since
  20993. * this type of texture is updated via `setFrame()`.
  20994. */
  20995. update() {}
  20996. clone() {
  20997. return new this.constructor().copy( this ); // restoring Texture.clone()
  20998. }
  20999. /**
  21000. * Sets the current frame of the video. This will automatically update the texture
  21001. * so the data can be used for rendering.
  21002. *
  21003. * @param {VideoFrame} frame - The video frame.
  21004. */
  21005. setFrame( frame ) {
  21006. this.image = frame;
  21007. this.needsUpdate = true;
  21008. }
  21009. }
  21010. /**
  21011. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21012. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21013. * as a texture for further usage.
  21014. *
  21015. * ```js
  21016. * const pixelRatio = window.devicePixelRatio;
  21017. * const textureSize = 128 * pixelRatio;
  21018. *
  21019. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21020. *
  21021. * // calculate start position for copying part of the frame data
  21022. * const vector = new Vector2();
  21023. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21024. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21025. *
  21026. * renderer.render( scene, camera );
  21027. *
  21028. * // copy part of the rendered frame into the framebuffer texture
  21029. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21030. * ```
  21031. *
  21032. * @augments Texture
  21033. */
  21034. class FramebufferTexture extends Texture {
  21035. /**
  21036. * Constructs a new framebuffer texture.
  21037. *
  21038. * @param {number} [width] - The width of the texture.
  21039. * @param {number} [height] - The height of the texture.
  21040. */
  21041. constructor( width, height ) {
  21042. super( { width, height } );
  21043. /**
  21044. * This flag can be used for type testing.
  21045. *
  21046. * @type {boolean}
  21047. * @readonly
  21048. * @default true
  21049. */
  21050. this.isFramebufferTexture = true;
  21051. /**
  21052. * How the texture is sampled when a texel covers more than one pixel.
  21053. *
  21054. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21055. *
  21056. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21057. * @default NearestFilter
  21058. */
  21059. this.magFilter = NearestFilter;
  21060. /**
  21061. * How the texture is sampled when a texel covers less than one pixel.
  21062. *
  21063. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21064. *
  21065. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21066. * @default NearestFilter
  21067. */
  21068. this.minFilter = NearestFilter;
  21069. /**
  21070. * Whether to generate mipmaps (if possible) for a texture.
  21071. *
  21072. * Overwritten and set to `false` by default.
  21073. *
  21074. * @type {boolean}
  21075. * @default false
  21076. */
  21077. this.generateMipmaps = false;
  21078. this.needsUpdate = true;
  21079. }
  21080. }
  21081. /**
  21082. * Creates a texture based on data in compressed form.
  21083. *
  21084. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21085. *
  21086. * @augments Texture
  21087. */
  21088. class CompressedTexture extends Texture {
  21089. /**
  21090. * Constructs a new compressed texture.
  21091. *
  21092. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21093. * the data and dimensions.
  21094. * @param {number} width - The width of the texture.
  21095. * @param {number} height - The height of the texture.
  21096. * @param {number} [format=RGBAFormat] - The texture format.
  21097. * @param {number} [type=UnsignedByteType] - The texture type.
  21098. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21099. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21100. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21101. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21102. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21103. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21104. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21105. */
  21106. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21107. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21108. /**
  21109. * This flag can be used for type testing.
  21110. *
  21111. * @type {boolean}
  21112. * @readonly
  21113. * @default true
  21114. */
  21115. this.isCompressedTexture = true;
  21116. /**
  21117. * The image property of a compressed texture just defines its dimensions.
  21118. *
  21119. * @type {{width:number,height:number}}
  21120. */
  21121. this.image = { width: width, height: height };
  21122. /**
  21123. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21124. *
  21125. * @type {Array<Object>}
  21126. */
  21127. this.mipmaps = mipmaps;
  21128. /**
  21129. * If set to `true`, the texture is flipped along the vertical axis when
  21130. * uploaded to the GPU.
  21131. *
  21132. * Overwritten and set to `false` by default since it is not possible to
  21133. * flip compressed textures.
  21134. *
  21135. * @type {boolean}
  21136. * @default false
  21137. * @readonly
  21138. */
  21139. this.flipY = false;
  21140. /**
  21141. * Whether to generate mipmaps (if possible) for a texture.
  21142. *
  21143. * Overwritten and set to `false` by default since it is not
  21144. * possible to generate mipmaps for compressed data. Mipmaps
  21145. * must be embedded in the compressed texture file.
  21146. *
  21147. * @type {boolean}
  21148. * @default false
  21149. * @readonly
  21150. */
  21151. this.generateMipmaps = false;
  21152. }
  21153. }
  21154. /**
  21155. * Creates a texture 2D array based on data in compressed form.
  21156. *
  21157. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21158. *
  21159. * @augments CompressedTexture
  21160. */
  21161. class CompressedArrayTexture extends CompressedTexture {
  21162. /**
  21163. * Constructs a new compressed array texture.
  21164. *
  21165. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21166. * the data and dimensions.
  21167. * @param {number} width - The width of the texture.
  21168. * @param {number} height - The height of the texture.
  21169. * @param {number} depth - The depth of the texture.
  21170. * @param {number} [format=RGBAFormat] - The min filter value.
  21171. * @param {number} [type=UnsignedByteType] - The min filter value.
  21172. */
  21173. constructor( mipmaps, width, height, depth, format, type ) {
  21174. super( mipmaps, width, height, format, type );
  21175. /**
  21176. * This flag can be used for type testing.
  21177. *
  21178. * @type {boolean}
  21179. * @readonly
  21180. * @default true
  21181. */
  21182. this.isCompressedArrayTexture = true;
  21183. /**
  21184. * The image property of a compressed texture just defines its dimensions.
  21185. *
  21186. * @name CompressedArrayTexture#image
  21187. * @type {{width:number,height:number,depth:number}}
  21188. */
  21189. this.image.depth = depth;
  21190. /**
  21191. * This defines how the texture is wrapped in the depth and corresponds to
  21192. * *W* in UVW mapping.
  21193. *
  21194. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21195. * @default ClampToEdgeWrapping
  21196. */
  21197. this.wrapR = ClampToEdgeWrapping;
  21198. /**
  21199. * A set of all layers which need to be updated in the texture.
  21200. *
  21201. * @type {Set<number>}
  21202. */
  21203. this.layerUpdates = new Set();
  21204. }
  21205. /**
  21206. * Describes that a specific layer of the texture needs to be updated.
  21207. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21208. * entire compressed texture array is sent to the GPU. Marking specific
  21209. * layers will only transmit subsets of all mipmaps associated with a
  21210. * specific depth in the array which is often much more performant.
  21211. *
  21212. * @param {number} layerIndex - The layer index that should be updated.
  21213. */
  21214. addLayerUpdate( layerIndex ) {
  21215. this.layerUpdates.add( layerIndex );
  21216. }
  21217. /**
  21218. * Resets the layer updates registry.
  21219. */
  21220. clearLayerUpdates() {
  21221. this.layerUpdates.clear();
  21222. }
  21223. }
  21224. /**
  21225. * Creates a cube texture based on data in compressed form.
  21226. *
  21227. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21228. *
  21229. * @augments CompressedTexture
  21230. */
  21231. class CompressedCubeTexture extends CompressedTexture {
  21232. /**
  21233. * Constructs a new compressed texture.
  21234. *
  21235. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21236. * @param {number} [format=RGBAFormat] - The texture format.
  21237. * @param {number} [type=UnsignedByteType] - The texture type.
  21238. */
  21239. constructor( images, format, type ) {
  21240. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21241. /**
  21242. * This flag can be used for type testing.
  21243. *
  21244. * @type {boolean}
  21245. * @readonly
  21246. * @default true
  21247. */
  21248. this.isCompressedCubeTexture = true;
  21249. /**
  21250. * This flag can be used for type testing.
  21251. *
  21252. * @type {boolean}
  21253. * @readonly
  21254. * @default true
  21255. */
  21256. this.isCubeTexture = true;
  21257. this.image = images;
  21258. }
  21259. }
  21260. /**
  21261. * Creates a cube texture made up of six images.
  21262. *
  21263. * ```js
  21264. * const loader = new THREE.CubeTextureLoader();
  21265. * loader.setPath( 'textures/cube/pisa/' );
  21266. *
  21267. * const textureCube = loader.load( [
  21268. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  21269. * ] );
  21270. *
  21271. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  21272. * ```
  21273. *
  21274. * @augments Texture
  21275. */
  21276. class CubeTexture extends Texture {
  21277. /**
  21278. * Constructs a new cube texture.
  21279. *
  21280. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  21281. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21282. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21283. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21284. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21285. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21286. * @param {number} [format=RGBAFormat] - The texture format.
  21287. * @param {number} [type=UnsignedByteType] - The texture type.
  21288. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21289. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  21290. */
  21291. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  21292. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21293. /**
  21294. * This flag can be used for type testing.
  21295. *
  21296. * @type {boolean}
  21297. * @readonly
  21298. * @default true
  21299. */
  21300. this.isCubeTexture = true;
  21301. /**
  21302. * If set to `true`, the texture is flipped along the vertical axis when
  21303. * uploaded to the GPU.
  21304. *
  21305. * Overwritten and set to `false` by default.
  21306. *
  21307. * @type {boolean}
  21308. * @default false
  21309. */
  21310. this.flipY = false;
  21311. }
  21312. /**
  21313. * Alias for {@link CubeTexture#image}.
  21314. *
  21315. * @type {Array<Image>}
  21316. */
  21317. get images() {
  21318. return this.image;
  21319. }
  21320. set images( value ) {
  21321. this.image = value;
  21322. }
  21323. }
  21324. /**
  21325. * Creates a texture from a canvas element.
  21326. *
  21327. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21328. * to `true` immediately since a canvas can directly be used for rendering.
  21329. *
  21330. * @augments Texture
  21331. */
  21332. class CanvasTexture extends Texture {
  21333. /**
  21334. * Constructs a new texture.
  21335. *
  21336. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21337. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21338. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21339. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21340. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21341. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21342. * @param {number} [format=RGBAFormat] - The texture format.
  21343. * @param {number} [type=UnsignedByteType] - The texture type.
  21344. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21345. */
  21346. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21347. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21348. /**
  21349. * This flag can be used for type testing.
  21350. *
  21351. * @type {boolean}
  21352. * @readonly
  21353. * @default true
  21354. */
  21355. this.isCanvasTexture = true;
  21356. this.needsUpdate = true;
  21357. }
  21358. }
  21359. /**
  21360. * Creates a texture from an HTML element.
  21361. *
  21362. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21363. * to `true` immediately and listens for the parent canvas's paint events to trigger updates.
  21364. *
  21365. * @augments Texture
  21366. */
  21367. class HTMLTexture extends Texture {
  21368. /**
  21369. * Constructs a new texture.
  21370. *
  21371. * @param {HTMLElement} [element] - The HTML element.
  21372. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21373. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21374. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21375. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21376. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21377. * @param {number} [format=RGBAFormat] - The texture format.
  21378. * @param {number} [type=UnsignedByteType] - The texture type.
  21379. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21380. */
  21381. constructor( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21382. super( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21383. /**
  21384. * This flag can be used for type testing.
  21385. *
  21386. * @type {boolean}
  21387. * @readonly
  21388. * @default true
  21389. */
  21390. this.isHTMLTexture = true;
  21391. this.generateMipmaps = false;
  21392. this.needsUpdate = true;
  21393. const parent = element ? element.parentNode : null;
  21394. if ( parent !== null && 'requestPaint' in parent ) {
  21395. parent.onpaint = () => {
  21396. this.needsUpdate = true;
  21397. };
  21398. parent.requestPaint();
  21399. }
  21400. }
  21401. dispose() {
  21402. const parent = this.image ? this.image.parentNode : null;
  21403. if ( parent !== null && 'onpaint' in parent ) {
  21404. parent.onpaint = null;
  21405. }
  21406. super.dispose();
  21407. }
  21408. }
  21409. /**
  21410. * This class can be used to automatically save the depth information of a
  21411. * rendering into a texture.
  21412. *
  21413. * @augments Texture
  21414. */
  21415. class DepthTexture extends Texture {
  21416. /**
  21417. * Constructs a new depth texture.
  21418. *
  21419. * @param {number} width - The width of the texture.
  21420. * @param {number} height - The height of the texture.
  21421. * @param {number} [type=UnsignedIntType] - The texture type.
  21422. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21423. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21424. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21425. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21426. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21427. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21428. * @param {number} [format=DepthFormat] - The texture format.
  21429. * @param {number} [depth=1] - The depth of the texture.
  21430. */
  21431. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  21432. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21433. throw new Error( 'THREE.DepthTexture: format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21434. }
  21435. const image = { width: width, height: height, depth: depth };
  21436. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21437. /**
  21438. * This flag can be used for type testing.
  21439. *
  21440. * @type {boolean}
  21441. * @readonly
  21442. * @default true
  21443. */
  21444. this.isDepthTexture = true;
  21445. /**
  21446. * If set to `true`, the texture is flipped along the vertical axis when
  21447. * uploaded to the GPU.
  21448. *
  21449. * Overwritten and set to `false` by default.
  21450. *
  21451. * @type {boolean}
  21452. * @default false
  21453. */
  21454. this.flipY = false;
  21455. /**
  21456. * Whether to generate mipmaps (if possible) for a texture.
  21457. *
  21458. * Overwritten and set to `false` by default.
  21459. *
  21460. * @type {boolean}
  21461. * @default false
  21462. */
  21463. this.generateMipmaps = false;
  21464. /**
  21465. * Code corresponding to the depth compare function.
  21466. *
  21467. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21468. * @default null
  21469. */
  21470. this.compareFunction = null;
  21471. }
  21472. copy( source ) {
  21473. super.copy( source );
  21474. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21475. this.compareFunction = source.compareFunction;
  21476. return this;
  21477. }
  21478. toJSON( meta ) {
  21479. const data = super.toJSON( meta );
  21480. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21481. return data;
  21482. }
  21483. }
  21484. /**
  21485. * This class can be used to automatically save the depth information of a
  21486. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  21487. *
  21488. * @augments DepthTexture
  21489. */
  21490. class CubeDepthTexture extends DepthTexture {
  21491. /**
  21492. * Constructs a new cube depth texture.
  21493. *
  21494. * @param {number} size - The size (width and height) of each cube face.
  21495. * @param {number} [type=UnsignedIntType] - The texture type.
  21496. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  21497. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21498. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21499. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  21500. * @param {number} [minFilter=NearestFilter] - The min filter value.
  21501. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21502. * @param {number} [format=DepthFormat] - The texture format.
  21503. */
  21504. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21505. // Create 6 identical image descriptors for the cube faces
  21506. const image = { width: size, height: size, depth: 1 };
  21507. const images = [ image, image, image, image, image, image ];
  21508. // Call DepthTexture constructor with width, height
  21509. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  21510. // Replace the single image with the array of 6 images
  21511. this.image = images;
  21512. /**
  21513. * This flag can be used for type testing.
  21514. *
  21515. * @type {boolean}
  21516. * @readonly
  21517. * @default true
  21518. */
  21519. this.isCubeDepthTexture = true;
  21520. /**
  21521. * Set to true for cube texture handling in WebGLTextures.
  21522. *
  21523. * @type {boolean}
  21524. * @readonly
  21525. * @default true
  21526. */
  21527. this.isCubeTexture = true;
  21528. }
  21529. /**
  21530. * Alias for {@link CubeDepthTexture#image}.
  21531. *
  21532. * @type {Array<Image>}
  21533. */
  21534. get images() {
  21535. return this.image;
  21536. }
  21537. set images( value ) {
  21538. this.image = value;
  21539. }
  21540. }
  21541. /**
  21542. * Represents a texture created externally with the same renderer context.
  21543. *
  21544. * This may be a texture from a protected media stream, device camera feed,
  21545. * or other data feeds like a depth sensor.
  21546. *
  21547. * Note that this class is only supported in {@link WebGLRenderer}, and in
  21548. * the {@link WebGPURenderer} WebGPU backend.
  21549. *
  21550. * @augments Texture
  21551. */
  21552. class ExternalTexture extends Texture {
  21553. /**
  21554. * Creates a new raw texture.
  21555. *
  21556. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  21557. */
  21558. constructor( sourceTexture = null ) {
  21559. super();
  21560. /**
  21561. * The external source texture.
  21562. *
  21563. * @type {?(WebGLTexture|GPUTexture)}
  21564. * @default null
  21565. */
  21566. this.sourceTexture = sourceTexture;
  21567. /**
  21568. * This flag can be used for type testing.
  21569. *
  21570. * @type {boolean}
  21571. * @readonly
  21572. * @default true
  21573. */
  21574. this.isExternalTexture = true;
  21575. }
  21576. copy( source ) {
  21577. super.copy( source );
  21578. this.sourceTexture = source.sourceTexture;
  21579. return this;
  21580. }
  21581. }
  21582. /**
  21583. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  21584. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  21585. * of the axes.
  21586. *
  21587. * ```js
  21588. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  21589. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21590. * const cube = new THREE.Mesh( geometry, material );
  21591. * scene.add( cube );
  21592. * ```
  21593. *
  21594. * @augments BufferGeometry
  21595. * @demo scenes/geometry-browser.html#BoxGeometry
  21596. */
  21597. class BoxGeometry extends BufferGeometry {
  21598. /**
  21599. * Constructs a new box geometry.
  21600. *
  21601. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  21602. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  21603. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  21604. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  21605. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  21606. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  21607. */
  21608. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  21609. super();
  21610. this.type = 'BoxGeometry';
  21611. /**
  21612. * Holds the constructor parameters that have been
  21613. * used to generate the geometry. Any modification
  21614. * after instantiation does not change the geometry.
  21615. *
  21616. * @type {Object}
  21617. */
  21618. this.parameters = {
  21619. width: width,
  21620. height: height,
  21621. depth: depth,
  21622. widthSegments: widthSegments,
  21623. heightSegments: heightSegments,
  21624. depthSegments: depthSegments
  21625. };
  21626. const scope = this;
  21627. // segments
  21628. widthSegments = Math.floor( widthSegments );
  21629. heightSegments = Math.floor( heightSegments );
  21630. depthSegments = Math.floor( depthSegments );
  21631. // buffers
  21632. const indices = [];
  21633. const vertices = [];
  21634. const normals = [];
  21635. const uvs = [];
  21636. // helper variables
  21637. let numberOfVertices = 0;
  21638. let groupStart = 0;
  21639. // build each side of the box geometry
  21640. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  21641. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  21642. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  21643. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  21644. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  21645. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  21646. // build geometry
  21647. this.setIndex( indices );
  21648. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21649. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21650. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21651. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  21652. const segmentWidth = width / gridX;
  21653. const segmentHeight = height / gridY;
  21654. const widthHalf = width / 2;
  21655. const heightHalf = height / 2;
  21656. const depthHalf = depth / 2;
  21657. const gridX1 = gridX + 1;
  21658. const gridY1 = gridY + 1;
  21659. let vertexCounter = 0;
  21660. let groupCount = 0;
  21661. const vector = new Vector3();
  21662. // generate vertices, normals and uvs
  21663. for ( let iy = 0; iy < gridY1; iy ++ ) {
  21664. const y = iy * segmentHeight - heightHalf;
  21665. for ( let ix = 0; ix < gridX1; ix ++ ) {
  21666. const x = ix * segmentWidth - widthHalf;
  21667. // set values to correct vector component
  21668. vector[ u ] = x * udir;
  21669. vector[ v ] = y * vdir;
  21670. vector[ w ] = depthHalf;
  21671. // now apply vector to vertex buffer
  21672. vertices.push( vector.x, vector.y, vector.z );
  21673. // set values to correct vector component
  21674. vector[ u ] = 0;
  21675. vector[ v ] = 0;
  21676. vector[ w ] = depth > 0 ? 1 : -1;
  21677. // now apply vector to normal buffer
  21678. normals.push( vector.x, vector.y, vector.z );
  21679. // uvs
  21680. uvs.push( ix / gridX );
  21681. uvs.push( 1 - ( iy / gridY ) );
  21682. // counters
  21683. vertexCounter += 1;
  21684. }
  21685. }
  21686. // indices
  21687. // 1. you need three indices to draw a single face
  21688. // 2. a single segment consists of two faces
  21689. // 3. so we need to generate six (2*3) indices per segment
  21690. for ( let iy = 0; iy < gridY; iy ++ ) {
  21691. for ( let ix = 0; ix < gridX; ix ++ ) {
  21692. const a = numberOfVertices + ix + gridX1 * iy;
  21693. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  21694. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  21695. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  21696. // faces
  21697. indices.push( a, b, d );
  21698. indices.push( b, c, d );
  21699. // increase counter
  21700. groupCount += 6;
  21701. }
  21702. }
  21703. // add a group to the geometry. this will ensure multi material support
  21704. scope.addGroup( groupStart, groupCount, materialIndex );
  21705. // calculate new start value for groups
  21706. groupStart += groupCount;
  21707. // update total number of vertices
  21708. numberOfVertices += vertexCounter;
  21709. }
  21710. }
  21711. copy( source ) {
  21712. super.copy( source );
  21713. this.parameters = Object.assign( {}, source.parameters );
  21714. return this;
  21715. }
  21716. /**
  21717. * Factory method for creating an instance of this class from the given
  21718. * JSON object.
  21719. *
  21720. * @param {Object} data - A JSON object representing the serialized geometry.
  21721. * @return {BoxGeometry} A new instance.
  21722. */
  21723. static fromJSON( data ) {
  21724. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  21725. }
  21726. }
  21727. /**
  21728. * A geometry class for representing a capsule.
  21729. *
  21730. * ```js
  21731. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  21732. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21733. * const capsule = new THREE.Mesh( geometry, material );
  21734. * scene.add( capsule );
  21735. * ```
  21736. *
  21737. * @augments BufferGeometry
  21738. * @demo scenes/geometry-browser.html#CapsuleGeometry
  21739. */
  21740. class CapsuleGeometry extends BufferGeometry {
  21741. /**
  21742. * Constructs a new capsule geometry.
  21743. *
  21744. * @param {number} [radius=1] - Radius of the capsule.
  21745. * @param {number} [height=1] - Height of the middle section.
  21746. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  21747. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  21748. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  21749. */
  21750. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  21751. super();
  21752. this.type = 'CapsuleGeometry';
  21753. /**
  21754. * Holds the constructor parameters that have been
  21755. * used to generate the geometry. Any modification
  21756. * after instantiation does not change the geometry.
  21757. *
  21758. * @type {Object}
  21759. */
  21760. this.parameters = {
  21761. radius: radius,
  21762. height: height,
  21763. capSegments: capSegments,
  21764. radialSegments: radialSegments,
  21765. heightSegments: heightSegments,
  21766. };
  21767. height = Math.max( 0, height );
  21768. capSegments = Math.max( 1, Math.floor( capSegments ) );
  21769. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  21770. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  21771. // buffers
  21772. const indices = [];
  21773. const vertices = [];
  21774. const normals = [];
  21775. const uvs = [];
  21776. // helper variables
  21777. const halfHeight = height / 2;
  21778. const capArcLength = ( Math.PI / 2 ) * radius;
  21779. const cylinderPartLength = height;
  21780. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  21781. const numVerticalSegments = capSegments * 2 + heightSegments;
  21782. const verticesPerRow = radialSegments + 1;
  21783. const normal = new Vector3();
  21784. const vertex = new Vector3();
  21785. // generate vertices, normals, and uvs
  21786. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  21787. let currentArcLength = 0;
  21788. let profileY = 0;
  21789. let profileRadius = 0;
  21790. let normalYComponent = 0;
  21791. if ( iy <= capSegments ) {
  21792. // bottom cap
  21793. const segmentProgress = iy / capSegments;
  21794. const angle = ( segmentProgress * Math.PI ) / 2;
  21795. profileY = - halfHeight - radius * Math.cos( angle );
  21796. profileRadius = radius * Math.sin( angle );
  21797. normalYComponent = - radius * Math.cos( angle );
  21798. currentArcLength = segmentProgress * capArcLength;
  21799. } else if ( iy <= capSegments + heightSegments ) {
  21800. // middle section
  21801. const segmentProgress = ( iy - capSegments ) / heightSegments;
  21802. profileY = - halfHeight + segmentProgress * height;
  21803. profileRadius = radius;
  21804. normalYComponent = 0;
  21805. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  21806. } else {
  21807. // top cap
  21808. const segmentProgress =
  21809. ( iy - capSegments - heightSegments ) / capSegments;
  21810. const angle = ( segmentProgress * Math.PI ) / 2;
  21811. profileY = halfHeight + radius * Math.sin( angle );
  21812. profileRadius = radius * Math.cos( angle );
  21813. normalYComponent = radius * Math.sin( angle );
  21814. currentArcLength =
  21815. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  21816. }
  21817. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  21818. // special case for the poles
  21819. let uOffset = 0;
  21820. if ( iy === 0 ) {
  21821. uOffset = 0.5 / radialSegments;
  21822. } else if ( iy === numVerticalSegments ) {
  21823. uOffset = -0.5 / radialSegments;
  21824. }
  21825. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  21826. const u = ix / radialSegments;
  21827. const theta = u * Math.PI * 2;
  21828. const sinTheta = Math.sin( theta );
  21829. const cosTheta = Math.cos( theta );
  21830. // vertex
  21831. vertex.x = - profileRadius * cosTheta;
  21832. vertex.y = profileY;
  21833. vertex.z = profileRadius * sinTheta;
  21834. vertices.push( vertex.x, vertex.y, vertex.z );
  21835. // normal
  21836. normal.set(
  21837. - profileRadius * cosTheta,
  21838. normalYComponent,
  21839. profileRadius * sinTheta
  21840. );
  21841. normal.normalize();
  21842. normals.push( normal.x, normal.y, normal.z );
  21843. // uv
  21844. uvs.push( u + uOffset, v );
  21845. }
  21846. if ( iy > 0 ) {
  21847. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  21848. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  21849. const i1 = prevIndexRow + ix;
  21850. const i2 = prevIndexRow + ix + 1;
  21851. const i3 = iy * verticesPerRow + ix;
  21852. const i4 = iy * verticesPerRow + ix + 1;
  21853. indices.push( i1, i2, i3 );
  21854. indices.push( i2, i4, i3 );
  21855. }
  21856. }
  21857. }
  21858. // build geometry
  21859. this.setIndex( indices );
  21860. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21861. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21862. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21863. }
  21864. copy( source ) {
  21865. super.copy( source );
  21866. this.parameters = Object.assign( {}, source.parameters );
  21867. return this;
  21868. }
  21869. /**
  21870. * Factory method for creating an instance of this class from the given
  21871. * JSON object.
  21872. *
  21873. * @param {Object} data - A JSON object representing the serialized geometry.
  21874. * @return {CapsuleGeometry} A new instance.
  21875. */
  21876. static fromJSON( data ) {
  21877. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  21878. }
  21879. }
  21880. /**
  21881. * A simple shape of Euclidean geometry. It is constructed from a
  21882. * number of triangular segments that are oriented around a central point and
  21883. * extend as far out as a given radius. It is built counter-clockwise from a
  21884. * start angle and a given central angle. It can also be used to create
  21885. * regular polygons, where the number of segments determines the number of
  21886. * sides.
  21887. *
  21888. * ```js
  21889. * const geometry = new THREE.CircleGeometry( 5, 32 );
  21890. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21891. * const circle = new THREE.Mesh( geometry, material );
  21892. * scene.add( circle )
  21893. * ```
  21894. *
  21895. * @augments BufferGeometry
  21896. * @demo scenes/geometry-browser.html#CircleGeometry
  21897. */
  21898. class CircleGeometry extends BufferGeometry {
  21899. /**
  21900. * Constructs a new circle geometry.
  21901. *
  21902. * @param {number} [radius=1] - Radius of the circle.
  21903. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  21904. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  21905. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  21906. * of the circular sector in radians. The default value results in a complete circle.
  21907. */
  21908. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  21909. super();
  21910. this.type = 'CircleGeometry';
  21911. /**
  21912. * Holds the constructor parameters that have been
  21913. * used to generate the geometry. Any modification
  21914. * after instantiation does not change the geometry.
  21915. *
  21916. * @type {Object}
  21917. */
  21918. this.parameters = {
  21919. radius: radius,
  21920. segments: segments,
  21921. thetaStart: thetaStart,
  21922. thetaLength: thetaLength
  21923. };
  21924. segments = Math.max( 3, segments );
  21925. // buffers
  21926. const indices = [];
  21927. const vertices = [];
  21928. const normals = [];
  21929. const uvs = [];
  21930. // helper variables
  21931. const vertex = new Vector3();
  21932. const uv = new Vector2();
  21933. // center point
  21934. vertices.push( 0, 0, 0 );
  21935. normals.push( 0, 0, 1 );
  21936. uvs.push( 0.5, 0.5 );
  21937. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  21938. const segment = thetaStart + s / segments * thetaLength;
  21939. // vertex
  21940. vertex.x = radius * Math.cos( segment );
  21941. vertex.y = radius * Math.sin( segment );
  21942. vertices.push( vertex.x, vertex.y, vertex.z );
  21943. // normal
  21944. normals.push( 0, 0, 1 );
  21945. // uvs
  21946. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  21947. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  21948. uvs.push( uv.x, uv.y );
  21949. }
  21950. // indices
  21951. for ( let i = 1; i <= segments; i ++ ) {
  21952. indices.push( i, i + 1, 0 );
  21953. }
  21954. // build geometry
  21955. this.setIndex( indices );
  21956. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  21957. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  21958. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  21959. }
  21960. copy( source ) {
  21961. super.copy( source );
  21962. this.parameters = Object.assign( {}, source.parameters );
  21963. return this;
  21964. }
  21965. /**
  21966. * Factory method for creating an instance of this class from the given
  21967. * JSON object.
  21968. *
  21969. * @param {Object} data - A JSON object representing the serialized geometry.
  21970. * @return {CircleGeometry} A new instance.
  21971. */
  21972. static fromJSON( data ) {
  21973. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  21974. }
  21975. }
  21976. /**
  21977. * A geometry class for representing a cylinder.
  21978. *
  21979. * ```js
  21980. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  21981. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  21982. * const cylinder = new THREE.Mesh( geometry, material );
  21983. * scene.add( cylinder );
  21984. * ```
  21985. *
  21986. * @augments BufferGeometry
  21987. * @demo scenes/geometry-browser.html#CylinderGeometry
  21988. */
  21989. class CylinderGeometry extends BufferGeometry {
  21990. /**
  21991. * Constructs a new cylinder geometry.
  21992. *
  21993. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  21994. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  21995. * @param {number} [height=1] - Height of the cylinder.
  21996. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  21997. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  21998. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  21999. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22000. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22001. * The default value results in a complete cylinder.
  22002. */
  22003. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22004. super();
  22005. this.type = 'CylinderGeometry';
  22006. /**
  22007. * Holds the constructor parameters that have been
  22008. * used to generate the geometry. Any modification
  22009. * after instantiation does not change the geometry.
  22010. *
  22011. * @type {Object}
  22012. */
  22013. this.parameters = {
  22014. radiusTop: radiusTop,
  22015. radiusBottom: radiusBottom,
  22016. height: height,
  22017. radialSegments: radialSegments,
  22018. heightSegments: heightSegments,
  22019. openEnded: openEnded,
  22020. thetaStart: thetaStart,
  22021. thetaLength: thetaLength
  22022. };
  22023. const scope = this;
  22024. radialSegments = Math.floor( radialSegments );
  22025. heightSegments = Math.floor( heightSegments );
  22026. // buffers
  22027. const indices = [];
  22028. const vertices = [];
  22029. const normals = [];
  22030. const uvs = [];
  22031. // helper variables
  22032. let index = 0;
  22033. const indexArray = [];
  22034. const halfHeight = height / 2;
  22035. let groupStart = 0;
  22036. // generate geometry
  22037. generateTorso();
  22038. if ( openEnded === false ) {
  22039. if ( radiusTop > 0 ) generateCap( true );
  22040. if ( radiusBottom > 0 ) generateCap( false );
  22041. }
  22042. // build geometry
  22043. this.setIndex( indices );
  22044. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22045. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22046. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22047. function generateTorso() {
  22048. const normal = new Vector3();
  22049. const vertex = new Vector3();
  22050. let groupCount = 0;
  22051. // this will be used to calculate the normal
  22052. const slope = ( radiusBottom - radiusTop ) / height;
  22053. // generate vertices, normals and uvs
  22054. for ( let y = 0; y <= heightSegments; y ++ ) {
  22055. const indexRow = [];
  22056. const v = y / heightSegments;
  22057. // calculate the radius of the current row
  22058. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22059. for ( let x = 0; x <= radialSegments; x ++ ) {
  22060. const u = x / radialSegments;
  22061. const theta = u * thetaLength + thetaStart;
  22062. const sinTheta = Math.sin( theta );
  22063. const cosTheta = Math.cos( theta );
  22064. // vertex
  22065. vertex.x = radius * sinTheta;
  22066. vertex.y = - v * height + halfHeight;
  22067. vertex.z = radius * cosTheta;
  22068. vertices.push( vertex.x, vertex.y, vertex.z );
  22069. // normal
  22070. normal.set( sinTheta, slope, cosTheta ).normalize();
  22071. normals.push( normal.x, normal.y, normal.z );
  22072. // uv
  22073. uvs.push( u, 1 - v );
  22074. // save index of vertex in respective row
  22075. indexRow.push( index ++ );
  22076. }
  22077. // now save vertices of the row in our index array
  22078. indexArray.push( indexRow );
  22079. }
  22080. // generate indices
  22081. for ( let x = 0; x < radialSegments; x ++ ) {
  22082. for ( let y = 0; y < heightSegments; y ++ ) {
  22083. // we use the index array to access the correct indices
  22084. const a = indexArray[ y ][ x ];
  22085. const b = indexArray[ y + 1 ][ x ];
  22086. const c = indexArray[ y + 1 ][ x + 1 ];
  22087. const d = indexArray[ y ][ x + 1 ];
  22088. // faces
  22089. if ( radiusTop > 0 || y !== 0 ) {
  22090. indices.push( a, b, d );
  22091. groupCount += 3;
  22092. }
  22093. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22094. indices.push( b, c, d );
  22095. groupCount += 3;
  22096. }
  22097. }
  22098. }
  22099. // add a group to the geometry. this will ensure multi material support
  22100. scope.addGroup( groupStart, groupCount, 0 );
  22101. // calculate new start value for groups
  22102. groupStart += groupCount;
  22103. }
  22104. function generateCap( top ) {
  22105. // save the index of the first center vertex
  22106. const centerIndexStart = index;
  22107. const uv = new Vector2();
  22108. const vertex = new Vector3();
  22109. let groupCount = 0;
  22110. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22111. const sign = ( top === true ) ? 1 : -1;
  22112. // first we generate the center vertex data of the cap.
  22113. // because the geometry needs one set of uvs per face,
  22114. // we must generate a center vertex per face/segment
  22115. for ( let x = 1; x <= radialSegments; x ++ ) {
  22116. // vertex
  22117. vertices.push( 0, halfHeight * sign, 0 );
  22118. // normal
  22119. normals.push( 0, sign, 0 );
  22120. // uv
  22121. uvs.push( 0.5, 0.5 );
  22122. // increase index
  22123. index ++;
  22124. }
  22125. // save the index of the last center vertex
  22126. const centerIndexEnd = index;
  22127. // now we generate the surrounding vertices, normals and uvs
  22128. for ( let x = 0; x <= radialSegments; x ++ ) {
  22129. const u = x / radialSegments;
  22130. const theta = u * thetaLength + thetaStart;
  22131. const cosTheta = Math.cos( theta );
  22132. const sinTheta = Math.sin( theta );
  22133. // vertex
  22134. vertex.x = radius * sinTheta;
  22135. vertex.y = halfHeight * sign;
  22136. vertex.z = radius * cosTheta;
  22137. vertices.push( vertex.x, vertex.y, vertex.z );
  22138. // normal
  22139. normals.push( 0, sign, 0 );
  22140. // uv
  22141. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22142. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22143. uvs.push( uv.x, uv.y );
  22144. // increase index
  22145. index ++;
  22146. }
  22147. // generate indices
  22148. for ( let x = 0; x < radialSegments; x ++ ) {
  22149. const c = centerIndexStart + x;
  22150. const i = centerIndexEnd + x;
  22151. if ( top === true ) {
  22152. // face top
  22153. indices.push( i, i + 1, c );
  22154. } else {
  22155. // face bottom
  22156. indices.push( i + 1, i, c );
  22157. }
  22158. groupCount += 3;
  22159. }
  22160. // add a group to the geometry. this will ensure multi material support
  22161. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22162. // calculate new start value for groups
  22163. groupStart += groupCount;
  22164. }
  22165. }
  22166. copy( source ) {
  22167. super.copy( source );
  22168. this.parameters = Object.assign( {}, source.parameters );
  22169. return this;
  22170. }
  22171. /**
  22172. * Factory method for creating an instance of this class from the given
  22173. * JSON object.
  22174. *
  22175. * @param {Object} data - A JSON object representing the serialized geometry.
  22176. * @return {CylinderGeometry} A new instance.
  22177. */
  22178. static fromJSON( data ) {
  22179. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22180. }
  22181. }
  22182. /**
  22183. * A geometry class for representing a cone.
  22184. *
  22185. * ```js
  22186. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22187. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22188. * const cone = new THREE.Mesh(geometry, material );
  22189. * scene.add( cone );
  22190. * ```
  22191. *
  22192. * @augments CylinderGeometry
  22193. * @demo scenes/geometry-browser.html#ConeGeometry
  22194. */
  22195. class ConeGeometry extends CylinderGeometry {
  22196. /**
  22197. * Constructs a new cone geometry.
  22198. *
  22199. * @param {number} [radius=1] - Radius of the cone base.
  22200. * @param {number} [height=1] - Height of the cone.
  22201. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22202. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22203. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22204. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22205. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22206. * The default value results in a complete cone.
  22207. */
  22208. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22209. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22210. this.type = 'ConeGeometry';
  22211. /**
  22212. * Holds the constructor parameters that have been
  22213. * used to generate the geometry. Any modification
  22214. * after instantiation does not change the geometry.
  22215. *
  22216. * @type {Object}
  22217. */
  22218. this.parameters = {
  22219. radius: radius,
  22220. height: height,
  22221. radialSegments: radialSegments,
  22222. heightSegments: heightSegments,
  22223. openEnded: openEnded,
  22224. thetaStart: thetaStart,
  22225. thetaLength: thetaLength
  22226. };
  22227. }
  22228. /**
  22229. * Factory method for creating an instance of this class from the given
  22230. * JSON object.
  22231. *
  22232. * @param {Object} data - A JSON object representing the serialized geometry.
  22233. * @return {ConeGeometry} A new instance.
  22234. */
  22235. static fromJSON( data ) {
  22236. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22237. }
  22238. }
  22239. /**
  22240. * A polyhedron is a solid in three dimensions with flat faces. This class
  22241. * will take an array of vertices, project them onto a sphere, and then
  22242. * divide them up to the desired level of detail.
  22243. *
  22244. * @augments BufferGeometry
  22245. */
  22246. class PolyhedronGeometry extends BufferGeometry {
  22247. /**
  22248. * Constructs a new polyhedron geometry.
  22249. *
  22250. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22251. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22252. * @param {number} [radius=1] - The radius of the shape.
  22253. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22254. */
  22255. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22256. super();
  22257. this.type = 'PolyhedronGeometry';
  22258. /**
  22259. * Holds the constructor parameters that have been
  22260. * used to generate the geometry. Any modification
  22261. * after instantiation does not change the geometry.
  22262. *
  22263. * @type {Object}
  22264. */
  22265. this.parameters = {
  22266. vertices: vertices,
  22267. indices: indices,
  22268. radius: radius,
  22269. detail: detail
  22270. };
  22271. // default buffer data
  22272. const vertexBuffer = [];
  22273. const uvBuffer = [];
  22274. // the subdivision creates the vertex buffer data
  22275. subdivide( detail );
  22276. // all vertices should lie on a conceptual sphere with a given radius
  22277. applyRadius( radius );
  22278. // finally, create the uv data
  22279. generateUVs();
  22280. // build non-indexed geometry
  22281. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22282. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22283. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22284. if ( detail === 0 ) {
  22285. this.computeVertexNormals(); // flat normals
  22286. } else {
  22287. this.normalizeNormals(); // smooth normals
  22288. }
  22289. // helper functions
  22290. function subdivide( detail ) {
  22291. const a = new Vector3();
  22292. const b = new Vector3();
  22293. const c = new Vector3();
  22294. // iterate over all faces and apply a subdivision with the given detail value
  22295. for ( let i = 0; i < indices.length; i += 3 ) {
  22296. // get the vertices of the face
  22297. getVertexByIndex( indices[ i + 0 ], a );
  22298. getVertexByIndex( indices[ i + 1 ], b );
  22299. getVertexByIndex( indices[ i + 2 ], c );
  22300. // perform subdivision
  22301. subdivideFace( a, b, c, detail );
  22302. }
  22303. }
  22304. function subdivideFace( a, b, c, detail ) {
  22305. const cols = detail + 1;
  22306. // we use this multidimensional array as a data structure for creating the subdivision
  22307. const v = [];
  22308. // construct all of the vertices for this subdivision
  22309. for ( let i = 0; i <= cols; i ++ ) {
  22310. v[ i ] = [];
  22311. const aj = a.clone().lerp( c, i / cols );
  22312. const bj = b.clone().lerp( c, i / cols );
  22313. const rows = cols - i;
  22314. for ( let j = 0; j <= rows; j ++ ) {
  22315. if ( j === 0 && i === cols ) {
  22316. v[ i ][ j ] = aj;
  22317. } else {
  22318. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22319. }
  22320. }
  22321. }
  22322. // construct all of the faces
  22323. for ( let i = 0; i < cols; i ++ ) {
  22324. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22325. const k = Math.floor( j / 2 );
  22326. if ( j % 2 === 0 ) {
  22327. pushVertex( v[ i ][ k + 1 ] );
  22328. pushVertex( v[ i + 1 ][ k ] );
  22329. pushVertex( v[ i ][ k ] );
  22330. } else {
  22331. pushVertex( v[ i ][ k + 1 ] );
  22332. pushVertex( v[ i + 1 ][ k + 1 ] );
  22333. pushVertex( v[ i + 1 ][ k ] );
  22334. }
  22335. }
  22336. }
  22337. }
  22338. function applyRadius( radius ) {
  22339. const vertex = new Vector3();
  22340. // iterate over the entire buffer and apply the radius to each vertex
  22341. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22342. vertex.x = vertexBuffer[ i + 0 ];
  22343. vertex.y = vertexBuffer[ i + 1 ];
  22344. vertex.z = vertexBuffer[ i + 2 ];
  22345. vertex.normalize().multiplyScalar( radius );
  22346. vertexBuffer[ i + 0 ] = vertex.x;
  22347. vertexBuffer[ i + 1 ] = vertex.y;
  22348. vertexBuffer[ i + 2 ] = vertex.z;
  22349. }
  22350. }
  22351. function generateUVs() {
  22352. const vertex = new Vector3();
  22353. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22354. vertex.x = vertexBuffer[ i + 0 ];
  22355. vertex.y = vertexBuffer[ i + 1 ];
  22356. vertex.z = vertexBuffer[ i + 2 ];
  22357. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22358. const v = inclination( vertex ) / Math.PI + 0.5;
  22359. uvBuffer.push( u, 1 - v );
  22360. }
  22361. correctUVs();
  22362. correctSeam();
  22363. }
  22364. function correctSeam() {
  22365. // handle case when face straddles the seam, see #3269
  22366. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22367. // uv data of a single face
  22368. const x0 = uvBuffer[ i + 0 ];
  22369. const x1 = uvBuffer[ i + 2 ];
  22370. const x2 = uvBuffer[ i + 4 ];
  22371. const max = Math.max( x0, x1, x2 );
  22372. const min = Math.min( x0, x1, x2 );
  22373. // 0.9 is somewhat arbitrary
  22374. if ( max > 0.9 && min < 0.1 ) {
  22375. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22376. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22377. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22378. }
  22379. }
  22380. }
  22381. function pushVertex( vertex ) {
  22382. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22383. }
  22384. function getVertexByIndex( index, vertex ) {
  22385. const stride = index * 3;
  22386. vertex.x = vertices[ stride + 0 ];
  22387. vertex.y = vertices[ stride + 1 ];
  22388. vertex.z = vertices[ stride + 2 ];
  22389. }
  22390. function correctUVs() {
  22391. const a = new Vector3();
  22392. const b = new Vector3();
  22393. const c = new Vector3();
  22394. const centroid = new Vector3();
  22395. const uvA = new Vector2();
  22396. const uvB = new Vector2();
  22397. const uvC = new Vector2();
  22398. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22399. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22400. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22401. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22402. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22403. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22404. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22405. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22406. const azi = azimuth( centroid );
  22407. correctUV( uvA, j + 0, a, azi );
  22408. correctUV( uvB, j + 2, b, azi );
  22409. correctUV( uvC, j + 4, c, azi );
  22410. }
  22411. }
  22412. function correctUV( uv, stride, vector, azimuth ) {
  22413. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22414. uvBuffer[ stride ] = uv.x - 1;
  22415. }
  22416. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22417. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22418. }
  22419. }
  22420. // Angle around the Y axis, counter-clockwise when looking from above.
  22421. function azimuth( vector ) {
  22422. return Math.atan2( vector.z, - vector.x );
  22423. }
  22424. // Angle above the XZ plane.
  22425. function inclination( vector ) {
  22426. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22427. }
  22428. }
  22429. copy( source ) {
  22430. super.copy( source );
  22431. this.parameters = Object.assign( {}, source.parameters );
  22432. return this;
  22433. }
  22434. /**
  22435. * Factory method for creating an instance of this class from the given
  22436. * JSON object.
  22437. *
  22438. * @param {Object} data - A JSON object representing the serialized geometry.
  22439. * @return {PolyhedronGeometry} A new instance.
  22440. */
  22441. static fromJSON( data ) {
  22442. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
  22443. }
  22444. }
  22445. /**
  22446. * A geometry class for representing a dodecahedron.
  22447. *
  22448. * ```js
  22449. * const geometry = new THREE.DodecahedronGeometry();
  22450. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22451. * const dodecahedron = new THREE.Mesh( geometry, material );
  22452. * scene.add( dodecahedron );
  22453. * ```
  22454. *
  22455. * @augments PolyhedronGeometry
  22456. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22457. */
  22458. class DodecahedronGeometry extends PolyhedronGeometry {
  22459. /**
  22460. * Constructs a new dodecahedron geometry.
  22461. *
  22462. * @param {number} [radius=1] - Radius of the dodecahedron.
  22463. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22464. */
  22465. constructor( radius = 1, detail = 0 ) {
  22466. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22467. const r = 1 / t;
  22468. const vertices = [
  22469. // (±1, ±1, ±1)
  22470. -1, -1, -1, -1, -1, 1,
  22471. -1, 1, -1, -1, 1, 1,
  22472. 1, -1, -1, 1, -1, 1,
  22473. 1, 1, -1, 1, 1, 1,
  22474. // (0, ±1/φ, ±φ)
  22475. 0, - r, - t, 0, - r, t,
  22476. 0, r, - t, 0, r, t,
  22477. // (±1/φ, ±φ, 0)
  22478. - r, - t, 0, - r, t, 0,
  22479. r, - t, 0, r, t, 0,
  22480. // (±φ, 0, ±1/φ)
  22481. - t, 0, - r, t, 0, - r,
  22482. - t, 0, r, t, 0, r
  22483. ];
  22484. const indices = [
  22485. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22486. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22487. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22488. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22489. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22490. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22491. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22492. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22493. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22494. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22495. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22496. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22497. ];
  22498. super( vertices, indices, radius, detail );
  22499. this.type = 'DodecahedronGeometry';
  22500. /**
  22501. * Holds the constructor parameters that have been
  22502. * used to generate the geometry. Any modification
  22503. * after instantiation does not change the geometry.
  22504. *
  22505. * @type {Object}
  22506. */
  22507. this.parameters = {
  22508. radius: radius,
  22509. detail: detail
  22510. };
  22511. }
  22512. /**
  22513. * Factory method for creating an instance of this class from the given
  22514. * JSON object.
  22515. *
  22516. * @param {Object} data - A JSON object representing the serialized geometry.
  22517. * @return {DodecahedronGeometry} A new instance.
  22518. */
  22519. static fromJSON( data ) {
  22520. return new DodecahedronGeometry( data.radius, data.detail );
  22521. }
  22522. }
  22523. const _v0 = /*@__PURE__*/ new Vector3();
  22524. const _v1$1 = /*@__PURE__*/ new Vector3();
  22525. const _normal = /*@__PURE__*/ new Vector3();
  22526. const _triangle = /*@__PURE__*/ new Triangle();
  22527. /**
  22528. * Can be used as a helper object to view the edges of a geometry.
  22529. *
  22530. * ```js
  22531. * const geometry = new THREE.BoxGeometry();
  22532. * const edges = new THREE.EdgesGeometry( geometry );
  22533. * const line = new THREE.LineSegments( edges );
  22534. * scene.add( line );
  22535. * ```
  22536. *
  22537. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22538. *
  22539. * @augments BufferGeometry
  22540. */
  22541. class EdgesGeometry extends BufferGeometry {
  22542. /**
  22543. * Constructs a new edges geometry.
  22544. *
  22545. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22546. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22547. * between the face normals of the adjoining faces exceeds this value.
  22548. */
  22549. constructor( geometry = null, thresholdAngle = 1 ) {
  22550. super();
  22551. this.type = 'EdgesGeometry';
  22552. /**
  22553. * Holds the constructor parameters that have been
  22554. * used to generate the geometry. Any modification
  22555. * after instantiation does not change the geometry.
  22556. *
  22557. * @type {Object}
  22558. */
  22559. this.parameters = {
  22560. geometry: geometry,
  22561. thresholdAngle: thresholdAngle
  22562. };
  22563. if ( geometry !== null ) {
  22564. const precisionPoints = 4;
  22565. const precision = Math.pow( 10, precisionPoints );
  22566. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22567. const indexAttr = geometry.getIndex();
  22568. const positionAttr = geometry.getAttribute( 'position' );
  22569. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22570. const indexArr = [ 0, 0, 0 ];
  22571. const vertKeys = [ 'a', 'b', 'c' ];
  22572. const hashes = new Array( 3 );
  22573. const edgeData = {};
  22574. const vertices = [];
  22575. for ( let i = 0; i < indexCount; i += 3 ) {
  22576. if ( indexAttr ) {
  22577. indexArr[ 0 ] = indexAttr.getX( i );
  22578. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22579. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22580. } else {
  22581. indexArr[ 0 ] = i;
  22582. indexArr[ 1 ] = i + 1;
  22583. indexArr[ 2 ] = i + 2;
  22584. }
  22585. const { a, b, c } = _triangle;
  22586. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22587. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22588. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22589. _triangle.getNormal( _normal );
  22590. // create hashes for the edge from the vertices
  22591. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22592. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22593. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22594. // skip degenerate triangles
  22595. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22596. continue;
  22597. }
  22598. // iterate over every edge
  22599. for ( let j = 0; j < 3; j ++ ) {
  22600. // get the first and next vertex making up the edge
  22601. const jNext = ( j + 1 ) % 3;
  22602. const vecHash0 = hashes[ j ];
  22603. const vecHash1 = hashes[ jNext ];
  22604. const v0 = _triangle[ vertKeys[ j ] ];
  22605. const v1 = _triangle[ vertKeys[ jNext ] ];
  22606. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22607. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22608. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22609. // if we found a sibling edge add it into the vertex array if
  22610. // it meets the angle threshold and delete the edge from the map.
  22611. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22612. vertices.push( v0.x, v0.y, v0.z );
  22613. vertices.push( v1.x, v1.y, v1.z );
  22614. }
  22615. edgeData[ reverseHash ] = null;
  22616. } else if ( ! ( hash in edgeData ) ) {
  22617. // if we've already got an edge here then skip adding a new one
  22618. edgeData[ hash ] = {
  22619. index0: indexArr[ j ],
  22620. index1: indexArr[ jNext ],
  22621. normal: _normal.clone(),
  22622. };
  22623. }
  22624. }
  22625. }
  22626. // iterate over all remaining, unmatched edges and add them to the vertex array
  22627. for ( const key in edgeData ) {
  22628. if ( edgeData[ key ] ) {
  22629. const { index0, index1 } = edgeData[ key ];
  22630. _v0.fromBufferAttribute( positionAttr, index0 );
  22631. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22632. vertices.push( _v0.x, _v0.y, _v0.z );
  22633. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22634. }
  22635. }
  22636. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22637. }
  22638. }
  22639. copy( source ) {
  22640. super.copy( source );
  22641. this.parameters = Object.assign( {}, source.parameters );
  22642. return this;
  22643. }
  22644. }
  22645. /**
  22646. * An abstract base class for creating an analytic curve object that contains methods
  22647. * for interpolation.
  22648. *
  22649. * @abstract
  22650. */
  22651. class Curve {
  22652. /**
  22653. * Constructs a new curve.
  22654. */
  22655. constructor() {
  22656. /**
  22657. * The type property is used for detecting the object type
  22658. * in context of serialization/deserialization.
  22659. *
  22660. * @type {string}
  22661. * @readonly
  22662. */
  22663. this.type = 'Curve';
  22664. /**
  22665. * This value determines the amount of divisions when calculating the
  22666. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22667. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22668. * recommended to increase the value of this property if the curve is very large.
  22669. *
  22670. * @type {number}
  22671. * @default 200
  22672. */
  22673. this.arcLengthDivisions = 200;
  22674. /**
  22675. * Must be set to `true` if the curve parameters have changed.
  22676. *
  22677. * @type {boolean}
  22678. * @default false
  22679. */
  22680. this.needsUpdate = false;
  22681. /**
  22682. * An internal cache that holds precomputed curve length values.
  22683. *
  22684. * @private
  22685. * @type {?Array<number>}
  22686. * @default null
  22687. */
  22688. this.cacheArcLengths = null;
  22689. }
  22690. /**
  22691. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22692. * for the given interpolation factor.
  22693. *
  22694. * @abstract
  22695. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22696. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22697. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22698. */
  22699. getPoint( /* t, optionalTarget */ ) {
  22700. warn( 'Curve: .getPoint() not implemented.' );
  22701. }
  22702. /**
  22703. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22704. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  22705. * of the curve which equidistant samples.
  22706. *
  22707. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22708. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22709. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22710. */
  22711. getPointAt( u, optionalTarget ) {
  22712. const t = this.getUtoTmapping( u );
  22713. return this.getPoint( t, optionalTarget );
  22714. }
  22715. /**
  22716. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  22717. * the curve shape.
  22718. *
  22719. * @param {number} [divisions=5] - The number of divisions.
  22720. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22721. */
  22722. getPoints( divisions = 5 ) {
  22723. const points = [];
  22724. for ( let d = 0; d <= divisions; d ++ ) {
  22725. points.push( this.getPoint( d / divisions ) );
  22726. }
  22727. return points;
  22728. }
  22729. // Get sequence of points using getPointAt( u )
  22730. /**
  22731. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  22732. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  22733. * curve.
  22734. *
  22735. * @param {number} [divisions=5] - The number of divisions.
  22736. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22737. */
  22738. getSpacedPoints( divisions = 5 ) {
  22739. const points = [];
  22740. for ( let d = 0; d <= divisions; d ++ ) {
  22741. points.push( this.getPointAt( d / divisions ) );
  22742. }
  22743. return points;
  22744. }
  22745. /**
  22746. * Returns the total arc length of the curve.
  22747. *
  22748. * @return {number} The length of the curve.
  22749. */
  22750. getLength() {
  22751. const lengths = this.getLengths();
  22752. return lengths[ lengths.length - 1 ];
  22753. }
  22754. /**
  22755. * Returns an array of cumulative segment lengths of the curve.
  22756. *
  22757. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  22758. * @return {Array<number>} An array holding the cumulative segment lengths.
  22759. */
  22760. getLengths( divisions = this.arcLengthDivisions ) {
  22761. if ( this.cacheArcLengths &&
  22762. ( this.cacheArcLengths.length === divisions + 1 ) &&
  22763. ! this.needsUpdate ) {
  22764. return this.cacheArcLengths;
  22765. }
  22766. this.needsUpdate = false;
  22767. const cache = [];
  22768. let current, last = this.getPoint( 0 );
  22769. let sum = 0;
  22770. cache.push( 0 );
  22771. for ( let p = 1; p <= divisions; p ++ ) {
  22772. current = this.getPoint( p / divisions );
  22773. sum += current.distanceTo( last );
  22774. cache.push( sum );
  22775. last = current;
  22776. }
  22777. this.cacheArcLengths = cache;
  22778. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  22779. }
  22780. /**
  22781. * Update the cumulative segment distance cache. The method must be called
  22782. * every time curve parameters are changed. If an updated curve is part of a
  22783. * composed curve like {@link CurvePath}, this method must be called on the
  22784. * composed curve, too.
  22785. */
  22786. updateArcLengths() {
  22787. this.needsUpdate = true;
  22788. this.getLengths();
  22789. }
  22790. /**
  22791. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  22792. * interpolation factor in the same range that can be ued to sample equidistant points
  22793. * from a curve.
  22794. *
  22795. * @param {number} u - The interpolation factor.
  22796. * @param {?number} distance - An optional distance on the curve.
  22797. * @return {number} The updated interpolation factor.
  22798. */
  22799. getUtoTmapping( u, distance = null ) {
  22800. const arcLengths = this.getLengths();
  22801. let i = 0;
  22802. const il = arcLengths.length;
  22803. let targetArcLength; // The targeted u distance value to get
  22804. if ( distance ) {
  22805. targetArcLength = distance;
  22806. } else {
  22807. targetArcLength = u * arcLengths[ il - 1 ];
  22808. }
  22809. // binary search for the index with largest value smaller than target u distance
  22810. let low = 0, high = il - 1, comparison;
  22811. while ( low <= high ) {
  22812. 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
  22813. comparison = arcLengths[ i ] - targetArcLength;
  22814. if ( comparison < 0 ) {
  22815. low = i + 1;
  22816. } else if ( comparison > 0 ) {
  22817. high = i - 1;
  22818. } else {
  22819. high = i;
  22820. break;
  22821. // DONE
  22822. }
  22823. }
  22824. i = high;
  22825. if ( arcLengths[ i ] === targetArcLength ) {
  22826. return i / ( il - 1 );
  22827. }
  22828. // we could get finer grain at lengths, or use simple interpolation between two points
  22829. const lengthBefore = arcLengths[ i ];
  22830. const lengthAfter = arcLengths[ i + 1 ];
  22831. const segmentLength = lengthAfter - lengthBefore;
  22832. // determine where we are between the 'before' and 'after' points
  22833. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  22834. // add that fractional amount to t
  22835. const t = ( i + segmentFraction ) / ( il - 1 );
  22836. return t;
  22837. }
  22838. /**
  22839. * Returns a unit vector tangent for the given interpolation factor.
  22840. * If the derived curve does not implement its tangent derivation,
  22841. * two points a small delta apart will be used to find its gradient
  22842. * which seems to give a reasonable approximation.
  22843. *
  22844. * @param {number} t - The interpolation factor.
  22845. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22846. * @return {(Vector2|Vector3)} The tangent vector.
  22847. */
  22848. getTangent( t, optionalTarget ) {
  22849. const delta = 0.0001;
  22850. let t1 = t - delta;
  22851. let t2 = t + delta;
  22852. // Capping in case of danger
  22853. if ( t1 < 0 ) t1 = 0;
  22854. if ( t2 > 1 ) t2 = 1;
  22855. const pt1 = this.getPoint( t1 );
  22856. const pt2 = this.getPoint( t2 );
  22857. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  22858. tangent.copy( pt2 ).sub( pt1 ).normalize();
  22859. return tangent;
  22860. }
  22861. /**
  22862. * Same as {@link Curve#getTangent} but with equidistant samples.
  22863. *
  22864. * @param {number} u - The interpolation factor.
  22865. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22866. * @return {(Vector2|Vector3)} The tangent vector.
  22867. * @see {@link Curve#getPointAt}
  22868. */
  22869. getTangentAt( u, optionalTarget ) {
  22870. const t = this.getUtoTmapping( u );
  22871. return this.getTangent( t, optionalTarget );
  22872. }
  22873. /**
  22874. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  22875. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  22876. *
  22877. * @param {number} segments - The number of segments.
  22878. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  22879. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  22880. */
  22881. computeFrenetFrames( segments, closed = false ) {
  22882. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  22883. const normal = new Vector3();
  22884. const tangents = [];
  22885. const normals = [];
  22886. const binormals = [];
  22887. const vec = new Vector3();
  22888. const mat = new Matrix4();
  22889. // compute the tangent vectors for each segment on the curve
  22890. for ( let i = 0; i <= segments; i ++ ) {
  22891. const u = i / segments;
  22892. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  22893. }
  22894. // select an initial normal vector perpendicular to the first tangent vector,
  22895. // and in the direction of the minimum tangent xyz component
  22896. normals[ 0 ] = new Vector3();
  22897. binormals[ 0 ] = new Vector3();
  22898. let min = Number.MAX_VALUE;
  22899. const tx = Math.abs( tangents[ 0 ].x );
  22900. const ty = Math.abs( tangents[ 0 ].y );
  22901. const tz = Math.abs( tangents[ 0 ].z );
  22902. if ( tx <= min ) {
  22903. min = tx;
  22904. normal.set( 1, 0, 0 );
  22905. }
  22906. if ( ty <= min ) {
  22907. min = ty;
  22908. normal.set( 0, 1, 0 );
  22909. }
  22910. if ( tz <= min ) {
  22911. normal.set( 0, 0, 1 );
  22912. }
  22913. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  22914. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  22915. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  22916. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  22917. for ( let i = 1; i <= segments; i ++ ) {
  22918. normals[ i ] = normals[ i - 1 ].clone();
  22919. binormals[ i ] = binormals[ i - 1 ].clone();
  22920. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  22921. if ( vec.length() > Number.EPSILON ) {
  22922. vec.normalize();
  22923. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  22924. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  22925. }
  22926. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22927. }
  22928. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  22929. if ( closed === true ) {
  22930. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  22931. theta /= segments;
  22932. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  22933. theta = - theta;
  22934. }
  22935. for ( let i = 1; i <= segments; i ++ ) {
  22936. // twist a little...
  22937. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  22938. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  22939. }
  22940. }
  22941. return {
  22942. tangents: tangents,
  22943. normals: normals,
  22944. binormals: binormals
  22945. };
  22946. }
  22947. /**
  22948. * Returns a new curve with copied values from this instance.
  22949. *
  22950. * @return {Curve} A clone of this instance.
  22951. */
  22952. clone() {
  22953. return new this.constructor().copy( this );
  22954. }
  22955. /**
  22956. * Copies the values of the given curve to this instance.
  22957. *
  22958. * @param {Curve} source - The curve to copy.
  22959. * @return {Curve} A reference to this curve.
  22960. */
  22961. copy( source ) {
  22962. this.arcLengthDivisions = source.arcLengthDivisions;
  22963. return this;
  22964. }
  22965. /**
  22966. * Serializes the curve into JSON.
  22967. *
  22968. * @return {Object} A JSON object representing the serialized curve.
  22969. * @see {@link ObjectLoader#parse}
  22970. */
  22971. toJSON() {
  22972. const data = {
  22973. metadata: {
  22974. version: 4.7,
  22975. type: 'Curve',
  22976. generator: 'Curve.toJSON'
  22977. }
  22978. };
  22979. data.arcLengthDivisions = this.arcLengthDivisions;
  22980. data.type = this.type;
  22981. return data;
  22982. }
  22983. /**
  22984. * Deserializes the curve from the given JSON.
  22985. *
  22986. * @param {Object} json - The JSON holding the serialized curve.
  22987. * @return {Curve} A reference to this curve.
  22988. */
  22989. fromJSON( json ) {
  22990. this.arcLengthDivisions = json.arcLengthDivisions;
  22991. return this;
  22992. }
  22993. }
  22994. /**
  22995. * A curve representing an ellipse.
  22996. *
  22997. * ```js
  22998. * const curve = new THREE.EllipseCurve(
  22999. * 0, 0,
  23000. * 10, 10,
  23001. * 0, 2 * Math.PI,
  23002. * false,
  23003. * 0
  23004. * );
  23005. *
  23006. * const points = curve.getPoints( 50 );
  23007. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23008. *
  23009. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23010. *
  23011. * // Create the final object to add to the scene
  23012. * const ellipse = new THREE.Line( geometry, material );
  23013. * ```
  23014. *
  23015. * @augments Curve
  23016. */
  23017. class EllipseCurve extends Curve {
  23018. /**
  23019. * Constructs a new ellipse curve.
  23020. *
  23021. * @param {number} [aX=0] - The X center of the ellipse.
  23022. * @param {number} [aY=0] - The Y center of the ellipse.
  23023. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23024. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23025. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23026. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23027. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23028. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23029. */
  23030. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23031. super();
  23032. /**
  23033. * This flag can be used for type testing.
  23034. *
  23035. * @type {boolean}
  23036. * @readonly
  23037. * @default true
  23038. */
  23039. this.isEllipseCurve = true;
  23040. this.type = 'EllipseCurve';
  23041. /**
  23042. * The X center of the ellipse.
  23043. *
  23044. * @type {number}
  23045. * @default 0
  23046. */
  23047. this.aX = aX;
  23048. /**
  23049. * The Y center of the ellipse.
  23050. *
  23051. * @type {number}
  23052. * @default 0
  23053. */
  23054. this.aY = aY;
  23055. /**
  23056. * The radius of the ellipse in the x direction.
  23057. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23058. *
  23059. * @type {number}
  23060. * @default 1
  23061. */
  23062. this.xRadius = xRadius;
  23063. /**
  23064. * The radius of the ellipse in the y direction.
  23065. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23066. *
  23067. * @type {number}
  23068. * @default 1
  23069. */
  23070. this.yRadius = yRadius;
  23071. /**
  23072. * The start angle of the curve in radians starting from the positive X axis.
  23073. *
  23074. * @type {number}
  23075. * @default 0
  23076. */
  23077. this.aStartAngle = aStartAngle;
  23078. /**
  23079. * The end angle of the curve in radians starting from the positive X axis.
  23080. *
  23081. * @type {number}
  23082. * @default Math.PI*2
  23083. */
  23084. this.aEndAngle = aEndAngle;
  23085. /**
  23086. * Whether the ellipse is drawn clockwise or not.
  23087. *
  23088. * @type {boolean}
  23089. * @default false
  23090. */
  23091. this.aClockwise = aClockwise;
  23092. /**
  23093. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23094. *
  23095. * @type {number}
  23096. * @default 0
  23097. */
  23098. this.aRotation = aRotation;
  23099. }
  23100. /**
  23101. * Returns a point on the curve.
  23102. *
  23103. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23104. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23105. * @return {Vector2} The position on the curve.
  23106. */
  23107. getPoint( t, optionalTarget = new Vector2() ) {
  23108. const point = optionalTarget;
  23109. const twoPi = Math.PI * 2;
  23110. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23111. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23112. // ensures that deltaAngle is 0 .. 2 PI
  23113. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23114. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23115. if ( deltaAngle < Number.EPSILON ) {
  23116. if ( samePoints ) {
  23117. deltaAngle = 0;
  23118. } else {
  23119. deltaAngle = twoPi;
  23120. }
  23121. }
  23122. if ( this.aClockwise === true && ! samePoints ) {
  23123. if ( deltaAngle === twoPi ) {
  23124. deltaAngle = - twoPi;
  23125. } else {
  23126. deltaAngle = deltaAngle - twoPi;
  23127. }
  23128. }
  23129. const angle = this.aStartAngle + t * deltaAngle;
  23130. let x = this.aX + this.xRadius * Math.cos( angle );
  23131. let y = this.aY + this.yRadius * Math.sin( angle );
  23132. if ( this.aRotation !== 0 ) {
  23133. const cos = Math.cos( this.aRotation );
  23134. const sin = Math.sin( this.aRotation );
  23135. const tx = x - this.aX;
  23136. const ty = y - this.aY;
  23137. // Rotate the point about the center of the ellipse.
  23138. x = tx * cos - ty * sin + this.aX;
  23139. y = tx * sin + ty * cos + this.aY;
  23140. }
  23141. return point.set( x, y );
  23142. }
  23143. copy( source ) {
  23144. super.copy( source );
  23145. this.aX = source.aX;
  23146. this.aY = source.aY;
  23147. this.xRadius = source.xRadius;
  23148. this.yRadius = source.yRadius;
  23149. this.aStartAngle = source.aStartAngle;
  23150. this.aEndAngle = source.aEndAngle;
  23151. this.aClockwise = source.aClockwise;
  23152. this.aRotation = source.aRotation;
  23153. return this;
  23154. }
  23155. toJSON() {
  23156. const data = super.toJSON();
  23157. data.aX = this.aX;
  23158. data.aY = this.aY;
  23159. data.xRadius = this.xRadius;
  23160. data.yRadius = this.yRadius;
  23161. data.aStartAngle = this.aStartAngle;
  23162. data.aEndAngle = this.aEndAngle;
  23163. data.aClockwise = this.aClockwise;
  23164. data.aRotation = this.aRotation;
  23165. return data;
  23166. }
  23167. fromJSON( json ) {
  23168. super.fromJSON( json );
  23169. this.aX = json.aX;
  23170. this.aY = json.aY;
  23171. this.xRadius = json.xRadius;
  23172. this.yRadius = json.yRadius;
  23173. this.aStartAngle = json.aStartAngle;
  23174. this.aEndAngle = json.aEndAngle;
  23175. this.aClockwise = json.aClockwise;
  23176. this.aRotation = json.aRotation;
  23177. return this;
  23178. }
  23179. }
  23180. /**
  23181. * A curve representing an arc.
  23182. *
  23183. * @augments EllipseCurve
  23184. */
  23185. class ArcCurve extends EllipseCurve {
  23186. /**
  23187. * Constructs a new arc curve.
  23188. *
  23189. * @param {number} [aX=0] - The X center of the ellipse.
  23190. * @param {number} [aY=0] - The Y center of the ellipse.
  23191. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23192. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23193. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23194. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23195. */
  23196. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23197. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23198. /**
  23199. * This flag can be used for type testing.
  23200. *
  23201. * @type {boolean}
  23202. * @readonly
  23203. * @default true
  23204. */
  23205. this.isArcCurve = true;
  23206. this.type = 'ArcCurve';
  23207. }
  23208. }
  23209. function CubicPoly() {
  23210. /**
  23211. * Centripetal CatmullRom Curve - which is useful for avoiding
  23212. * cusps and self-intersections in non-uniform catmull rom curves.
  23213. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23214. *
  23215. * curve.type accepts centripetal(default), chordal and catmullrom
  23216. * curve.tension is used for catmullrom which defaults to 0.5
  23217. */
  23218. /*
  23219. Based on an optimized c++ solution in
  23220. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23221. - http://ideone.com/NoEbVM
  23222. This CubicPoly class could be used for reusing some variables and calculations,
  23223. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23224. which can be placed in CurveUtils.
  23225. */
  23226. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23227. /*
  23228. * Compute coefficients for a cubic polynomial
  23229. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23230. * such that
  23231. * p(0) = x0, p(1) = x1
  23232. * and
  23233. * p'(0) = t0, p'(1) = t1.
  23234. */
  23235. function init( x0, x1, t0, t1 ) {
  23236. c0 = x0;
  23237. c1 = t0;
  23238. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23239. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23240. }
  23241. return {
  23242. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23243. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23244. },
  23245. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23246. // compute tangents when parameterized in [t1,t2]
  23247. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23248. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23249. // rescale tangents for parametrization in [0,1]
  23250. t1 *= dt1;
  23251. t2 *= dt1;
  23252. init( x1, x2, t1, t2 );
  23253. },
  23254. calc: function ( t ) {
  23255. const t2 = t * t;
  23256. const t3 = t2 * t;
  23257. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23258. }
  23259. };
  23260. }
  23261. //
  23262. const tmp = /*@__PURE__*/ new Vector3();
  23263. const tmp2 = /*@__PURE__*/ new Vector3();
  23264. const px = /*@__PURE__*/ new CubicPoly();
  23265. const py = /*@__PURE__*/ new CubicPoly();
  23266. const pz = /*@__PURE__*/ new CubicPoly();
  23267. /**
  23268. * A curve representing a Catmull-Rom spline.
  23269. *
  23270. * ```js
  23271. * //Create a closed wavey loop
  23272. * const curve = new THREE.CatmullRomCurve3( [
  23273. * new THREE.Vector3( -10, 0, 10 ),
  23274. * new THREE.Vector3( -5, 5, 5 ),
  23275. * new THREE.Vector3( 0, 0, 0 ),
  23276. * new THREE.Vector3( 5, -5, 5 ),
  23277. * new THREE.Vector3( 10, 0, 10 )
  23278. * ] );
  23279. *
  23280. * const points = curve.getPoints( 50 );
  23281. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23282. *
  23283. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23284. *
  23285. * // Create the final object to add to the scene
  23286. * const curveObject = new THREE.Line( geometry, material );
  23287. * ```
  23288. *
  23289. * @augments Curve
  23290. */
  23291. class CatmullRomCurve3 extends Curve {
  23292. /**
  23293. * Constructs a new Catmull-Rom curve.
  23294. *
  23295. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23296. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23297. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23298. * @param {number} [tension=0.5] - Tension of the curve.
  23299. */
  23300. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23301. super();
  23302. /**
  23303. * This flag can be used for type testing.
  23304. *
  23305. * @type {boolean}
  23306. * @readonly
  23307. * @default true
  23308. */
  23309. this.isCatmullRomCurve3 = true;
  23310. this.type = 'CatmullRomCurve3';
  23311. /**
  23312. * An array of 3D points defining the curve.
  23313. *
  23314. * @type {Array<Vector3>}
  23315. */
  23316. this.points = points;
  23317. /**
  23318. * Whether the curve is closed or not.
  23319. *
  23320. * @type {boolean}
  23321. * @default false
  23322. */
  23323. this.closed = closed;
  23324. /**
  23325. * The curve type.
  23326. *
  23327. * @type {('centripetal'|'chordal'|'catmullrom')}
  23328. * @default 'centripetal'
  23329. */
  23330. this.curveType = curveType;
  23331. /**
  23332. * Tension of the curve.
  23333. *
  23334. * @type {number}
  23335. * @default 0.5
  23336. */
  23337. this.tension = tension;
  23338. }
  23339. /**
  23340. * Returns a point on the curve.
  23341. *
  23342. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23343. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23344. * @return {Vector3} The position on the curve.
  23345. */
  23346. getPoint( t, optionalTarget = new Vector3() ) {
  23347. const point = optionalTarget;
  23348. const points = this.points;
  23349. const l = points.length;
  23350. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23351. let intPoint = Math.floor( p );
  23352. let weight = p - intPoint;
  23353. if ( this.closed ) {
  23354. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23355. } else if ( weight === 0 && intPoint === l - 1 ) {
  23356. intPoint = l - 2;
  23357. weight = 1;
  23358. }
  23359. let p0, p3; // 4 points (p1 & p2 defined below)
  23360. if ( this.closed || intPoint > 0 ) {
  23361. p0 = points[ ( intPoint - 1 ) % l ];
  23362. } else {
  23363. // extrapolate first point
  23364. tmp2.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23365. p0 = tmp2;
  23366. }
  23367. const p1 = points[ intPoint % l ];
  23368. const p2 = points[ ( intPoint + 1 ) % l ];
  23369. if ( this.closed || intPoint + 2 < l ) {
  23370. p3 = points[ ( intPoint + 2 ) % l ];
  23371. } else {
  23372. // extrapolate last point
  23373. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23374. p3 = tmp;
  23375. }
  23376. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23377. // init Centripetal / Chordal Catmull-Rom
  23378. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23379. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23380. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23381. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23382. // safety check for repeated points
  23383. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23384. if ( dt0 < 1e-4 ) dt0 = dt1;
  23385. if ( dt2 < 1e-4 ) dt2 = dt1;
  23386. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23387. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23388. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23389. } else if ( this.curveType === 'catmullrom' ) {
  23390. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23391. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23392. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23393. }
  23394. point.set(
  23395. px.calc( weight ),
  23396. py.calc( weight ),
  23397. pz.calc( weight )
  23398. );
  23399. return point;
  23400. }
  23401. copy( source ) {
  23402. super.copy( source );
  23403. this.points = [];
  23404. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23405. const point = source.points[ i ];
  23406. this.points.push( point.clone() );
  23407. }
  23408. this.closed = source.closed;
  23409. this.curveType = source.curveType;
  23410. this.tension = source.tension;
  23411. return this;
  23412. }
  23413. toJSON() {
  23414. const data = super.toJSON();
  23415. data.points = [];
  23416. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23417. const point = this.points[ i ];
  23418. data.points.push( point.toArray() );
  23419. }
  23420. data.closed = this.closed;
  23421. data.curveType = this.curveType;
  23422. data.tension = this.tension;
  23423. return data;
  23424. }
  23425. fromJSON( json ) {
  23426. super.fromJSON( json );
  23427. this.points = [];
  23428. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23429. const point = json.points[ i ];
  23430. this.points.push( new Vector3().fromArray( point ) );
  23431. }
  23432. this.closed = json.closed;
  23433. this.curveType = json.curveType;
  23434. this.tension = json.tension;
  23435. return this;
  23436. }
  23437. }
  23438. /**
  23439. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23440. *
  23441. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23442. *
  23443. * @module Interpolations
  23444. */
  23445. /**
  23446. * Computes a point on a Catmull-Rom spline.
  23447. *
  23448. * @param {number} t - The interpolation factor.
  23449. * @param {number} p0 - The first control point.
  23450. * @param {number} p1 - The second control point.
  23451. * @param {number} p2 - The third control point.
  23452. * @param {number} p3 - The fourth control point.
  23453. * @return {number} The calculated point on a Catmull-Rom spline.
  23454. */
  23455. function CatmullRom( t, p0, p1, p2, p3 ) {
  23456. const v0 = ( p2 - p0 ) * 0.5;
  23457. const v1 = ( p3 - p1 ) * 0.5;
  23458. const t2 = t * t;
  23459. const t3 = t * t2;
  23460. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23461. }
  23462. //
  23463. function QuadraticBezierP0( t, p ) {
  23464. const k = 1 - t;
  23465. return k * k * p;
  23466. }
  23467. function QuadraticBezierP1( t, p ) {
  23468. return 2 * ( 1 - t ) * t * p;
  23469. }
  23470. function QuadraticBezierP2( t, p ) {
  23471. return t * t * p;
  23472. }
  23473. /**
  23474. * Computes a point on a Quadratic Bezier curve.
  23475. *
  23476. * @param {number} t - The interpolation factor.
  23477. * @param {number} p0 - The first control point.
  23478. * @param {number} p1 - The second control point.
  23479. * @param {number} p2 - The third control point.
  23480. * @return {number} The calculated point on a Quadratic Bezier curve.
  23481. */
  23482. function QuadraticBezier( t, p0, p1, p2 ) {
  23483. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23484. QuadraticBezierP2( t, p2 );
  23485. }
  23486. //
  23487. function CubicBezierP0( t, p ) {
  23488. const k = 1 - t;
  23489. return k * k * k * p;
  23490. }
  23491. function CubicBezierP1( t, p ) {
  23492. const k = 1 - t;
  23493. return 3 * k * k * t * p;
  23494. }
  23495. function CubicBezierP2( t, p ) {
  23496. return 3 * ( 1 - t ) * t * t * p;
  23497. }
  23498. function CubicBezierP3( t, p ) {
  23499. return t * t * t * p;
  23500. }
  23501. /**
  23502. * Computes a point on a Cubic Bezier curve.
  23503. *
  23504. * @param {number} t - The interpolation factor.
  23505. * @param {number} p0 - The first control point.
  23506. * @param {number} p1 - The second control point.
  23507. * @param {number} p2 - The third control point.
  23508. * @param {number} p3 - The fourth control point.
  23509. * @return {number} The calculated point on a Cubic Bezier curve.
  23510. */
  23511. function CubicBezier( t, p0, p1, p2, p3 ) {
  23512. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23513. CubicBezierP3( t, p3 );
  23514. }
  23515. /**
  23516. * A curve representing a 2D Cubic Bezier curve.
  23517. *
  23518. * ```js
  23519. * const curve = new THREE.CubicBezierCurve(
  23520. * new THREE.Vector2( - 0, 0 ),
  23521. * new THREE.Vector2( - 5, 15 ),
  23522. * new THREE.Vector2( 20, 15 ),
  23523. * new THREE.Vector2( 10, 0 )
  23524. * );
  23525. *
  23526. * const points = curve.getPoints( 50 );
  23527. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23528. *
  23529. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23530. *
  23531. * // Create the final object to add to the scene
  23532. * const curveObject = new THREE.Line( geometry, material );
  23533. * ```
  23534. *
  23535. * @augments Curve
  23536. */
  23537. class CubicBezierCurve extends Curve {
  23538. /**
  23539. * Constructs a new Cubic Bezier curve.
  23540. *
  23541. * @param {Vector2} [v0] - The start point.
  23542. * @param {Vector2} [v1] - The first control point.
  23543. * @param {Vector2} [v2] - The second control point.
  23544. * @param {Vector2} [v3] - The end point.
  23545. */
  23546. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23547. super();
  23548. /**
  23549. * This flag can be used for type testing.
  23550. *
  23551. * @type {boolean}
  23552. * @readonly
  23553. * @default true
  23554. */
  23555. this.isCubicBezierCurve = true;
  23556. this.type = 'CubicBezierCurve';
  23557. /**
  23558. * The start point.
  23559. *
  23560. * @type {Vector2}
  23561. */
  23562. this.v0 = v0;
  23563. /**
  23564. * The first control point.
  23565. *
  23566. * @type {Vector2}
  23567. */
  23568. this.v1 = v1;
  23569. /**
  23570. * The second control point.
  23571. *
  23572. * @type {Vector2}
  23573. */
  23574. this.v2 = v2;
  23575. /**
  23576. * The end point.
  23577. *
  23578. * @type {Vector2}
  23579. */
  23580. this.v3 = v3;
  23581. }
  23582. /**
  23583. * Returns a point on the curve.
  23584. *
  23585. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23586. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23587. * @return {Vector2} The position on the curve.
  23588. */
  23589. getPoint( t, optionalTarget = new Vector2() ) {
  23590. const point = optionalTarget;
  23591. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23592. point.set(
  23593. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23594. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23595. );
  23596. return point;
  23597. }
  23598. copy( source ) {
  23599. super.copy( source );
  23600. this.v0.copy( source.v0 );
  23601. this.v1.copy( source.v1 );
  23602. this.v2.copy( source.v2 );
  23603. this.v3.copy( source.v3 );
  23604. return this;
  23605. }
  23606. toJSON() {
  23607. const data = super.toJSON();
  23608. data.v0 = this.v0.toArray();
  23609. data.v1 = this.v1.toArray();
  23610. data.v2 = this.v2.toArray();
  23611. data.v3 = this.v3.toArray();
  23612. return data;
  23613. }
  23614. fromJSON( json ) {
  23615. super.fromJSON( json );
  23616. this.v0.fromArray( json.v0 );
  23617. this.v1.fromArray( json.v1 );
  23618. this.v2.fromArray( json.v2 );
  23619. this.v3.fromArray( json.v3 );
  23620. return this;
  23621. }
  23622. }
  23623. /**
  23624. * A curve representing a 3D Cubic Bezier curve.
  23625. *
  23626. * @augments Curve
  23627. */
  23628. class CubicBezierCurve3 extends Curve {
  23629. /**
  23630. * Constructs a new Cubic Bezier curve.
  23631. *
  23632. * @param {Vector3} [v0] - The start point.
  23633. * @param {Vector3} [v1] - The first control point.
  23634. * @param {Vector3} [v2] - The second control point.
  23635. * @param {Vector3} [v3] - The end point.
  23636. */
  23637. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23638. super();
  23639. /**
  23640. * This flag can be used for type testing.
  23641. *
  23642. * @type {boolean}
  23643. * @readonly
  23644. * @default true
  23645. */
  23646. this.isCubicBezierCurve3 = true;
  23647. this.type = 'CubicBezierCurve3';
  23648. /**
  23649. * The start point.
  23650. *
  23651. * @type {Vector3}
  23652. */
  23653. this.v0 = v0;
  23654. /**
  23655. * The first control point.
  23656. *
  23657. * @type {Vector3}
  23658. */
  23659. this.v1 = v1;
  23660. /**
  23661. * The second control point.
  23662. *
  23663. * @type {Vector3}
  23664. */
  23665. this.v2 = v2;
  23666. /**
  23667. * The end point.
  23668. *
  23669. * @type {Vector3}
  23670. */
  23671. this.v3 = v3;
  23672. }
  23673. /**
  23674. * Returns a point on the curve.
  23675. *
  23676. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23677. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23678. * @return {Vector3} The position on the curve.
  23679. */
  23680. getPoint( t, optionalTarget = new Vector3() ) {
  23681. const point = optionalTarget;
  23682. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23683. point.set(
  23684. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23685. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23686. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23687. );
  23688. return point;
  23689. }
  23690. copy( source ) {
  23691. super.copy( source );
  23692. this.v0.copy( source.v0 );
  23693. this.v1.copy( source.v1 );
  23694. this.v2.copy( source.v2 );
  23695. this.v3.copy( source.v3 );
  23696. return this;
  23697. }
  23698. toJSON() {
  23699. const data = super.toJSON();
  23700. data.v0 = this.v0.toArray();
  23701. data.v1 = this.v1.toArray();
  23702. data.v2 = this.v2.toArray();
  23703. data.v3 = this.v3.toArray();
  23704. return data;
  23705. }
  23706. fromJSON( json ) {
  23707. super.fromJSON( json );
  23708. this.v0.fromArray( json.v0 );
  23709. this.v1.fromArray( json.v1 );
  23710. this.v2.fromArray( json.v2 );
  23711. this.v3.fromArray( json.v3 );
  23712. return this;
  23713. }
  23714. }
  23715. /**
  23716. * A curve representing a 2D line segment.
  23717. *
  23718. * @augments Curve
  23719. */
  23720. class LineCurve extends Curve {
  23721. /**
  23722. * Constructs a new line curve.
  23723. *
  23724. * @param {Vector2} [v1] - The start point.
  23725. * @param {Vector2} [v2] - The end point.
  23726. */
  23727. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  23728. super();
  23729. /**
  23730. * This flag can be used for type testing.
  23731. *
  23732. * @type {boolean}
  23733. * @readonly
  23734. * @default true
  23735. */
  23736. this.isLineCurve = true;
  23737. this.type = 'LineCurve';
  23738. /**
  23739. * The start point.
  23740. *
  23741. * @type {Vector2}
  23742. */
  23743. this.v1 = v1;
  23744. /**
  23745. * The end point.
  23746. *
  23747. * @type {Vector2}
  23748. */
  23749. this.v2 = v2;
  23750. }
  23751. /**
  23752. * Returns a point on the line.
  23753. *
  23754. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23755. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23756. * @return {Vector2} The position on the line.
  23757. */
  23758. getPoint( t, optionalTarget = new Vector2() ) {
  23759. const point = optionalTarget;
  23760. if ( t === 1 ) {
  23761. point.copy( this.v2 );
  23762. } else {
  23763. point.copy( this.v2 ).sub( this.v1 );
  23764. point.multiplyScalar( t ).add( this.v1 );
  23765. }
  23766. return point;
  23767. }
  23768. // Line curve is linear, so we can overwrite default getPointAt
  23769. getPointAt( u, optionalTarget ) {
  23770. return this.getPoint( u, optionalTarget );
  23771. }
  23772. getTangent( t, optionalTarget = new Vector2() ) {
  23773. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23774. }
  23775. getTangentAt( u, optionalTarget ) {
  23776. return this.getTangent( u, optionalTarget );
  23777. }
  23778. copy( source ) {
  23779. super.copy( source );
  23780. this.v1.copy( source.v1 );
  23781. this.v2.copy( source.v2 );
  23782. return this;
  23783. }
  23784. toJSON() {
  23785. const data = super.toJSON();
  23786. data.v1 = this.v1.toArray();
  23787. data.v2 = this.v2.toArray();
  23788. return data;
  23789. }
  23790. fromJSON( json ) {
  23791. super.fromJSON( json );
  23792. this.v1.fromArray( json.v1 );
  23793. this.v2.fromArray( json.v2 );
  23794. return this;
  23795. }
  23796. }
  23797. /**
  23798. * A curve representing a 3D line segment.
  23799. *
  23800. * @augments Curve
  23801. */
  23802. class LineCurve3 extends Curve {
  23803. /**
  23804. * Constructs a new line curve.
  23805. *
  23806. * @param {Vector3} [v1] - The start point.
  23807. * @param {Vector3} [v2] - The end point.
  23808. */
  23809. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  23810. super();
  23811. /**
  23812. * This flag can be used for type testing.
  23813. *
  23814. * @type {boolean}
  23815. * @readonly
  23816. * @default true
  23817. */
  23818. this.isLineCurve3 = true;
  23819. this.type = 'LineCurve3';
  23820. /**
  23821. * The start point.
  23822. *
  23823. * @type {Vector3}
  23824. */
  23825. this.v1 = v1;
  23826. /**
  23827. * The end point.
  23828. *
  23829. * @type {Vector2}
  23830. */
  23831. this.v2 = v2;
  23832. }
  23833. /**
  23834. * Returns a point on the line.
  23835. *
  23836. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  23837. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23838. * @return {Vector3} The position on the line.
  23839. */
  23840. getPoint( t, optionalTarget = new Vector3() ) {
  23841. const point = optionalTarget;
  23842. if ( t === 1 ) {
  23843. point.copy( this.v2 );
  23844. } else {
  23845. point.copy( this.v2 ).sub( this.v1 );
  23846. point.multiplyScalar( t ).add( this.v1 );
  23847. }
  23848. return point;
  23849. }
  23850. // Line curve is linear, so we can overwrite default getPointAt
  23851. getPointAt( u, optionalTarget ) {
  23852. return this.getPoint( u, optionalTarget );
  23853. }
  23854. getTangent( t, optionalTarget = new Vector3() ) {
  23855. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  23856. }
  23857. getTangentAt( u, optionalTarget ) {
  23858. return this.getTangent( u, optionalTarget );
  23859. }
  23860. copy( source ) {
  23861. super.copy( source );
  23862. this.v1.copy( source.v1 );
  23863. this.v2.copy( source.v2 );
  23864. return this;
  23865. }
  23866. toJSON() {
  23867. const data = super.toJSON();
  23868. data.v1 = this.v1.toArray();
  23869. data.v2 = this.v2.toArray();
  23870. return data;
  23871. }
  23872. fromJSON( json ) {
  23873. super.fromJSON( json );
  23874. this.v1.fromArray( json.v1 );
  23875. this.v2.fromArray( json.v2 );
  23876. return this;
  23877. }
  23878. }
  23879. /**
  23880. * A curve representing a 2D Quadratic Bezier curve.
  23881. *
  23882. * ```js
  23883. * const curve = new THREE.QuadraticBezierCurve(
  23884. * new THREE.Vector2( - 10, 0 ),
  23885. * new THREE.Vector2( 20, 15 ),
  23886. * new THREE.Vector2( 10, 0 )
  23887. * )
  23888. *
  23889. * const points = curve.getPoints( 50 );
  23890. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23891. *
  23892. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23893. *
  23894. * // Create the final object to add to the scene
  23895. * const curveObject = new THREE.Line( geometry, material );
  23896. * ```
  23897. *
  23898. * @augments Curve
  23899. */
  23900. class QuadraticBezierCurve extends Curve {
  23901. /**
  23902. * Constructs a new Quadratic Bezier curve.
  23903. *
  23904. * @param {Vector2} [v0] - The start point.
  23905. * @param {Vector2} [v1] - The control point.
  23906. * @param {Vector2} [v2] - The end point.
  23907. */
  23908. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  23909. super();
  23910. /**
  23911. * This flag can be used for type testing.
  23912. *
  23913. * @type {boolean}
  23914. * @readonly
  23915. * @default true
  23916. */
  23917. this.isQuadraticBezierCurve = true;
  23918. this.type = 'QuadraticBezierCurve';
  23919. /**
  23920. * The start point.
  23921. *
  23922. * @type {Vector2}
  23923. */
  23924. this.v0 = v0;
  23925. /**
  23926. * The control point.
  23927. *
  23928. * @type {Vector2}
  23929. */
  23930. this.v1 = v1;
  23931. /**
  23932. * The end point.
  23933. *
  23934. * @type {Vector2}
  23935. */
  23936. this.v2 = v2;
  23937. }
  23938. /**
  23939. * Returns a point on the curve.
  23940. *
  23941. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23942. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23943. * @return {Vector2} The position on the curve.
  23944. */
  23945. getPoint( t, optionalTarget = new Vector2() ) {
  23946. const point = optionalTarget;
  23947. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  23948. point.set(
  23949. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  23950. QuadraticBezier( t, v0.y, v1.y, v2.y )
  23951. );
  23952. return point;
  23953. }
  23954. copy( source ) {
  23955. super.copy( source );
  23956. this.v0.copy( source.v0 );
  23957. this.v1.copy( source.v1 );
  23958. this.v2.copy( source.v2 );
  23959. return this;
  23960. }
  23961. toJSON() {
  23962. const data = super.toJSON();
  23963. data.v0 = this.v0.toArray();
  23964. data.v1 = this.v1.toArray();
  23965. data.v2 = this.v2.toArray();
  23966. return data;
  23967. }
  23968. fromJSON( json ) {
  23969. super.fromJSON( json );
  23970. this.v0.fromArray( json.v0 );
  23971. this.v1.fromArray( json.v1 );
  23972. this.v2.fromArray( json.v2 );
  23973. return this;
  23974. }
  23975. }
  23976. /**
  23977. * A curve representing a 3D Quadratic Bezier curve.
  23978. *
  23979. * @augments Curve
  23980. */
  23981. class QuadraticBezierCurve3 extends Curve {
  23982. /**
  23983. * Constructs a new Quadratic Bezier curve.
  23984. *
  23985. * @param {Vector3} [v0] - The start point.
  23986. * @param {Vector3} [v1] - The control point.
  23987. * @param {Vector3} [v2] - The end point.
  23988. */
  23989. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  23990. super();
  23991. /**
  23992. * This flag can be used for type testing.
  23993. *
  23994. * @type {boolean}
  23995. * @readonly
  23996. * @default true
  23997. */
  23998. this.isQuadraticBezierCurve3 = true;
  23999. this.type = 'QuadraticBezierCurve3';
  24000. /**
  24001. * The start point.
  24002. *
  24003. * @type {Vector3}
  24004. */
  24005. this.v0 = v0;
  24006. /**
  24007. * The control point.
  24008. *
  24009. * @type {Vector3}
  24010. */
  24011. this.v1 = v1;
  24012. /**
  24013. * The end point.
  24014. *
  24015. * @type {Vector3}
  24016. */
  24017. this.v2 = v2;
  24018. }
  24019. /**
  24020. * Returns a point on the curve.
  24021. *
  24022. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24023. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24024. * @return {Vector3} The position on the curve.
  24025. */
  24026. getPoint( t, optionalTarget = new Vector3() ) {
  24027. const point = optionalTarget;
  24028. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24029. point.set(
  24030. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24031. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24032. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24033. );
  24034. return point;
  24035. }
  24036. copy( source ) {
  24037. super.copy( source );
  24038. this.v0.copy( source.v0 );
  24039. this.v1.copy( source.v1 );
  24040. this.v2.copy( source.v2 );
  24041. return this;
  24042. }
  24043. toJSON() {
  24044. const data = super.toJSON();
  24045. data.v0 = this.v0.toArray();
  24046. data.v1 = this.v1.toArray();
  24047. data.v2 = this.v2.toArray();
  24048. return data;
  24049. }
  24050. fromJSON( json ) {
  24051. super.fromJSON( json );
  24052. this.v0.fromArray( json.v0 );
  24053. this.v1.fromArray( json.v1 );
  24054. this.v2.fromArray( json.v2 );
  24055. return this;
  24056. }
  24057. }
  24058. /**
  24059. * A curve representing a 2D spline curve.
  24060. *
  24061. * ```js
  24062. * // Create a sine-like wave
  24063. * const curve = new THREE.SplineCurve( [
  24064. * new THREE.Vector2( -10, 0 ),
  24065. * new THREE.Vector2( -5, 5 ),
  24066. * new THREE.Vector2( 0, 0 ),
  24067. * new THREE.Vector2( 5, -5 ),
  24068. * new THREE.Vector2( 10, 0 )
  24069. * ] );
  24070. *
  24071. * const points = curve.getPoints( 50 );
  24072. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24073. *
  24074. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24075. *
  24076. * // Create the final object to add to the scene
  24077. * const splineObject = new THREE.Line( geometry, material );
  24078. * ```
  24079. *
  24080. * @augments Curve
  24081. */
  24082. class SplineCurve extends Curve {
  24083. /**
  24084. * Constructs a new 2D spline curve.
  24085. *
  24086. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24087. */
  24088. constructor( points = [] ) {
  24089. super();
  24090. /**
  24091. * This flag can be used for type testing.
  24092. *
  24093. * @type {boolean}
  24094. * @readonly
  24095. * @default true
  24096. */
  24097. this.isSplineCurve = true;
  24098. this.type = 'SplineCurve';
  24099. /**
  24100. * An array of 2D points defining the curve.
  24101. *
  24102. * @type {Array<Vector2>}
  24103. */
  24104. this.points = points;
  24105. }
  24106. /**
  24107. * Returns a point on the curve.
  24108. *
  24109. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24110. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24111. * @return {Vector2} The position on the curve.
  24112. */
  24113. getPoint( t, optionalTarget = new Vector2() ) {
  24114. const point = optionalTarget;
  24115. const points = this.points;
  24116. const p = ( points.length - 1 ) * t;
  24117. const intPoint = Math.floor( p );
  24118. const weight = p - intPoint;
  24119. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24120. const p1 = points[ intPoint ];
  24121. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24122. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24123. point.set(
  24124. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24125. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24126. );
  24127. return point;
  24128. }
  24129. copy( source ) {
  24130. super.copy( source );
  24131. this.points = [];
  24132. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24133. const point = source.points[ i ];
  24134. this.points.push( point.clone() );
  24135. }
  24136. return this;
  24137. }
  24138. toJSON() {
  24139. const data = super.toJSON();
  24140. data.points = [];
  24141. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24142. const point = this.points[ i ];
  24143. data.points.push( point.toArray() );
  24144. }
  24145. return data;
  24146. }
  24147. fromJSON( json ) {
  24148. super.fromJSON( json );
  24149. this.points = [];
  24150. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24151. const point = json.points[ i ];
  24152. this.points.push( new Vector2().fromArray( point ) );
  24153. }
  24154. return this;
  24155. }
  24156. }
  24157. var Curves = /*#__PURE__*/Object.freeze({
  24158. __proto__: null,
  24159. ArcCurve: ArcCurve,
  24160. CatmullRomCurve3: CatmullRomCurve3,
  24161. CubicBezierCurve: CubicBezierCurve,
  24162. CubicBezierCurve3: CubicBezierCurve3,
  24163. EllipseCurve: EllipseCurve,
  24164. LineCurve: LineCurve,
  24165. LineCurve3: LineCurve3,
  24166. QuadraticBezierCurve: QuadraticBezierCurve,
  24167. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24168. SplineCurve: SplineCurve
  24169. });
  24170. /**
  24171. * A base class extending {@link Curve}. `CurvePath` is simply an
  24172. * array of connected curves, but retains the API of a curve.
  24173. *
  24174. * @augments Curve
  24175. */
  24176. class CurvePath extends Curve {
  24177. /**
  24178. * Constructs a new curve path.
  24179. */
  24180. constructor() {
  24181. super();
  24182. this.type = 'CurvePath';
  24183. /**
  24184. * An array of curves defining the
  24185. * path.
  24186. *
  24187. * @type {Array<Curve>}
  24188. */
  24189. this.curves = [];
  24190. /**
  24191. * Whether the path should automatically be closed
  24192. * by a line curve.
  24193. *
  24194. * @type {boolean}
  24195. * @default false
  24196. */
  24197. this.autoClose = false;
  24198. }
  24199. /**
  24200. * Adds a curve to this curve path.
  24201. *
  24202. * @param {Curve} curve - The curve to add.
  24203. */
  24204. add( curve ) {
  24205. this.curves.push( curve );
  24206. }
  24207. /**
  24208. * Adds a line curve to close the path.
  24209. *
  24210. * @return {CurvePath} A reference to this curve path.
  24211. */
  24212. closePath() {
  24213. // Add a line curve if start and end of lines are not connected
  24214. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24215. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24216. if ( ! startPoint.equals( endPoint ) ) {
  24217. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24218. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24219. }
  24220. return this;
  24221. }
  24222. /**
  24223. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24224. * for the given interpolation factor.
  24225. *
  24226. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24227. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24228. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24229. */
  24230. getPoint( t, optionalTarget ) {
  24231. // To get accurate point with reference to
  24232. // entire path distance at time t,
  24233. // following has to be done:
  24234. // 1. Length of each sub path have to be known
  24235. // 2. Locate and identify type of curve
  24236. // 3. Get t for the curve
  24237. // 4. Return curve.getPointAt(t')
  24238. const d = t * this.getLength();
  24239. const curveLengths = this.getCurveLengths();
  24240. let i = 0;
  24241. // To think about boundaries points.
  24242. while ( i < curveLengths.length ) {
  24243. if ( curveLengths[ i ] >= d ) {
  24244. const diff = curveLengths[ i ] - d;
  24245. const curve = this.curves[ i ];
  24246. const segmentLength = curve.getLength();
  24247. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24248. return curve.getPointAt( u, optionalTarget );
  24249. }
  24250. i ++;
  24251. }
  24252. return null;
  24253. // loop where sum != 0, sum > d , sum+1 <d
  24254. }
  24255. getLength() {
  24256. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24257. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24258. // getPoint() depends on getLength
  24259. const lens = this.getCurveLengths();
  24260. return lens[ lens.length - 1 ];
  24261. }
  24262. updateArcLengths() {
  24263. // cacheLengths must be recalculated.
  24264. this.needsUpdate = true;
  24265. this.cacheLengths = null;
  24266. this.getCurveLengths();
  24267. }
  24268. /**
  24269. * Returns list of cumulative curve lengths of the defined curves.
  24270. *
  24271. * @return {Array<number>} The curve lengths.
  24272. */
  24273. getCurveLengths() {
  24274. // Compute lengths and cache them
  24275. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24276. // We use cache values if curves and cache array are same length
  24277. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24278. return this.cacheLengths;
  24279. }
  24280. // Get length of sub-curve
  24281. // Push sums into cached array
  24282. const lengths = [];
  24283. let sums = 0;
  24284. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24285. sums += this.curves[ i ].getLength();
  24286. lengths.push( sums );
  24287. }
  24288. this.cacheLengths = lengths;
  24289. return lengths;
  24290. }
  24291. getSpacedPoints( divisions = 40 ) {
  24292. const points = [];
  24293. for ( let i = 0; i <= divisions; i ++ ) {
  24294. points.push( this.getPoint( i / divisions ) );
  24295. }
  24296. if ( this.autoClose ) {
  24297. points.push( points[ 0 ] );
  24298. }
  24299. return points;
  24300. }
  24301. getPoints( divisions = 12 ) {
  24302. const points = [];
  24303. let last;
  24304. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24305. const curve = curves[ i ];
  24306. const resolution = curve.isEllipseCurve ? divisions * 2
  24307. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24308. : curve.isSplineCurve ? divisions * curve.points.length
  24309. : divisions;
  24310. const pts = curve.getPoints( resolution );
  24311. for ( let j = 0; j < pts.length; j ++ ) {
  24312. const point = pts[ j ];
  24313. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24314. points.push( point );
  24315. last = point;
  24316. }
  24317. }
  24318. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24319. points.push( points[ 0 ] );
  24320. }
  24321. return points;
  24322. }
  24323. copy( source ) {
  24324. super.copy( source );
  24325. this.curves = [];
  24326. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24327. const curve = source.curves[ i ];
  24328. this.curves.push( curve.clone() );
  24329. }
  24330. this.autoClose = source.autoClose;
  24331. return this;
  24332. }
  24333. toJSON() {
  24334. const data = super.toJSON();
  24335. data.autoClose = this.autoClose;
  24336. data.curves = [];
  24337. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24338. const curve = this.curves[ i ];
  24339. data.curves.push( curve.toJSON() );
  24340. }
  24341. return data;
  24342. }
  24343. fromJSON( json ) {
  24344. super.fromJSON( json );
  24345. this.autoClose = json.autoClose;
  24346. this.curves = [];
  24347. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24348. const curve = json.curves[ i ];
  24349. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24350. }
  24351. return this;
  24352. }
  24353. }
  24354. /**
  24355. * A 2D path representation. The class provides methods for creating paths
  24356. * and contours of 2D shapes similar to the 2D Canvas API.
  24357. *
  24358. * ```js
  24359. * const path = new THREE.Path();
  24360. *
  24361. * path.lineTo( 0, 0.8 );
  24362. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24363. * path.lineTo( 1, 1 );
  24364. *
  24365. * const points = path.getPoints();
  24366. *
  24367. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24368. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24369. *
  24370. * const line = new THREE.Line( geometry, material );
  24371. * scene.add( line );
  24372. * ```
  24373. *
  24374. * @augments CurvePath
  24375. */
  24376. class Path extends CurvePath {
  24377. /**
  24378. * Constructs a new path.
  24379. *
  24380. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24381. */
  24382. constructor( points ) {
  24383. super();
  24384. this.type = 'Path';
  24385. /**
  24386. * The current offset of the path. Any new curve added will start here.
  24387. *
  24388. * @type {Vector2}
  24389. */
  24390. this.currentPoint = new Vector2();
  24391. if ( points ) {
  24392. this.setFromPoints( points );
  24393. }
  24394. }
  24395. /**
  24396. * Creates a path from the given list of points. The points are added
  24397. * to the path as instances of {@link LineCurve}.
  24398. *
  24399. * @param {Array<Vector2>} points - An array of 2D points.
  24400. * @return {Path} A reference to this path.
  24401. */
  24402. setFromPoints( points ) {
  24403. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24404. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24405. this.lineTo( points[ i ].x, points[ i ].y );
  24406. }
  24407. return this;
  24408. }
  24409. /**
  24410. * Moves {@link Path#currentPoint} to the given point.
  24411. *
  24412. * @param {number} x - The x coordinate.
  24413. * @param {number} y - The y coordinate.
  24414. * @return {Path} A reference to this path.
  24415. */
  24416. moveTo( x, y ) {
  24417. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24418. return this;
  24419. }
  24420. /**
  24421. * Adds an instance of {@link LineCurve} to the path by connecting
  24422. * the current point with the given one.
  24423. *
  24424. * @param {number} x - The x coordinate of the end point.
  24425. * @param {number} y - The y coordinate of the end point.
  24426. * @return {Path} A reference to this path.
  24427. */
  24428. lineTo( x, y ) {
  24429. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24430. this.curves.push( curve );
  24431. this.currentPoint.set( x, y );
  24432. return this;
  24433. }
  24434. /**
  24435. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24436. * the current point with the given one.
  24437. *
  24438. * @param {number} aCPx - The x coordinate of the control point.
  24439. * @param {number} aCPy - The y coordinate of the control point.
  24440. * @param {number} aX - The x coordinate of the end point.
  24441. * @param {number} aY - The y coordinate of the end point.
  24442. * @return {Path} A reference to this path.
  24443. */
  24444. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24445. const curve = new QuadraticBezierCurve(
  24446. this.currentPoint.clone(),
  24447. new Vector2( aCPx, aCPy ),
  24448. new Vector2( aX, aY )
  24449. );
  24450. this.curves.push( curve );
  24451. this.currentPoint.set( aX, aY );
  24452. return this;
  24453. }
  24454. /**
  24455. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24456. * the current point with the given one.
  24457. *
  24458. * @param {number} aCP1x - The x coordinate of the first control point.
  24459. * @param {number} aCP1y - The y coordinate of the first control point.
  24460. * @param {number} aCP2x - The x coordinate of the second control point.
  24461. * @param {number} aCP2y - The y coordinate of the second control point.
  24462. * @param {number} aX - The x coordinate of the end point.
  24463. * @param {number} aY - The y coordinate of the end point.
  24464. * @return {Path} A reference to this path.
  24465. */
  24466. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24467. const curve = new CubicBezierCurve(
  24468. this.currentPoint.clone(),
  24469. new Vector2( aCP1x, aCP1y ),
  24470. new Vector2( aCP2x, aCP2y ),
  24471. new Vector2( aX, aY )
  24472. );
  24473. this.curves.push( curve );
  24474. this.currentPoint.set( aX, aY );
  24475. return this;
  24476. }
  24477. /**
  24478. * Adds an instance of {@link SplineCurve} to the path by connecting
  24479. * the current point with the given list of points.
  24480. *
  24481. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24482. * @return {Path} A reference to this path.
  24483. */
  24484. splineThru( pts ) {
  24485. const npts = [ this.currentPoint.clone() ].concat( pts );
  24486. const curve = new SplineCurve( npts );
  24487. this.curves.push( curve );
  24488. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24489. return this;
  24490. }
  24491. /**
  24492. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24493. * to the current point.
  24494. *
  24495. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24496. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24497. * @param {number} [aRadius=1] - The radius of the arc.
  24498. * @param {number} [aStartAngle=0] - The start angle in radians.
  24499. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24500. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24501. * @return {Path} A reference to this path.
  24502. */
  24503. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24504. const x0 = this.currentPoint.x;
  24505. const y0 = this.currentPoint.y;
  24506. this.absarc( aX + x0, aY + y0, aRadius,
  24507. aStartAngle, aEndAngle, aClockwise );
  24508. return this;
  24509. }
  24510. /**
  24511. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24512. *
  24513. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24514. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24515. * @param {number} [aRadius=1] - The radius of the arc.
  24516. * @param {number} [aStartAngle=0] - The start angle in radians.
  24517. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24518. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24519. * @return {Path} A reference to this path.
  24520. */
  24521. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24522. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24523. return this;
  24524. }
  24525. /**
  24526. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24527. * to the current point
  24528. *
  24529. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24530. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24531. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24532. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24533. * @param {number} [aStartAngle=0] - The start angle in radians.
  24534. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24535. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24536. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24537. * @return {Path} A reference to this path.
  24538. */
  24539. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24540. const x0 = this.currentPoint.x;
  24541. const y0 = this.currentPoint.y;
  24542. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24543. return this;
  24544. }
  24545. /**
  24546. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24547. *
  24548. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  24549. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  24550. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24551. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24552. * @param {number} [aStartAngle=0] - The start angle in radians.
  24553. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24554. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24555. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24556. * @return {Path} A reference to this path.
  24557. */
  24558. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24559. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24560. if ( this.curves.length > 0 ) {
  24561. // if a previous curve is present, attempt to join
  24562. const firstPoint = curve.getPoint( 0 );
  24563. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24564. this.lineTo( firstPoint.x, firstPoint.y );
  24565. }
  24566. }
  24567. this.curves.push( curve );
  24568. const lastPoint = curve.getPoint( 1 );
  24569. this.currentPoint.copy( lastPoint );
  24570. return this;
  24571. }
  24572. copy( source ) {
  24573. super.copy( source );
  24574. this.currentPoint.copy( source.currentPoint );
  24575. return this;
  24576. }
  24577. toJSON() {
  24578. const data = super.toJSON();
  24579. data.currentPoint = this.currentPoint.toArray();
  24580. return data;
  24581. }
  24582. fromJSON( json ) {
  24583. super.fromJSON( json );
  24584. this.currentPoint.fromArray( json.currentPoint );
  24585. return this;
  24586. }
  24587. }
  24588. /**
  24589. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24590. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24591. * points, or to get triangulated faces.
  24592. *
  24593. * ```js
  24594. * const heartShape = new THREE.Shape();
  24595. *
  24596. * heartShape.moveTo( 25, 25 );
  24597. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24598. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24599. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24600. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24601. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24602. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24603. *
  24604. * const extrudeSettings = {
  24605. * depth: 8,
  24606. * bevelEnabled: true,
  24607. * bevelSegments: 2,
  24608. * steps: 2,
  24609. * bevelSize: 1,
  24610. * bevelThickness: 1
  24611. * };
  24612. *
  24613. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24614. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24615. * ```
  24616. *
  24617. * @augments Path
  24618. */
  24619. class Shape extends Path {
  24620. /**
  24621. * Constructs a new shape.
  24622. *
  24623. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24624. */
  24625. constructor( points ) {
  24626. super( points );
  24627. /**
  24628. * The UUID of the shape.
  24629. *
  24630. * @type {string}
  24631. * @readonly
  24632. */
  24633. this.uuid = generateUUID();
  24634. this.type = 'Shape';
  24635. /**
  24636. * Defines the holes in the shape. Hole definitions must use the
  24637. * opposite winding order (CW/CCW) than the outer shape.
  24638. *
  24639. * @type {Array<Path>}
  24640. * @readonly
  24641. */
  24642. this.holes = [];
  24643. }
  24644. /**
  24645. * Returns an array representing each contour of the holes
  24646. * as a list of 2D points.
  24647. *
  24648. * @param {number} divisions - The fineness of the result.
  24649. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24650. */
  24651. getPointsHoles( divisions ) {
  24652. const holesPts = [];
  24653. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24654. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24655. }
  24656. return holesPts;
  24657. }
  24658. // get points of shape and holes (keypoints based on segments parameter)
  24659. /**
  24660. * Returns an object that holds contour data for the shape and its holes as
  24661. * arrays of 2D points.
  24662. *
  24663. * @param {number} divisions - The fineness of the result.
  24664. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24665. */
  24666. extractPoints( divisions ) {
  24667. return {
  24668. shape: this.getPoints( divisions ),
  24669. holes: this.getPointsHoles( divisions )
  24670. };
  24671. }
  24672. copy( source ) {
  24673. super.copy( source );
  24674. this.holes = [];
  24675. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24676. const hole = source.holes[ i ];
  24677. this.holes.push( hole.clone() );
  24678. }
  24679. return this;
  24680. }
  24681. toJSON() {
  24682. const data = super.toJSON();
  24683. data.uuid = this.uuid;
  24684. data.holes = [];
  24685. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24686. const hole = this.holes[ i ];
  24687. data.holes.push( hole.toJSON() );
  24688. }
  24689. return data;
  24690. }
  24691. fromJSON( json ) {
  24692. super.fromJSON( json );
  24693. this.uuid = json.uuid;
  24694. this.holes = [];
  24695. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24696. const hole = json.holes[ i ];
  24697. this.holes.push( new Path().fromJSON( hole ) );
  24698. }
  24699. return this;
  24700. }
  24701. }
  24702. /* eslint-disable */
  24703. // copy of mapbox/earcut version 3.0.2
  24704. // https://github.com/mapbox/earcut/tree/v3.0.2
  24705. function earcut(data, holeIndices, dim = 2) {
  24706. const hasHoles = holeIndices && holeIndices.length;
  24707. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24708. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24709. const triangles = [];
  24710. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24711. let minX, minY, invSize;
  24712. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24713. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24714. if (data.length > 80 * dim) {
  24715. minX = data[0];
  24716. minY = data[1];
  24717. let maxX = minX;
  24718. let maxY = minY;
  24719. for (let i = dim; i < outerLen; i += dim) {
  24720. const x = data[i];
  24721. const y = data[i + 1];
  24722. if (x < minX) minX = x;
  24723. if (y < minY) minY = y;
  24724. if (x > maxX) maxX = x;
  24725. if (y > maxY) maxY = y;
  24726. }
  24727. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24728. invSize = Math.max(maxX - minX, maxY - minY);
  24729. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24730. }
  24731. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24732. return triangles;
  24733. }
  24734. // create a circular doubly linked list from polygon points in the specified winding order
  24735. function linkedList(data, start, end, dim, clockwise) {
  24736. let last;
  24737. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24738. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24739. } else {
  24740. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24741. }
  24742. if (last && equals(last, last.next)) {
  24743. removeNode(last);
  24744. last = last.next;
  24745. }
  24746. return last;
  24747. }
  24748. // eliminate colinear or duplicate points
  24749. function filterPoints(start, end) {
  24750. if (!start) return start;
  24751. if (!end) end = start;
  24752. let p = start,
  24753. again;
  24754. do {
  24755. again = false;
  24756. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  24757. removeNode(p);
  24758. p = end = p.prev;
  24759. if (p === p.next) break;
  24760. again = true;
  24761. } else {
  24762. p = p.next;
  24763. }
  24764. } while (again || p !== end);
  24765. return end;
  24766. }
  24767. // main ear slicing loop which triangulates a polygon (given as a linked list)
  24768. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  24769. if (!ear) return;
  24770. // interlink polygon nodes in z-order
  24771. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  24772. let stop = ear;
  24773. // iterate through ears, slicing them one by one
  24774. while (ear.prev !== ear.next) {
  24775. const prev = ear.prev;
  24776. const next = ear.next;
  24777. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  24778. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  24779. removeNode(ear);
  24780. // skipping the next vertex leads to less sliver triangles
  24781. ear = next.next;
  24782. stop = next.next;
  24783. continue;
  24784. }
  24785. ear = next;
  24786. // if we looped through the whole remaining polygon and can't find any more ears
  24787. if (ear === stop) {
  24788. // try filtering points and slicing again
  24789. if (!pass) {
  24790. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  24791. // if this didn't work, try curing all small self-intersections locally
  24792. } else if (pass === 1) {
  24793. ear = cureLocalIntersections(filterPoints(ear), triangles);
  24794. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  24795. // as a last resort, try splitting the remaining polygon into two
  24796. } else if (pass === 2) {
  24797. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  24798. }
  24799. break;
  24800. }
  24801. }
  24802. }
  24803. // check whether a polygon node forms a valid ear with adjacent nodes
  24804. function isEar(ear) {
  24805. const a = ear.prev,
  24806. b = ear,
  24807. c = ear.next;
  24808. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24809. // now make sure we don't have other points inside the potential ear
  24810. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24811. // triangle bbox
  24812. const x0 = Math.min(ax, bx, cx),
  24813. y0 = Math.min(ay, by, cy),
  24814. x1 = Math.max(ax, bx, cx),
  24815. y1 = Math.max(ay, by, cy);
  24816. let p = c.next;
  24817. while (p !== a) {
  24818. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  24819. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  24820. area(p.prev, p, p.next) >= 0) return false;
  24821. p = p.next;
  24822. }
  24823. return true;
  24824. }
  24825. function isEarHashed(ear, minX, minY, invSize) {
  24826. const a = ear.prev,
  24827. b = ear,
  24828. c = ear.next;
  24829. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  24830. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  24831. // triangle bbox
  24832. const x0 = Math.min(ax, bx, cx),
  24833. y0 = Math.min(ay, by, cy),
  24834. x1 = Math.max(ax, bx, cx),
  24835. y1 = Math.max(ay, by, cy);
  24836. // z-order range for the current triangle bbox;
  24837. const minZ = zOrder(x0, y0, minX, minY, invSize),
  24838. maxZ = zOrder(x1, y1, minX, minY, invSize);
  24839. let p = ear.prevZ,
  24840. n = ear.nextZ;
  24841. // look for points inside the triangle in both directions
  24842. while (p && p.z >= minZ && n && n.z <= maxZ) {
  24843. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24844. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24845. p = p.prevZ;
  24846. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24847. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24848. n = n.nextZ;
  24849. }
  24850. // look for remaining points in decreasing z-order
  24851. while (p && p.z >= minZ) {
  24852. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  24853. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  24854. p = p.prevZ;
  24855. }
  24856. // look for remaining points in increasing z-order
  24857. while (n && n.z <= maxZ) {
  24858. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  24859. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  24860. n = n.nextZ;
  24861. }
  24862. return true;
  24863. }
  24864. // go through all polygon nodes and cure small local self-intersections
  24865. function cureLocalIntersections(start, triangles) {
  24866. let p = start;
  24867. do {
  24868. const a = p.prev,
  24869. b = p.next.next;
  24870. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  24871. triangles.push(a.i, p.i, b.i);
  24872. // remove two nodes involved
  24873. removeNode(p);
  24874. removeNode(p.next);
  24875. p = start = b;
  24876. }
  24877. p = p.next;
  24878. } while (p !== start);
  24879. return filterPoints(p);
  24880. }
  24881. // try splitting polygon into two and triangulate them independently
  24882. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  24883. // look for a valid diagonal that divides the polygon into two
  24884. let a = start;
  24885. do {
  24886. let b = a.next.next;
  24887. while (b !== a.prev) {
  24888. if (a.i !== b.i && isValidDiagonal(a, b)) {
  24889. // split the polygon in two by the diagonal
  24890. let c = splitPolygon(a, b);
  24891. // filter colinear points around the cuts
  24892. a = filterPoints(a, a.next);
  24893. c = filterPoints(c, c.next);
  24894. // run earcut on each half
  24895. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  24896. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  24897. return;
  24898. }
  24899. b = b.next;
  24900. }
  24901. a = a.next;
  24902. } while (a !== start);
  24903. }
  24904. // link every hole into the outer loop, producing a single-ring polygon without holes
  24905. function eliminateHoles(data, holeIndices, outerNode, dim) {
  24906. const queue = [];
  24907. for (let i = 0, len = holeIndices.length; i < len; i++) {
  24908. const start = holeIndices[i] * dim;
  24909. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  24910. const list = linkedList(data, start, end, dim, false);
  24911. if (list === list.next) list.steiner = true;
  24912. queue.push(getLeftmost(list));
  24913. }
  24914. queue.sort(compareXYSlope);
  24915. // process holes from left to right
  24916. for (let i = 0; i < queue.length; i++) {
  24917. outerNode = eliminateHole(queue[i], outerNode);
  24918. }
  24919. return outerNode;
  24920. }
  24921. function compareXYSlope(a, b) {
  24922. let result = a.x - b.x;
  24923. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  24924. // the bridge to the outer shell is always the point that they meet at.
  24925. if (result === 0) {
  24926. result = a.y - b.y;
  24927. if (result === 0) {
  24928. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  24929. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  24930. result = aSlope - bSlope;
  24931. }
  24932. }
  24933. return result;
  24934. }
  24935. // find a bridge between vertices that connects hole with an outer ring and link it
  24936. function eliminateHole(hole, outerNode) {
  24937. const bridge = findHoleBridge(hole, outerNode);
  24938. if (!bridge) {
  24939. return outerNode;
  24940. }
  24941. const bridgeReverse = splitPolygon(bridge, hole);
  24942. // filter collinear points around the cuts
  24943. filterPoints(bridgeReverse, bridgeReverse.next);
  24944. return filterPoints(bridge, bridge.next);
  24945. }
  24946. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  24947. function findHoleBridge(hole, outerNode) {
  24948. let p = outerNode;
  24949. const hx = hole.x;
  24950. const hy = hole.y;
  24951. let qx = -Infinity;
  24952. let m;
  24953. // find a segment intersected by a ray from the hole's leftmost point to the left;
  24954. // segment's endpoint with lesser x will be potential connection point
  24955. // unless they intersect at a vertex, then choose the vertex
  24956. if (equals(hole, p)) return p;
  24957. do {
  24958. if (equals(hole, p.next)) return p.next;
  24959. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  24960. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  24961. if (x <= hx && x > qx) {
  24962. qx = x;
  24963. m = p.x < p.next.x ? p : p.next;
  24964. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  24965. }
  24966. }
  24967. p = p.next;
  24968. } while (p !== outerNode);
  24969. if (!m) return null;
  24970. // look for points inside the triangle of hole point, segment intersection and endpoint;
  24971. // if there are no points found, we have a valid connection;
  24972. // otherwise choose the point of the minimum angle with the ray as connection point
  24973. const stop = m;
  24974. const mx = m.x;
  24975. const my = m.y;
  24976. let tanMin = Infinity;
  24977. p = m;
  24978. do {
  24979. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  24980. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  24981. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  24982. if (locallyInside(p, hole) &&
  24983. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  24984. m = p;
  24985. tanMin = tan;
  24986. }
  24987. }
  24988. p = p.next;
  24989. } while (p !== stop);
  24990. return m;
  24991. }
  24992. // whether sector in vertex m contains sector in vertex p in the same coordinates
  24993. function sectorContainsSector(m, p) {
  24994. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  24995. }
  24996. // interlink polygon nodes in z-order
  24997. function indexCurve(start, minX, minY, invSize) {
  24998. let p = start;
  24999. do {
  25000. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25001. p.prevZ = p.prev;
  25002. p.nextZ = p.next;
  25003. p = p.next;
  25004. } while (p !== start);
  25005. p.prevZ.nextZ = null;
  25006. p.prevZ = null;
  25007. sortLinked(p);
  25008. }
  25009. // Simon Tatham's linked list merge sort algorithm
  25010. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25011. function sortLinked(list) {
  25012. let numMerges;
  25013. let inSize = 1;
  25014. do {
  25015. let p = list;
  25016. let e;
  25017. list = null;
  25018. let tail = null;
  25019. numMerges = 0;
  25020. while (p) {
  25021. numMerges++;
  25022. let q = p;
  25023. let pSize = 0;
  25024. for (let i = 0; i < inSize; i++) {
  25025. pSize++;
  25026. q = q.nextZ;
  25027. if (!q) break;
  25028. }
  25029. let qSize = inSize;
  25030. while (pSize > 0 || (qSize > 0 && q)) {
  25031. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25032. e = p;
  25033. p = p.nextZ;
  25034. pSize--;
  25035. } else {
  25036. e = q;
  25037. q = q.nextZ;
  25038. qSize--;
  25039. }
  25040. if (tail) tail.nextZ = e;
  25041. else list = e;
  25042. e.prevZ = tail;
  25043. tail = e;
  25044. }
  25045. p = q;
  25046. }
  25047. tail.nextZ = null;
  25048. inSize *= 2;
  25049. } while (numMerges > 1);
  25050. return list;
  25051. }
  25052. // z-order of a point given coords and inverse of the longer side of data bbox
  25053. function zOrder(x, y, minX, minY, invSize) {
  25054. // coords are transformed into non-negative 15-bit integer range
  25055. x = (x - minX) * invSize | 0;
  25056. y = (y - minY) * invSize | 0;
  25057. x = (x | (x << 8)) & 0x00FF00FF;
  25058. x = (x | (x << 4)) & 0x0F0F0F0F;
  25059. x = (x | (x << 2)) & 0x33333333;
  25060. x = (x | (x << 1)) & 0x55555555;
  25061. y = (y | (y << 8)) & 0x00FF00FF;
  25062. y = (y | (y << 4)) & 0x0F0F0F0F;
  25063. y = (y | (y << 2)) & 0x33333333;
  25064. y = (y | (y << 1)) & 0x55555555;
  25065. return x | (y << 1);
  25066. }
  25067. // find the leftmost node of a polygon ring
  25068. function getLeftmost(start) {
  25069. let p = start,
  25070. leftmost = start;
  25071. do {
  25072. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25073. p = p.next;
  25074. } while (p !== start);
  25075. return leftmost;
  25076. }
  25077. // check if a point lies within a convex triangle
  25078. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25079. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25080. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25081. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25082. }
  25083. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25084. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25085. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25086. }
  25087. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25088. function isValidDiagonal(a, b) {
  25089. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25090. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25091. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25092. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25093. }
  25094. // signed area of a triangle
  25095. function area(p, q, r) {
  25096. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25097. }
  25098. // check if two points are equal
  25099. function equals(p1, p2) {
  25100. return p1.x === p2.x && p1.y === p2.y;
  25101. }
  25102. // check if two segments intersect
  25103. function intersects(p1, q1, p2, q2) {
  25104. const o1 = sign(area(p1, q1, p2));
  25105. const o2 = sign(area(p1, q1, q2));
  25106. const o3 = sign(area(p2, q2, p1));
  25107. const o4 = sign(area(p2, q2, q1));
  25108. if (o1 !== o2 && o3 !== o4) return true; // general case
  25109. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25110. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25111. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25112. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25113. return false;
  25114. }
  25115. // for collinear points p, q, r, check if point q lies on segment pr
  25116. function onSegment(p, q, r) {
  25117. 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);
  25118. }
  25119. function sign(num) {
  25120. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25121. }
  25122. // check if a polygon diagonal intersects any polygon segments
  25123. function intersectsPolygon(a, b) {
  25124. let p = a;
  25125. do {
  25126. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25127. intersects(p, p.next, a, b)) return true;
  25128. p = p.next;
  25129. } while (p !== a);
  25130. return false;
  25131. }
  25132. // check if a polygon diagonal is locally inside the polygon
  25133. function locallyInside(a, b) {
  25134. return area(a.prev, a, a.next) < 0 ?
  25135. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25136. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25137. }
  25138. // check if the middle point of a polygon diagonal is inside the polygon
  25139. function middleInside(a, b) {
  25140. let p = a;
  25141. let inside = false;
  25142. const px = (a.x + b.x) / 2;
  25143. const py = (a.y + b.y) / 2;
  25144. do {
  25145. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25146. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25147. inside = !inside;
  25148. p = p.next;
  25149. } while (p !== a);
  25150. return inside;
  25151. }
  25152. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25153. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25154. function splitPolygon(a, b) {
  25155. const a2 = createNode(a.i, a.x, a.y),
  25156. b2 = createNode(b.i, b.x, b.y),
  25157. an = a.next,
  25158. bp = b.prev;
  25159. a.next = b;
  25160. b.prev = a;
  25161. a2.next = an;
  25162. an.prev = a2;
  25163. b2.next = a2;
  25164. a2.prev = b2;
  25165. bp.next = b2;
  25166. b2.prev = bp;
  25167. return b2;
  25168. }
  25169. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25170. function insertNode(i, x, y, last) {
  25171. const p = createNode(i, x, y);
  25172. if (!last) {
  25173. p.prev = p;
  25174. p.next = p;
  25175. } else {
  25176. p.next = last.next;
  25177. p.prev = last;
  25178. last.next.prev = p;
  25179. last.next = p;
  25180. }
  25181. return p;
  25182. }
  25183. function removeNode(p) {
  25184. p.next.prev = p.prev;
  25185. p.prev.next = p.next;
  25186. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25187. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25188. }
  25189. function createNode(i, x, y) {
  25190. return {
  25191. i, // vertex index in coordinates array
  25192. x, y, // vertex coordinates
  25193. prev: null, // previous and next vertex nodes in a polygon ring
  25194. next: null,
  25195. z: 0, // z-order curve value
  25196. prevZ: null, // previous and next nodes in z-order
  25197. nextZ: null,
  25198. steiner: false // indicates whether this is a steiner point
  25199. };
  25200. }
  25201. function signedArea(data, start, end, dim) {
  25202. let sum = 0;
  25203. for (let i = start, j = end - dim; i < end; i += dim) {
  25204. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25205. j = i;
  25206. }
  25207. return sum;
  25208. }
  25209. /**
  25210. * An implementation of the earcut polygon triangulation algorithm.
  25211. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25212. *
  25213. * @see https://github.com/mapbox/earcut
  25214. */
  25215. class Earcut {
  25216. /**
  25217. * Triangulates the given shape definition by returning an array of triangles.
  25218. *
  25219. * @param {Array<number>} data - An array with 2D points.
  25220. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25221. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25222. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25223. * representing vertex indices.
  25224. */
  25225. static triangulate( data, holeIndices, dim = 2 ) {
  25226. return earcut( data, holeIndices, dim );
  25227. }
  25228. }
  25229. /**
  25230. * A class containing utility functions for shapes.
  25231. *
  25232. * @hideconstructor
  25233. */
  25234. class ShapeUtils {
  25235. /**
  25236. * Calculate area of a ( 2D ) contour polygon.
  25237. *
  25238. * @param {Array<Vector2>} contour - An array of 2D points.
  25239. * @return {number} The area.
  25240. */
  25241. static area( contour ) {
  25242. const n = contour.length;
  25243. let a = 0.0;
  25244. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25245. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25246. }
  25247. return a * 0.5;
  25248. }
  25249. /**
  25250. * Returns `true` if the given contour uses a clockwise winding order.
  25251. *
  25252. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25253. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25254. */
  25255. static isClockWise( pts ) {
  25256. return ShapeUtils.area( pts ) < 0;
  25257. }
  25258. /**
  25259. * Triangulates the given shape definition.
  25260. *
  25261. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25262. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25263. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25264. */
  25265. static triangulateShape( contour, holes ) {
  25266. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25267. const holeIndices = []; // array of hole indices
  25268. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25269. removeDupEndPts( contour );
  25270. addContour( vertices, contour );
  25271. //
  25272. let holeIndex = contour.length;
  25273. holes.forEach( removeDupEndPts );
  25274. for ( let i = 0; i < holes.length; i ++ ) {
  25275. holeIndices.push( holeIndex );
  25276. holeIndex += holes[ i ].length;
  25277. addContour( vertices, holes[ i ] );
  25278. }
  25279. //
  25280. const triangles = Earcut.triangulate( vertices, holeIndices );
  25281. //
  25282. for ( let i = 0; i < triangles.length; i += 3 ) {
  25283. faces.push( triangles.slice( i, i + 3 ) );
  25284. }
  25285. return faces;
  25286. }
  25287. }
  25288. function removeDupEndPts( points ) {
  25289. const l = points.length;
  25290. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25291. points.pop();
  25292. }
  25293. }
  25294. function addContour( vertices, contour ) {
  25295. for ( let i = 0; i < contour.length; i ++ ) {
  25296. vertices.push( contour[ i ].x );
  25297. vertices.push( contour[ i ].y );
  25298. }
  25299. }
  25300. /**
  25301. * Creates extruded geometry from a path shape.
  25302. *
  25303. * ```js
  25304. * const length = 12, width = 8;
  25305. *
  25306. * const shape = new THREE.Shape();
  25307. * shape.moveTo( 0,0 );
  25308. * shape.lineTo( 0, width );
  25309. * shape.lineTo( length, width );
  25310. * shape.lineTo( length, 0 );
  25311. * shape.lineTo( 0, 0 );
  25312. *
  25313. * const geometry = new THREE.ExtrudeGeometry( shape );
  25314. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25315. * const mesh = new THREE.Mesh( geometry, material ) ;
  25316. * scene.add( mesh );
  25317. * ```
  25318. *
  25319. * @augments BufferGeometry
  25320. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25321. */
  25322. class ExtrudeGeometry extends BufferGeometry {
  25323. /**
  25324. * Constructs a new extrude geometry.
  25325. *
  25326. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25327. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25328. */
  25329. 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 = {} ) {
  25330. super();
  25331. this.type = 'ExtrudeGeometry';
  25332. /**
  25333. * Holds the constructor parameters that have been
  25334. * used to generate the geometry. Any modification
  25335. * after instantiation does not change the geometry.
  25336. *
  25337. * @type {Object}
  25338. */
  25339. this.parameters = {
  25340. shapes: shapes,
  25341. options: options
  25342. };
  25343. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25344. const scope = this;
  25345. const verticesArray = [];
  25346. const uvArray = [];
  25347. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25348. const shape = shapes[ i ];
  25349. addShape( shape );
  25350. }
  25351. // build geometry
  25352. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25353. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25354. this.computeVertexNormals();
  25355. // functions
  25356. function addShape( shape ) {
  25357. const placeholder = [];
  25358. // options
  25359. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25360. const steps = options.steps !== undefined ? options.steps : 1;
  25361. const depth = options.depth !== undefined ? options.depth : 1;
  25362. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25363. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25364. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25365. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25366. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25367. const extrudePath = options.extrudePath;
  25368. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25369. //
  25370. let extrudePts, extrudeByPath = false;
  25371. let splineTube, binormal, normal, position2;
  25372. if ( extrudePath ) {
  25373. extrudePts = extrudePath.getSpacedPoints( steps );
  25374. extrudeByPath = true;
  25375. bevelEnabled = false; // bevels not supported for path extrusion
  25376. // SETUP TNB variables
  25377. const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
  25378. splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
  25379. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25380. binormal = new Vector3();
  25381. normal = new Vector3();
  25382. position2 = new Vector3();
  25383. }
  25384. // Safeguards if bevels are not enabled
  25385. if ( ! bevelEnabled ) {
  25386. bevelSegments = 0;
  25387. bevelThickness = 0;
  25388. bevelSize = 0;
  25389. bevelOffset = 0;
  25390. }
  25391. // Variables initialization
  25392. const shapePoints = shape.extractPoints( curveSegments );
  25393. let vertices = shapePoints.shape;
  25394. const holes = shapePoints.holes;
  25395. const reverse = ! ShapeUtils.isClockWise( vertices );
  25396. if ( reverse ) {
  25397. vertices = vertices.reverse();
  25398. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25399. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25400. const ahole = holes[ h ];
  25401. if ( ShapeUtils.isClockWise( ahole ) ) {
  25402. holes[ h ] = ahole.reverse();
  25403. }
  25404. }
  25405. }
  25406. /**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.
  25407. * @param {Array<Vector2>} points
  25408. */
  25409. function mergeOverlappingPoints( points ) {
  25410. const THRESHOLD = 1e-10;
  25411. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25412. let prevPos = points[ 0 ];
  25413. for ( let i = 1; i <= points.length; i ++ ) {
  25414. const currentIndex = i % points.length;
  25415. const currentPos = points[ currentIndex ];
  25416. const dx = currentPos.x - prevPos.x;
  25417. const dy = currentPos.y - prevPos.y;
  25418. const distSq = dx * dx + dy * dy;
  25419. const scalingFactorSqrt = Math.max(
  25420. Math.abs( currentPos.x ),
  25421. Math.abs( currentPos.y ),
  25422. Math.abs( prevPos.x ),
  25423. Math.abs( prevPos.y )
  25424. );
  25425. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25426. if ( distSq <= thresholdSqScaled ) {
  25427. points.splice( currentIndex, 1 );
  25428. i --;
  25429. continue;
  25430. }
  25431. prevPos = currentPos;
  25432. }
  25433. }
  25434. mergeOverlappingPoints( vertices );
  25435. holes.forEach( mergeOverlappingPoints );
  25436. const numHoles = holes.length;
  25437. /* Vertices */
  25438. const contour = vertices; // vertices has all points but contour has only points of circumference
  25439. for ( let h = 0; h < numHoles; h ++ ) {
  25440. const ahole = holes[ h ];
  25441. vertices = vertices.concat( ahole );
  25442. }
  25443. function scalePt2( pt, vec, size ) {
  25444. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25445. return pt.clone().addScaledVector( vec, size );
  25446. }
  25447. const vlen = vertices.length;
  25448. // Find directions for point movement
  25449. function getBevelVec( inPt, inPrev, inNext ) {
  25450. // computes for inPt the corresponding point inPt' on a new contour
  25451. // shifted by 1 unit (length of normalized vector) to the left
  25452. // if we walk along contour clockwise, this new contour is outside the old one
  25453. //
  25454. // inPt' is the intersection of the two lines parallel to the two
  25455. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25456. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25457. // good reading for geometry algorithms (here: line-line intersection)
  25458. // http://geomalgorithms.com/a05-_intersect-1.html
  25459. const v_prev_x = inPt.x - inPrev.x,
  25460. v_prev_y = inPt.y - inPrev.y;
  25461. const v_next_x = inNext.x - inPt.x,
  25462. v_next_y = inNext.y - inPt.y;
  25463. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25464. // check for collinear edges
  25465. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25466. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25467. // not collinear
  25468. // length of vectors for normalizing
  25469. const v_prev_len = Math.sqrt( v_prev_lensq );
  25470. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25471. // shift adjacent points by unit vectors to the left
  25472. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25473. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25474. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25475. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25476. // scaling factor for v_prev to intersection point
  25477. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25478. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25479. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25480. // vector from inPt to intersection point
  25481. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25482. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25483. // Don't normalize!, otherwise sharp corners become ugly
  25484. // but prevent crazy spikes
  25485. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25486. if ( v_trans_lensq <= 2 ) {
  25487. return new Vector2( v_trans_x, v_trans_y );
  25488. } else {
  25489. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25490. }
  25491. } else {
  25492. // handle special case of collinear edges
  25493. let direction_eq = false; // assumes: opposite
  25494. if ( v_prev_x > Number.EPSILON ) {
  25495. if ( v_next_x > Number.EPSILON ) {
  25496. direction_eq = true;
  25497. }
  25498. } else {
  25499. if ( v_prev_x < - Number.EPSILON ) {
  25500. if ( v_next_x < - Number.EPSILON ) {
  25501. direction_eq = true;
  25502. }
  25503. } else {
  25504. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25505. direction_eq = true;
  25506. }
  25507. }
  25508. }
  25509. if ( direction_eq ) {
  25510. // log("Warning: lines are a straight sequence");
  25511. v_trans_x = - v_prev_y;
  25512. v_trans_y = v_prev_x;
  25513. shrink_by = Math.sqrt( v_prev_lensq );
  25514. } else {
  25515. // log("Warning: lines are a straight spike");
  25516. v_trans_x = v_prev_x;
  25517. v_trans_y = v_prev_y;
  25518. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25519. }
  25520. }
  25521. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25522. }
  25523. const contourMovements = [];
  25524. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25525. if ( j === il ) j = 0;
  25526. if ( k === il ) k = 0;
  25527. // (j)---(i)---(k)
  25528. // log('i,j,k', i, j , k)
  25529. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25530. }
  25531. const holesMovements = [];
  25532. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25533. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25534. const ahole = holes[ h ];
  25535. oneHoleMovements = [];
  25536. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25537. if ( j === il ) j = 0;
  25538. if ( k === il ) k = 0;
  25539. // (j)---(i)---(k)
  25540. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25541. }
  25542. holesMovements.push( oneHoleMovements );
  25543. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25544. }
  25545. let faces;
  25546. if ( bevelSegments === 0 ) {
  25547. faces = ShapeUtils.triangulateShape( contour, holes );
  25548. } else {
  25549. const contractedContourVertices = [];
  25550. const expandedHoleVertices = [];
  25551. // Loop bevelSegments, 1 for the front, 1 for the back
  25552. for ( let b = 0; b < bevelSegments; b ++ ) {
  25553. //for ( b = bevelSegments; b > 0; b -- ) {
  25554. const t = b / bevelSegments;
  25555. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25556. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25557. // contract shape
  25558. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25559. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25560. v( vert.x, vert.y, - z );
  25561. if ( t === 0 ) contractedContourVertices.push( vert );
  25562. }
  25563. // expand holes
  25564. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25565. const ahole = holes[ h ];
  25566. oneHoleMovements = holesMovements[ h ];
  25567. const oneHoleVertices = [];
  25568. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25569. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25570. v( vert.x, vert.y, - z );
  25571. if ( t === 0 ) oneHoleVertices.push( vert );
  25572. }
  25573. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25574. }
  25575. }
  25576. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25577. }
  25578. const flen = faces.length;
  25579. const bs = bevelSize + bevelOffset;
  25580. // Back facing vertices
  25581. for ( let i = 0; i < vlen; i ++ ) {
  25582. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25583. if ( ! extrudeByPath ) {
  25584. v( vert.x, vert.y, 0 );
  25585. } else {
  25586. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25587. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25588. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25589. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25590. v( position2.x, position2.y, position2.z );
  25591. }
  25592. }
  25593. // Add stepped vertices...
  25594. // Including front facing vertices
  25595. for ( let s = 1; s <= steps; s ++ ) {
  25596. for ( let i = 0; i < vlen; i ++ ) {
  25597. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25598. if ( ! extrudeByPath ) {
  25599. v( vert.x, vert.y, depth / steps * s );
  25600. } else {
  25601. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25602. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25603. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25604. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25605. v( position2.x, position2.y, position2.z );
  25606. }
  25607. }
  25608. }
  25609. // Add bevel segments planes
  25610. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25611. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25612. const t = b / bevelSegments;
  25613. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25614. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25615. // contract shape
  25616. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25617. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25618. v( vert.x, vert.y, depth + z );
  25619. }
  25620. // expand holes
  25621. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25622. const ahole = holes[ h ];
  25623. oneHoleMovements = holesMovements[ h ];
  25624. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25625. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25626. if ( ! extrudeByPath ) {
  25627. v( vert.x, vert.y, depth + z );
  25628. } else {
  25629. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25630. }
  25631. }
  25632. }
  25633. }
  25634. /* Faces */
  25635. // Top and bottom faces
  25636. buildLidFaces();
  25637. // Sides faces
  25638. buildSideFaces();
  25639. ///// Internal functions
  25640. function buildLidFaces() {
  25641. const start = verticesArray.length / 3;
  25642. if ( bevelEnabled ) {
  25643. let layer = 0; // steps + 1
  25644. let offset = vlen * layer;
  25645. // Bottom faces
  25646. for ( let i = 0; i < flen; i ++ ) {
  25647. const face = faces[ i ];
  25648. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25649. }
  25650. layer = steps + bevelSegments * 2;
  25651. offset = vlen * layer;
  25652. // Top faces
  25653. for ( let i = 0; i < flen; i ++ ) {
  25654. const face = faces[ i ];
  25655. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25656. }
  25657. } else {
  25658. // Bottom faces
  25659. for ( let i = 0; i < flen; i ++ ) {
  25660. const face = faces[ i ];
  25661. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25662. }
  25663. // Top faces
  25664. for ( let i = 0; i < flen; i ++ ) {
  25665. const face = faces[ i ];
  25666. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25667. }
  25668. }
  25669. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25670. }
  25671. // Create faces for the z-sides of the shape
  25672. function buildSideFaces() {
  25673. const start = verticesArray.length / 3;
  25674. let layeroffset = 0;
  25675. sidewalls( contour, layeroffset );
  25676. layeroffset += contour.length;
  25677. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25678. const ahole = holes[ h ];
  25679. sidewalls( ahole, layeroffset );
  25680. //, true
  25681. layeroffset += ahole.length;
  25682. }
  25683. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25684. }
  25685. function sidewalls( contour, layeroffset ) {
  25686. let i = contour.length;
  25687. while ( -- i >= 0 ) {
  25688. const j = i;
  25689. let k = i - 1;
  25690. if ( k < 0 ) k = contour.length - 1;
  25691. //log('b', i,j, i-1, k,vertices.length);
  25692. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25693. const slen1 = vlen * s;
  25694. const slen2 = vlen * ( s + 1 );
  25695. const a = layeroffset + j + slen1,
  25696. b = layeroffset + k + slen1,
  25697. c = layeroffset + k + slen2,
  25698. d = layeroffset + j + slen2;
  25699. f4( a, b, c, d );
  25700. }
  25701. }
  25702. }
  25703. function v( x, y, z ) {
  25704. placeholder.push( x );
  25705. placeholder.push( y );
  25706. placeholder.push( z );
  25707. }
  25708. function f3( a, b, c ) {
  25709. addVertex( a );
  25710. addVertex( b );
  25711. addVertex( c );
  25712. const nextIndex = verticesArray.length / 3;
  25713. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25714. addUV( uvs[ 0 ] );
  25715. addUV( uvs[ 1 ] );
  25716. addUV( uvs[ 2 ] );
  25717. }
  25718. function f4( a, b, c, d ) {
  25719. addVertex( a );
  25720. addVertex( b );
  25721. addVertex( d );
  25722. addVertex( b );
  25723. addVertex( c );
  25724. addVertex( d );
  25725. const nextIndex = verticesArray.length / 3;
  25726. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25727. addUV( uvs[ 0 ] );
  25728. addUV( uvs[ 1 ] );
  25729. addUV( uvs[ 3 ] );
  25730. addUV( uvs[ 1 ] );
  25731. addUV( uvs[ 2 ] );
  25732. addUV( uvs[ 3 ] );
  25733. }
  25734. function addVertex( index ) {
  25735. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25736. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25737. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25738. }
  25739. function addUV( vector2 ) {
  25740. uvArray.push( vector2.x );
  25741. uvArray.push( vector2.y );
  25742. }
  25743. }
  25744. }
  25745. copy( source ) {
  25746. super.copy( source );
  25747. this.parameters = Object.assign( {}, source.parameters );
  25748. return this;
  25749. }
  25750. toJSON() {
  25751. const data = super.toJSON();
  25752. const shapes = this.parameters.shapes;
  25753. const options = this.parameters.options;
  25754. return toJSON$1( shapes, options, data );
  25755. }
  25756. /**
  25757. * Factory method for creating an instance of this class from the given
  25758. * JSON object.
  25759. *
  25760. * @param {Object} data - A JSON object representing the serialized geometry.
  25761. * @param {Array<Shape>} shapes - An array of shapes.
  25762. * @return {ExtrudeGeometry} A new instance.
  25763. */
  25764. static fromJSON( data, shapes ) {
  25765. const geometryShapes = [];
  25766. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  25767. const shape = shapes[ data.shapes[ j ] ];
  25768. geometryShapes.push( shape );
  25769. }
  25770. const extrudePath = data.options.extrudePath;
  25771. if ( extrudePath !== undefined ) {
  25772. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  25773. }
  25774. return new ExtrudeGeometry( geometryShapes, data.options );
  25775. }
  25776. }
  25777. const WorldUVGenerator = {
  25778. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  25779. const a_x = vertices[ indexA * 3 ];
  25780. const a_y = vertices[ indexA * 3 + 1 ];
  25781. const b_x = vertices[ indexB * 3 ];
  25782. const b_y = vertices[ indexB * 3 + 1 ];
  25783. const c_x = vertices[ indexC * 3 ];
  25784. const c_y = vertices[ indexC * 3 + 1 ];
  25785. return [
  25786. new Vector2( a_x, a_y ),
  25787. new Vector2( b_x, b_y ),
  25788. new Vector2( c_x, c_y )
  25789. ];
  25790. },
  25791. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  25792. const a_x = vertices[ indexA * 3 ];
  25793. const a_y = vertices[ indexA * 3 + 1 ];
  25794. const a_z = vertices[ indexA * 3 + 2 ];
  25795. const b_x = vertices[ indexB * 3 ];
  25796. const b_y = vertices[ indexB * 3 + 1 ];
  25797. const b_z = vertices[ indexB * 3 + 2 ];
  25798. const c_x = vertices[ indexC * 3 ];
  25799. const c_y = vertices[ indexC * 3 + 1 ];
  25800. const c_z = vertices[ indexC * 3 + 2 ];
  25801. const d_x = vertices[ indexD * 3 ];
  25802. const d_y = vertices[ indexD * 3 + 1 ];
  25803. const d_z = vertices[ indexD * 3 + 2 ];
  25804. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  25805. return [
  25806. new Vector2( a_x, 1 - a_z ),
  25807. new Vector2( b_x, 1 - b_z ),
  25808. new Vector2( c_x, 1 - c_z ),
  25809. new Vector2( d_x, 1 - d_z )
  25810. ];
  25811. } else {
  25812. return [
  25813. new Vector2( a_y, 1 - a_z ),
  25814. new Vector2( b_y, 1 - b_z ),
  25815. new Vector2( c_y, 1 - c_z ),
  25816. new Vector2( d_y, 1 - d_z )
  25817. ];
  25818. }
  25819. }
  25820. };
  25821. function toJSON$1( shapes, options, data ) {
  25822. data.shapes = [];
  25823. if ( Array.isArray( shapes ) ) {
  25824. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25825. const shape = shapes[ i ];
  25826. data.shapes.push( shape.uuid );
  25827. }
  25828. } else {
  25829. data.shapes.push( shapes.uuid );
  25830. }
  25831. data.options = Object.assign( {}, options );
  25832. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  25833. return data;
  25834. }
  25835. /**
  25836. * A geometry class for representing an icosahedron.
  25837. *
  25838. * ```js
  25839. * const geometry = new THREE.IcosahedronGeometry();
  25840. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25841. * const icosahedron = new THREE.Mesh( geometry, material );
  25842. * scene.add( icosahedron );
  25843. * ```
  25844. *
  25845. * @augments PolyhedronGeometry
  25846. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  25847. */
  25848. class IcosahedronGeometry extends PolyhedronGeometry {
  25849. /**
  25850. * Constructs a new icosahedron geometry.
  25851. *
  25852. * @param {number} [radius=1] - Radius of the icosahedron.
  25853. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  25854. */
  25855. constructor( radius = 1, detail = 0 ) {
  25856. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  25857. const vertices = [
  25858. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  25859. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  25860. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  25861. ];
  25862. const indices = [
  25863. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  25864. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  25865. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  25866. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  25867. ];
  25868. super( vertices, indices, radius, detail );
  25869. this.type = 'IcosahedronGeometry';
  25870. /**
  25871. * Holds the constructor parameters that have been
  25872. * used to generate the geometry. Any modification
  25873. * after instantiation does not change the geometry.
  25874. *
  25875. * @type {Object}
  25876. */
  25877. this.parameters = {
  25878. radius: radius,
  25879. detail: detail
  25880. };
  25881. }
  25882. /**
  25883. * Factory method for creating an instance of this class from the given
  25884. * JSON object.
  25885. *
  25886. * @param {Object} data - A JSON object representing the serialized geometry.
  25887. * @return {IcosahedronGeometry} A new instance.
  25888. */
  25889. static fromJSON( data ) {
  25890. return new IcosahedronGeometry( data.radius, data.detail );
  25891. }
  25892. }
  25893. /**
  25894. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  25895. *
  25896. * ```js
  25897. * const points = [];
  25898. * for ( let i = 0; i < 10; i ++ ) {
  25899. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  25900. * }
  25901. * const geometry = new THREE.LatheGeometry( points );
  25902. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  25903. * const lathe = new THREE.Mesh( geometry, material );
  25904. * scene.add( lathe );
  25905. * ```
  25906. *
  25907. * @augments BufferGeometry
  25908. * @demo scenes/geometry-browser.html#LatheGeometry
  25909. */
  25910. class LatheGeometry extends BufferGeometry {
  25911. /**
  25912. * Constructs a new lathe geometry.
  25913. *
  25914. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  25915. * must be greater than zero.
  25916. * @param {number} [segments=12] - The number of circumference segments to generate.
  25917. * @param {number} [phiStart=0] - The starting angle in radians.
  25918. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  25919. * closed lathe, less than 2PI is a portion.
  25920. */
  25921. 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 ) {
  25922. super();
  25923. this.type = 'LatheGeometry';
  25924. /**
  25925. * Holds the constructor parameters that have been
  25926. * used to generate the geometry. Any modification
  25927. * after instantiation does not change the geometry.
  25928. *
  25929. * @type {Object}
  25930. */
  25931. this.parameters = {
  25932. points: points,
  25933. segments: segments,
  25934. phiStart: phiStart,
  25935. phiLength: phiLength
  25936. };
  25937. segments = Math.floor( segments );
  25938. // clamp phiLength so it's in range of [ 0, 2PI ]
  25939. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  25940. // buffers
  25941. const indices = [];
  25942. const vertices = [];
  25943. const uvs = [];
  25944. const initNormals = [];
  25945. const normals = [];
  25946. // helper variables
  25947. const inverseSegments = 1.0 / segments;
  25948. const vertex = new Vector3();
  25949. const uv = new Vector2();
  25950. const normal = new Vector3();
  25951. const curNormal = new Vector3();
  25952. const prevNormal = new Vector3();
  25953. let dx = 0;
  25954. let dy = 0;
  25955. // pre-compute normals for initial "meridian"
  25956. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25957. switch ( j ) {
  25958. case 0: // special handling for 1st vertex on path
  25959. dx = points[ j + 1 ].x - points[ j ].x;
  25960. dy = points[ j + 1 ].y - points[ j ].y;
  25961. normal.x = dy * 1.0;
  25962. normal.y = - dx;
  25963. normal.z = dy * 0.0;
  25964. prevNormal.copy( normal );
  25965. normal.normalize();
  25966. initNormals.push( normal.x, normal.y, normal.z );
  25967. break;
  25968. case ( points.length - 1 ): // special handling for last Vertex on path
  25969. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  25970. break;
  25971. default: // default handling for all vertices in between
  25972. dx = points[ j + 1 ].x - points[ j ].x;
  25973. dy = points[ j + 1 ].y - points[ j ].y;
  25974. normal.x = dy * 1.0;
  25975. normal.y = - dx;
  25976. normal.z = dy * 0.0;
  25977. curNormal.copy( normal );
  25978. normal.x += prevNormal.x;
  25979. normal.y += prevNormal.y;
  25980. normal.z += prevNormal.z;
  25981. normal.normalize();
  25982. initNormals.push( normal.x, normal.y, normal.z );
  25983. prevNormal.copy( curNormal );
  25984. }
  25985. }
  25986. // generate vertices, uvs and normals
  25987. for ( let i = 0; i <= segments; i ++ ) {
  25988. const phi = phiStart + i * inverseSegments * phiLength;
  25989. const sin = Math.sin( phi );
  25990. const cos = Math.cos( phi );
  25991. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  25992. // vertex
  25993. vertex.x = points[ j ].x * sin;
  25994. vertex.y = points[ j ].y;
  25995. vertex.z = points[ j ].x * cos;
  25996. vertices.push( vertex.x, vertex.y, vertex.z );
  25997. // uv
  25998. uv.x = i / segments;
  25999. uv.y = j / ( points.length - 1 );
  26000. uvs.push( uv.x, uv.y );
  26001. // normal
  26002. const x = initNormals[ 3 * j + 0 ] * sin;
  26003. const y = initNormals[ 3 * j + 1 ];
  26004. const z = initNormals[ 3 * j + 0 ] * cos;
  26005. normals.push( x, y, z );
  26006. }
  26007. }
  26008. // indices
  26009. for ( let i = 0; i < segments; i ++ ) {
  26010. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26011. const base = j + i * points.length;
  26012. const a = base;
  26013. const b = base + points.length;
  26014. const c = base + points.length + 1;
  26015. const d = base + 1;
  26016. // faces
  26017. indices.push( a, b, d );
  26018. indices.push( c, d, b );
  26019. }
  26020. }
  26021. // build geometry
  26022. this.setIndex( indices );
  26023. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26024. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26025. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26026. }
  26027. copy( source ) {
  26028. super.copy( source );
  26029. this.parameters = Object.assign( {}, source.parameters );
  26030. return this;
  26031. }
  26032. /**
  26033. * Factory method for creating an instance of this class from the given
  26034. * JSON object.
  26035. *
  26036. * @param {Object} data - A JSON object representing the serialized geometry.
  26037. * @return {LatheGeometry} A new instance.
  26038. */
  26039. static fromJSON( data ) {
  26040. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26041. }
  26042. }
  26043. /**
  26044. * A geometry class for representing an octahedron.
  26045. *
  26046. * ```js
  26047. * const geometry = new THREE.OctahedronGeometry();
  26048. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26049. * const octahedron = new THREE.Mesh( geometry, material );
  26050. * scene.add( octahedron );
  26051. * ```
  26052. *
  26053. * @augments PolyhedronGeometry
  26054. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26055. */
  26056. class OctahedronGeometry extends PolyhedronGeometry {
  26057. /**
  26058. * Constructs a new octahedron geometry.
  26059. *
  26060. * @param {number} [radius=1] - Radius of the octahedron.
  26061. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26062. */
  26063. constructor( radius = 1, detail = 0 ) {
  26064. const vertices = [
  26065. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26066. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26067. ];
  26068. const indices = [
  26069. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26070. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26071. 1, 3, 4, 1, 4, 2
  26072. ];
  26073. super( vertices, indices, radius, detail );
  26074. this.type = 'OctahedronGeometry';
  26075. /**
  26076. * Holds the constructor parameters that have been
  26077. * used to generate the geometry. Any modification
  26078. * after instantiation does not change the geometry.
  26079. *
  26080. * @type {Object}
  26081. */
  26082. this.parameters = {
  26083. radius: radius,
  26084. detail: detail
  26085. };
  26086. }
  26087. /**
  26088. * Factory method for creating an instance of this class from the given
  26089. * JSON object.
  26090. *
  26091. * @param {Object} data - A JSON object representing the serialized geometry.
  26092. * @return {OctahedronGeometry} A new instance.
  26093. */
  26094. static fromJSON( data ) {
  26095. return new OctahedronGeometry( data.radius, data.detail );
  26096. }
  26097. }
  26098. /**
  26099. * A geometry class for representing a plane.
  26100. *
  26101. * ```js
  26102. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26103. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26104. * const plane = new THREE.Mesh( geometry, material );
  26105. * scene.add( plane );
  26106. * ```
  26107. *
  26108. * @augments BufferGeometry
  26109. * @demo scenes/geometry-browser.html#PlaneGeometry
  26110. */
  26111. class PlaneGeometry extends BufferGeometry {
  26112. /**
  26113. * Constructs a new plane geometry.
  26114. *
  26115. * @param {number} [width=1] - The width along the X axis.
  26116. * @param {number} [height=1] - The height along the Y axis
  26117. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26118. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26119. */
  26120. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26121. super();
  26122. this.type = 'PlaneGeometry';
  26123. /**
  26124. * Holds the constructor parameters that have been
  26125. * used to generate the geometry. Any modification
  26126. * after instantiation does not change the geometry.
  26127. *
  26128. * @type {Object}
  26129. */
  26130. this.parameters = {
  26131. width: width,
  26132. height: height,
  26133. widthSegments: widthSegments,
  26134. heightSegments: heightSegments
  26135. };
  26136. const width_half = width / 2;
  26137. const height_half = height / 2;
  26138. const gridX = Math.floor( widthSegments );
  26139. const gridY = Math.floor( heightSegments );
  26140. const gridX1 = gridX + 1;
  26141. const gridY1 = gridY + 1;
  26142. const segment_width = width / gridX;
  26143. const segment_height = height / gridY;
  26144. //
  26145. const indices = [];
  26146. const vertices = [];
  26147. const normals = [];
  26148. const uvs = [];
  26149. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26150. const y = iy * segment_height - height_half;
  26151. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26152. const x = ix * segment_width - width_half;
  26153. vertices.push( x, - y, 0 );
  26154. normals.push( 0, 0, 1 );
  26155. uvs.push( ix / gridX );
  26156. uvs.push( 1 - ( iy / gridY ) );
  26157. }
  26158. }
  26159. for ( let iy = 0; iy < gridY; iy ++ ) {
  26160. for ( let ix = 0; ix < gridX; ix ++ ) {
  26161. const a = ix + gridX1 * iy;
  26162. const b = ix + gridX1 * ( iy + 1 );
  26163. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26164. const d = ( ix + 1 ) + gridX1 * iy;
  26165. indices.push( a, b, d );
  26166. indices.push( b, c, d );
  26167. }
  26168. }
  26169. this.setIndex( indices );
  26170. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26171. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26172. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26173. }
  26174. copy( source ) {
  26175. super.copy( source );
  26176. this.parameters = Object.assign( {}, source.parameters );
  26177. return this;
  26178. }
  26179. /**
  26180. * Factory method for creating an instance of this class from the given
  26181. * JSON object.
  26182. *
  26183. * @param {Object} data - A JSON object representing the serialized geometry.
  26184. * @return {PlaneGeometry} A new instance.
  26185. */
  26186. static fromJSON( data ) {
  26187. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26188. }
  26189. }
  26190. /**
  26191. * A class for generating a two-dimensional ring geometry.
  26192. *
  26193. * ```js
  26194. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26195. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26196. * const mesh = new THREE.Mesh( geometry, material );
  26197. * scene.add( mesh );
  26198. * ```
  26199. *
  26200. * @augments BufferGeometry
  26201. * @demo scenes/geometry-browser.html#RingGeometry
  26202. */
  26203. class RingGeometry extends BufferGeometry {
  26204. /**
  26205. * Constructs a new ring geometry.
  26206. *
  26207. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26208. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26209. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26210. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26211. * @param {number} [thetaStart=0] - Starting angle in radians.
  26212. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26213. */
  26214. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26215. super();
  26216. this.type = 'RingGeometry';
  26217. /**
  26218. * Holds the constructor parameters that have been
  26219. * used to generate the geometry. Any modification
  26220. * after instantiation does not change the geometry.
  26221. *
  26222. * @type {Object}
  26223. */
  26224. this.parameters = {
  26225. innerRadius: innerRadius,
  26226. outerRadius: outerRadius,
  26227. thetaSegments: thetaSegments,
  26228. phiSegments: phiSegments,
  26229. thetaStart: thetaStart,
  26230. thetaLength: thetaLength
  26231. };
  26232. thetaSegments = Math.max( 3, thetaSegments );
  26233. phiSegments = Math.max( 1, phiSegments );
  26234. // buffers
  26235. const indices = [];
  26236. const vertices = [];
  26237. const normals = [];
  26238. const uvs = [];
  26239. // some helper variables
  26240. let radius = innerRadius;
  26241. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26242. const vertex = new Vector3();
  26243. const uv = new Vector2();
  26244. // generate vertices, normals and uvs
  26245. for ( let j = 0; j <= phiSegments; j ++ ) {
  26246. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26247. // values are generate from the inside of the ring to the outside
  26248. const segment = thetaStart + i / thetaSegments * thetaLength;
  26249. // vertex
  26250. vertex.x = radius * Math.cos( segment );
  26251. vertex.y = radius * Math.sin( segment );
  26252. vertices.push( vertex.x, vertex.y, vertex.z );
  26253. // normal
  26254. normals.push( 0, 0, 1 );
  26255. // uv
  26256. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26257. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26258. uvs.push( uv.x, uv.y );
  26259. }
  26260. // increase the radius for next row of vertices
  26261. radius += radiusStep;
  26262. }
  26263. // indices
  26264. for ( let j = 0; j < phiSegments; j ++ ) {
  26265. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26266. for ( let i = 0; i < thetaSegments; i ++ ) {
  26267. const segment = i + thetaSegmentLevel;
  26268. const a = segment;
  26269. const b = segment + thetaSegments + 1;
  26270. const c = segment + thetaSegments + 2;
  26271. const d = segment + 1;
  26272. // faces
  26273. indices.push( a, b, d );
  26274. indices.push( b, c, d );
  26275. }
  26276. }
  26277. // build geometry
  26278. this.setIndex( indices );
  26279. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26280. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26281. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26282. }
  26283. copy( source ) {
  26284. super.copy( source );
  26285. this.parameters = Object.assign( {}, source.parameters );
  26286. return this;
  26287. }
  26288. /**
  26289. * Factory method for creating an instance of this class from the given
  26290. * JSON object.
  26291. *
  26292. * @param {Object} data - A JSON object representing the serialized geometry.
  26293. * @return {RingGeometry} A new instance.
  26294. */
  26295. static fromJSON( data ) {
  26296. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26297. }
  26298. }
  26299. /**
  26300. * Creates an one-sided polygonal geometry from one or more path shapes.
  26301. *
  26302. * ```js
  26303. * const arcShape = new THREE.Shape()
  26304. * .moveTo( 5, 1 )
  26305. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26306. *
  26307. * const geometry = new THREE.ShapeGeometry( arcShape );
  26308. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26309. * const mesh = new THREE.Mesh( geometry, material ) ;
  26310. * scene.add( mesh );
  26311. * ```
  26312. *
  26313. * @augments BufferGeometry
  26314. * @demo scenes/geometry-browser.html#ShapeGeometry
  26315. */
  26316. class ShapeGeometry extends BufferGeometry {
  26317. /**
  26318. * Constructs a new shape geometry.
  26319. *
  26320. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26321. * @param {number} [curveSegments=12] - Number of segments per shape.
  26322. */
  26323. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26324. super();
  26325. this.type = 'ShapeGeometry';
  26326. /**
  26327. * Holds the constructor parameters that have been
  26328. * used to generate the geometry. Any modification
  26329. * after instantiation does not change the geometry.
  26330. *
  26331. * @type {Object}
  26332. */
  26333. this.parameters = {
  26334. shapes: shapes,
  26335. curveSegments: curveSegments
  26336. };
  26337. // buffers
  26338. const indices = [];
  26339. const vertices = [];
  26340. const normals = [];
  26341. const uvs = [];
  26342. // helper variables
  26343. let groupStart = 0;
  26344. let groupCount = 0;
  26345. // allow single and array values for "shapes" parameter
  26346. if ( Array.isArray( shapes ) === false ) {
  26347. addShape( shapes );
  26348. } else {
  26349. for ( let i = 0; i < shapes.length; i ++ ) {
  26350. addShape( shapes[ i ] );
  26351. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26352. groupStart += groupCount;
  26353. groupCount = 0;
  26354. }
  26355. }
  26356. // build geometry
  26357. this.setIndex( indices );
  26358. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26359. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26360. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26361. // helper functions
  26362. function addShape( shape ) {
  26363. const indexOffset = vertices.length / 3;
  26364. const points = shape.extractPoints( curveSegments );
  26365. let shapeVertices = points.shape;
  26366. const shapeHoles = points.holes;
  26367. // check direction of vertices
  26368. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26369. shapeVertices = shapeVertices.reverse();
  26370. }
  26371. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26372. const shapeHole = shapeHoles[ i ];
  26373. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26374. shapeHoles[ i ] = shapeHole.reverse();
  26375. }
  26376. }
  26377. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26378. // join vertices of inner and outer paths to a single array
  26379. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26380. const shapeHole = shapeHoles[ i ];
  26381. shapeVertices = shapeVertices.concat( shapeHole );
  26382. }
  26383. // vertices, normals, uvs
  26384. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26385. const vertex = shapeVertices[ i ];
  26386. vertices.push( vertex.x, vertex.y, 0 );
  26387. normals.push( 0, 0, 1 );
  26388. uvs.push( vertex.x, vertex.y ); // world uvs
  26389. }
  26390. // indices
  26391. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26392. const face = faces[ i ];
  26393. const a = face[ 0 ] + indexOffset;
  26394. const b = face[ 1 ] + indexOffset;
  26395. const c = face[ 2 ] + indexOffset;
  26396. indices.push( a, b, c );
  26397. groupCount += 3;
  26398. }
  26399. }
  26400. }
  26401. copy( source ) {
  26402. super.copy( source );
  26403. this.parameters = Object.assign( {}, source.parameters );
  26404. return this;
  26405. }
  26406. toJSON() {
  26407. const data = super.toJSON();
  26408. const shapes = this.parameters.shapes;
  26409. return toJSON( shapes, data );
  26410. }
  26411. /**
  26412. * Factory method for creating an instance of this class from the given
  26413. * JSON object.
  26414. *
  26415. * @param {Object} data - A JSON object representing the serialized geometry.
  26416. * @param {Array<Shape>} shapes - An array of shapes.
  26417. * @return {ShapeGeometry} A new instance.
  26418. */
  26419. static fromJSON( data, shapes ) {
  26420. const geometryShapes = [];
  26421. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26422. const shape = shapes[ data.shapes[ j ] ];
  26423. geometryShapes.push( shape );
  26424. }
  26425. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26426. }
  26427. }
  26428. function toJSON( shapes, data ) {
  26429. data.shapes = [];
  26430. if ( Array.isArray( shapes ) ) {
  26431. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26432. const shape = shapes[ i ];
  26433. data.shapes.push( shape.uuid );
  26434. }
  26435. } else {
  26436. data.shapes.push( shapes.uuid );
  26437. }
  26438. return data;
  26439. }
  26440. /**
  26441. * A class for generating a sphere geometry.
  26442. *
  26443. * ```js
  26444. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26445. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26446. * const sphere = new THREE.Mesh( geometry, material );
  26447. * scene.add( sphere );
  26448. * ```
  26449. *
  26450. * @augments BufferGeometry
  26451. * @demo scenes/geometry-browser.html#SphereGeometry
  26452. */
  26453. class SphereGeometry extends BufferGeometry {
  26454. /**
  26455. * Constructs a new sphere geometry.
  26456. *
  26457. * @param {number} [radius=1] - The sphere radius.
  26458. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26459. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26460. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26461. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26462. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26463. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26464. */
  26465. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26466. super();
  26467. this.type = 'SphereGeometry';
  26468. /**
  26469. * Holds the constructor parameters that have been
  26470. * used to generate the geometry. Any modification
  26471. * after instantiation does not change the geometry.
  26472. *
  26473. * @type {Object}
  26474. */
  26475. this.parameters = {
  26476. radius: radius,
  26477. widthSegments: widthSegments,
  26478. heightSegments: heightSegments,
  26479. phiStart: phiStart,
  26480. phiLength: phiLength,
  26481. thetaStart: thetaStart,
  26482. thetaLength: thetaLength
  26483. };
  26484. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26485. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26486. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26487. let index = 0;
  26488. const grid = [];
  26489. const vertex = new Vector3();
  26490. const normal = new Vector3();
  26491. // buffers
  26492. const indices = [];
  26493. const vertices = [];
  26494. const normals = [];
  26495. const uvs = [];
  26496. // generate vertices, normals and uvs
  26497. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26498. const verticesRow = [];
  26499. const v = iy / heightSegments;
  26500. // special case for the poles
  26501. let uOffset = 0;
  26502. if ( iy === 0 && thetaStart === 0 ) {
  26503. uOffset = 0.5 / widthSegments;
  26504. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26505. uOffset = -0.5 / widthSegments;
  26506. }
  26507. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26508. const u = ix / widthSegments;
  26509. // vertex
  26510. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26511. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26512. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26513. vertices.push( vertex.x, vertex.y, vertex.z );
  26514. // normal
  26515. normal.copy( vertex ).normalize();
  26516. normals.push( normal.x, normal.y, normal.z );
  26517. // uv
  26518. uvs.push( u + uOffset, 1 - v );
  26519. verticesRow.push( index ++ );
  26520. }
  26521. grid.push( verticesRow );
  26522. }
  26523. // indices
  26524. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26525. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26526. const a = grid[ iy ][ ix + 1 ];
  26527. const b = grid[ iy ][ ix ];
  26528. const c = grid[ iy + 1 ][ ix ];
  26529. const d = grid[ iy + 1 ][ ix + 1 ];
  26530. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26531. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26532. }
  26533. }
  26534. // build geometry
  26535. this.setIndex( indices );
  26536. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26537. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26538. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26539. }
  26540. copy( source ) {
  26541. super.copy( source );
  26542. this.parameters = Object.assign( {}, source.parameters );
  26543. return this;
  26544. }
  26545. /**
  26546. * Factory method for creating an instance of this class from the given
  26547. * JSON object.
  26548. *
  26549. * @param {Object} data - A JSON object representing the serialized geometry.
  26550. * @return {SphereGeometry} A new instance.
  26551. */
  26552. static fromJSON( data ) {
  26553. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26554. }
  26555. }
  26556. /**
  26557. * A geometry class for representing an tetrahedron.
  26558. *
  26559. * ```js
  26560. * const geometry = new THREE.TetrahedronGeometry();
  26561. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26562. * const tetrahedron = new THREE.Mesh( geometry, material );
  26563. * scene.add( tetrahedron );
  26564. * ```
  26565. *
  26566. * @augments PolyhedronGeometry
  26567. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  26568. */
  26569. class TetrahedronGeometry extends PolyhedronGeometry {
  26570. /**
  26571. * Constructs a new tetrahedron geometry.
  26572. *
  26573. * @param {number} [radius=1] - Radius of the tetrahedron.
  26574. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26575. */
  26576. constructor( radius = 1, detail = 0 ) {
  26577. const vertices = [
  26578. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26579. ];
  26580. const indices = [
  26581. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26582. ];
  26583. super( vertices, indices, radius, detail );
  26584. this.type = 'TetrahedronGeometry';
  26585. /**
  26586. * Holds the constructor parameters that have been
  26587. * used to generate the geometry. Any modification
  26588. * after instantiation does not change the geometry.
  26589. *
  26590. * @type {Object}
  26591. */
  26592. this.parameters = {
  26593. radius: radius,
  26594. detail: detail
  26595. };
  26596. }
  26597. /**
  26598. * Factory method for creating an instance of this class from the given
  26599. * JSON object.
  26600. *
  26601. * @param {Object} data - A JSON object representing the serialized geometry.
  26602. * @return {TetrahedronGeometry} A new instance.
  26603. */
  26604. static fromJSON( data ) {
  26605. return new TetrahedronGeometry( data.radius, data.detail );
  26606. }
  26607. }
  26608. /**
  26609. * A geometry class for representing an torus.
  26610. *
  26611. * ```js
  26612. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26613. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26614. * const torus = new THREE.Mesh( geometry, material );
  26615. * scene.add( torus );
  26616. * ```
  26617. *
  26618. * @augments BufferGeometry
  26619. * @demo scenes/geometry-browser.html#TorusGeometry
  26620. */
  26621. class TorusGeometry extends BufferGeometry {
  26622. /**
  26623. * Constructs a new torus geometry.
  26624. *
  26625. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26626. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26627. * @param {number} [radialSegments=12] - The number of radial segments.
  26628. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26629. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26630. * @param {number} [thetaStart=0] - Start of the tubular sweep in radians.
  26631. * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians.
  26632. */
  26633. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26634. super();
  26635. this.type = 'TorusGeometry';
  26636. /**
  26637. * Holds the constructor parameters that have been
  26638. * used to generate the geometry. Any modification
  26639. * after instantiation does not change the geometry.
  26640. *
  26641. * @type {Object}
  26642. */
  26643. this.parameters = {
  26644. radius: radius,
  26645. tube: tube,
  26646. radialSegments: radialSegments,
  26647. tubularSegments: tubularSegments,
  26648. arc: arc,
  26649. thetaStart: thetaStart,
  26650. thetaLength: thetaLength,
  26651. };
  26652. radialSegments = Math.floor( radialSegments );
  26653. tubularSegments = Math.floor( tubularSegments );
  26654. // buffers
  26655. const indices = [];
  26656. const vertices = [];
  26657. const normals = [];
  26658. const uvs = [];
  26659. // helper variables
  26660. const center = new Vector3();
  26661. const vertex = new Vector3();
  26662. const normal = new Vector3();
  26663. // generate vertices, normals and uvs
  26664. for ( let j = 0; j <= radialSegments; j ++ ) {
  26665. const v = thetaStart + ( j / radialSegments ) * thetaLength;
  26666. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26667. const u = i / tubularSegments * arc;
  26668. // vertex
  26669. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26670. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26671. vertex.z = tube * Math.sin( v );
  26672. vertices.push( vertex.x, vertex.y, vertex.z );
  26673. // normal
  26674. center.x = radius * Math.cos( u );
  26675. center.y = radius * Math.sin( u );
  26676. normal.subVectors( vertex, center ).normalize();
  26677. normals.push( normal.x, normal.y, normal.z );
  26678. // uv
  26679. uvs.push( i / tubularSegments );
  26680. uvs.push( j / radialSegments );
  26681. }
  26682. }
  26683. // generate indices
  26684. for ( let j = 1; j <= radialSegments; j ++ ) {
  26685. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26686. // indices
  26687. const a = ( tubularSegments + 1 ) * j + i - 1;
  26688. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26689. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26690. const d = ( tubularSegments + 1 ) * j + i;
  26691. // faces
  26692. indices.push( a, b, d );
  26693. indices.push( b, c, d );
  26694. }
  26695. }
  26696. // build geometry
  26697. this.setIndex( indices );
  26698. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26699. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26700. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26701. }
  26702. copy( source ) {
  26703. super.copy( source );
  26704. this.parameters = Object.assign( {}, source.parameters );
  26705. return this;
  26706. }
  26707. /**
  26708. * Factory method for creating an instance of this class from the given
  26709. * JSON object.
  26710. *
  26711. * @param {Object} data - A JSON object representing the serialized geometry.
  26712. * @return {TorusGeometry} A new instance.
  26713. */
  26714. static fromJSON( data ) {
  26715. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26716. }
  26717. }
  26718. /**
  26719. * Creates a torus knot, the particular shape of which is defined by a pair
  26720. * of coprime integers, p and q. If p and q are not coprime, the result will
  26721. * be a torus link.
  26722. *
  26723. * ```js
  26724. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26725. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26726. * const torusKnot = new THREE.Mesh( geometry, material );
  26727. * scene.add( torusKnot );
  26728. * ```
  26729. *
  26730. * @augments BufferGeometry
  26731. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  26732. */
  26733. class TorusKnotGeometry extends BufferGeometry {
  26734. /**
  26735. * Constructs a new torus knot geometry.
  26736. *
  26737. * @param {number} [radius=1] - Radius of the torus knot.
  26738. * @param {number} [tube=0.4] - Radius of the tube.
  26739. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26740. * @param {number} [radialSegments=8] - The number of radial segments.
  26741. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26742. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26743. */
  26744. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26745. super();
  26746. this.type = 'TorusKnotGeometry';
  26747. /**
  26748. * Holds the constructor parameters that have been
  26749. * used to generate the geometry. Any modification
  26750. * after instantiation does not change the geometry.
  26751. *
  26752. * @type {Object}
  26753. */
  26754. this.parameters = {
  26755. radius: radius,
  26756. tube: tube,
  26757. tubularSegments: tubularSegments,
  26758. radialSegments: radialSegments,
  26759. p: p,
  26760. q: q
  26761. };
  26762. tubularSegments = Math.floor( tubularSegments );
  26763. radialSegments = Math.floor( radialSegments );
  26764. // buffers
  26765. const indices = [];
  26766. const vertices = [];
  26767. const normals = [];
  26768. const uvs = [];
  26769. // helper variables
  26770. const vertex = new Vector3();
  26771. const normal = new Vector3();
  26772. const P1 = new Vector3();
  26773. const P2 = new Vector3();
  26774. const B = new Vector3();
  26775. const T = new Vector3();
  26776. const N = new Vector3();
  26777. // generate vertices, normals and uvs
  26778. for ( let i = 0; i <= tubularSegments; ++ i ) {
  26779. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  26780. const u = i / tubularSegments * p * Math.PI * 2;
  26781. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  26782. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  26783. calculatePositionOnCurve( u, p, q, radius, P1 );
  26784. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  26785. // calculate orthonormal basis
  26786. T.subVectors( P2, P1 );
  26787. N.addVectors( P2, P1 );
  26788. B.crossVectors( T, N );
  26789. N.crossVectors( B, T );
  26790. // normalize B, N. T can be ignored, we don't use it
  26791. B.normalize();
  26792. N.normalize();
  26793. for ( let j = 0; j <= radialSegments; ++ j ) {
  26794. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  26795. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  26796. const v = j / radialSegments * Math.PI * 2;
  26797. const cx = - tube * Math.cos( v );
  26798. const cy = tube * Math.sin( v );
  26799. // now calculate the final vertex position.
  26800. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  26801. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  26802. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  26803. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  26804. vertices.push( vertex.x, vertex.y, vertex.z );
  26805. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  26806. normal.subVectors( vertex, P1 ).normalize();
  26807. normals.push( normal.x, normal.y, normal.z );
  26808. // uv
  26809. uvs.push( i / tubularSegments );
  26810. uvs.push( j / radialSegments );
  26811. }
  26812. }
  26813. // generate indices
  26814. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26815. for ( let i = 1; i <= radialSegments; i ++ ) {
  26816. // indices
  26817. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26818. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26819. const c = ( radialSegments + 1 ) * j + i;
  26820. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26821. // faces
  26822. indices.push( a, b, d );
  26823. indices.push( b, c, d );
  26824. }
  26825. }
  26826. // build geometry
  26827. this.setIndex( indices );
  26828. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26829. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26830. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26831. // this function calculates the current position on the torus curve
  26832. function calculatePositionOnCurve( u, p, q, radius, position ) {
  26833. const cu = Math.cos( u );
  26834. const su = Math.sin( u );
  26835. const quOverP = q / p * u;
  26836. const cs = Math.cos( quOverP );
  26837. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  26838. position.y = radius * ( 2 + cs ) * su * 0.5;
  26839. position.z = radius * Math.sin( quOverP ) * 0.5;
  26840. }
  26841. }
  26842. copy( source ) {
  26843. super.copy( source );
  26844. this.parameters = Object.assign( {}, source.parameters );
  26845. return this;
  26846. }
  26847. /**
  26848. * Factory method for creating an instance of this class from the given
  26849. * JSON object.
  26850. *
  26851. * @param {Object} data - A JSON object representing the serialized geometry.
  26852. * @return {TorusKnotGeometry} A new instance.
  26853. */
  26854. static fromJSON( data ) {
  26855. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  26856. }
  26857. }
  26858. /**
  26859. * Creates a tube that extrudes along a 3D curve.
  26860. *
  26861. * ```js
  26862. * class CustomSinCurve extends THREE.Curve {
  26863. *
  26864. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  26865. *
  26866. * const tx = t * 3 - 1.5;
  26867. * const ty = Math.sin( 2 * Math.PI * t );
  26868. * const tz = 0;
  26869. *
  26870. * return optionalTarget.set( tx, ty, tz );
  26871. * }
  26872. *
  26873. * }
  26874. *
  26875. * const path = new CustomSinCurve( 10 );
  26876. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  26877. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  26878. * const mesh = new THREE.Mesh( geometry, material );
  26879. * scene.add( mesh );
  26880. * ```
  26881. *
  26882. * @augments BufferGeometry
  26883. * @demo scenes/geometry-browser.html#TubeGeometry
  26884. */
  26885. class TubeGeometry extends BufferGeometry {
  26886. /**
  26887. * Constructs a new tube geometry.
  26888. *
  26889. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  26890. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  26891. * @param {number} [radius=1] -The radius of the tube.
  26892. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  26893. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  26894. */
  26895. 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 ) {
  26896. super();
  26897. this.type = 'TubeGeometry';
  26898. /**
  26899. * Holds the constructor parameters that have been
  26900. * used to generate the geometry. Any modification
  26901. * after instantiation does not change the geometry.
  26902. *
  26903. * @type {Object}
  26904. */
  26905. this.parameters = {
  26906. path: path,
  26907. tubularSegments: tubularSegments,
  26908. radius: radius,
  26909. radialSegments: radialSegments,
  26910. closed: closed
  26911. };
  26912. const frames = path.computeFrenetFrames( tubularSegments, closed );
  26913. // expose internals
  26914. this.tangents = frames.tangents;
  26915. this.normals = frames.normals;
  26916. this.binormals = frames.binormals;
  26917. // helper variables
  26918. const vertex = new Vector3();
  26919. const normal = new Vector3();
  26920. const uv = new Vector2();
  26921. let P = new Vector3();
  26922. // buffer
  26923. const vertices = [];
  26924. const normals = [];
  26925. const uvs = [];
  26926. const indices = [];
  26927. // create buffer data
  26928. generateBufferData();
  26929. // build geometry
  26930. this.setIndex( indices );
  26931. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26932. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26933. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26934. // functions
  26935. function generateBufferData() {
  26936. for ( let i = 0; i < tubularSegments; i ++ ) {
  26937. generateSegment( i );
  26938. }
  26939. // if the geometry is not closed, generate the last row of vertices and normals
  26940. // at the regular position on the given path
  26941. //
  26942. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  26943. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  26944. // uvs are generated in a separate function.
  26945. // this makes it easy compute correct values for closed geometries
  26946. generateUVs();
  26947. // finally create faces
  26948. generateIndices();
  26949. }
  26950. function generateSegment( i ) {
  26951. // we use getPointAt to sample evenly distributed points from the given path
  26952. P = path.getPointAt( i / tubularSegments, P );
  26953. // retrieve corresponding normal and binormal
  26954. const N = frames.normals[ i ];
  26955. const B = frames.binormals[ i ];
  26956. // generate normals and vertices for the current segment
  26957. for ( let j = 0; j <= radialSegments; j ++ ) {
  26958. const v = j / radialSegments * Math.PI * 2;
  26959. const sin = Math.sin( v );
  26960. const cos = - Math.cos( v );
  26961. // normal
  26962. normal.x = ( cos * N.x + sin * B.x );
  26963. normal.y = ( cos * N.y + sin * B.y );
  26964. normal.z = ( cos * N.z + sin * B.z );
  26965. normal.normalize();
  26966. normals.push( normal.x, normal.y, normal.z );
  26967. // vertex
  26968. vertex.x = P.x + radius * normal.x;
  26969. vertex.y = P.y + radius * normal.y;
  26970. vertex.z = P.z + radius * normal.z;
  26971. vertices.push( vertex.x, vertex.y, vertex.z );
  26972. }
  26973. }
  26974. function generateIndices() {
  26975. for ( let j = 1; j <= tubularSegments; j ++ ) {
  26976. for ( let i = 1; i <= radialSegments; i ++ ) {
  26977. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  26978. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  26979. const c = ( radialSegments + 1 ) * j + i;
  26980. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  26981. // faces
  26982. indices.push( a, b, d );
  26983. indices.push( b, c, d );
  26984. }
  26985. }
  26986. }
  26987. function generateUVs() {
  26988. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26989. for ( let j = 0; j <= radialSegments; j ++ ) {
  26990. uv.x = i / tubularSegments;
  26991. uv.y = j / radialSegments;
  26992. uvs.push( uv.x, uv.y );
  26993. }
  26994. }
  26995. }
  26996. }
  26997. copy( source ) {
  26998. super.copy( source );
  26999. this.parameters = Object.assign( {}, source.parameters );
  27000. return this;
  27001. }
  27002. toJSON() {
  27003. const data = super.toJSON();
  27004. data.path = this.parameters.path.toJSON();
  27005. return data;
  27006. }
  27007. /**
  27008. * Factory method for creating an instance of this class from the given
  27009. * JSON object.
  27010. *
  27011. * @param {Object} data - A JSON object representing the serialized geometry.
  27012. * @return {TubeGeometry} A new instance.
  27013. */
  27014. static fromJSON( data ) {
  27015. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27016. // User defined curves or instances of CurvePath will not be deserialized.
  27017. return new TubeGeometry(
  27018. new Curves[ data.path.type ]().fromJSON( data.path ),
  27019. data.tubularSegments,
  27020. data.radius,
  27021. data.radialSegments,
  27022. data.closed
  27023. );
  27024. }
  27025. }
  27026. /**
  27027. * Can be used as a helper object to visualize a geometry as a wireframe.
  27028. *
  27029. * ```js
  27030. * const geometry = new THREE.SphereGeometry();
  27031. *
  27032. * const wireframe = new THREE.WireframeGeometry( geometry );
  27033. *
  27034. * const line = new THREE.LineSegments( wireframe );
  27035. * line.material.depthWrite = false;
  27036. * line.material.opacity = 0.25;
  27037. * line.material.transparent = true;
  27038. *
  27039. * scene.add( line );
  27040. * ```
  27041. *
  27042. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27043. *
  27044. * @augments BufferGeometry
  27045. */
  27046. class WireframeGeometry extends BufferGeometry {
  27047. /**
  27048. * Constructs a new wireframe geometry.
  27049. *
  27050. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27051. */
  27052. constructor( geometry = null ) {
  27053. super();
  27054. this.type = 'WireframeGeometry';
  27055. /**
  27056. * Holds the constructor parameters that have been
  27057. * used to generate the geometry. Any modification
  27058. * after instantiation does not change the geometry.
  27059. *
  27060. * @type {Object}
  27061. */
  27062. this.parameters = {
  27063. geometry: geometry
  27064. };
  27065. if ( geometry !== null ) {
  27066. // buffer
  27067. const vertices = [];
  27068. const edges = new Set();
  27069. // helper variables
  27070. const start = new Vector3();
  27071. const end = new Vector3();
  27072. if ( geometry.index !== null ) {
  27073. // indexed BufferGeometry
  27074. const position = geometry.attributes.position;
  27075. const indices = geometry.index;
  27076. let groups = geometry.groups;
  27077. if ( groups.length === 0 ) {
  27078. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27079. }
  27080. // create a data structure that contains all edges without duplicates
  27081. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27082. const group = groups[ o ];
  27083. const groupStart = group.start;
  27084. const groupCount = group.count;
  27085. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27086. for ( let j = 0; j < 3; j ++ ) {
  27087. const index1 = indices.getX( i + j );
  27088. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27089. start.fromBufferAttribute( position, index1 );
  27090. end.fromBufferAttribute( position, index2 );
  27091. if ( isUniqueEdge( start, end, edges ) === true ) {
  27092. vertices.push( start.x, start.y, start.z );
  27093. vertices.push( end.x, end.y, end.z );
  27094. }
  27095. }
  27096. }
  27097. }
  27098. } else {
  27099. // non-indexed BufferGeometry
  27100. const position = geometry.attributes.position;
  27101. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27102. for ( let j = 0; j < 3; j ++ ) {
  27103. // three edges per triangle, an edge is represented as (index1, index2)
  27104. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27105. const index1 = 3 * i + j;
  27106. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27107. start.fromBufferAttribute( position, index1 );
  27108. end.fromBufferAttribute( position, index2 );
  27109. if ( isUniqueEdge( start, end, edges ) === true ) {
  27110. vertices.push( start.x, start.y, start.z );
  27111. vertices.push( end.x, end.y, end.z );
  27112. }
  27113. }
  27114. }
  27115. }
  27116. // build geometry
  27117. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27118. }
  27119. }
  27120. copy( source ) {
  27121. super.copy( source );
  27122. this.parameters = Object.assign( {}, source.parameters );
  27123. return this;
  27124. }
  27125. }
  27126. function isUniqueEdge( start, end, edges ) {
  27127. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27128. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27129. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27130. return false;
  27131. } else {
  27132. edges.add( hash1 );
  27133. edges.add( hash2 );
  27134. return true;
  27135. }
  27136. }
  27137. var Geometries = /*#__PURE__*/Object.freeze({
  27138. __proto__: null,
  27139. BoxGeometry: BoxGeometry,
  27140. CapsuleGeometry: CapsuleGeometry,
  27141. CircleGeometry: CircleGeometry,
  27142. ConeGeometry: ConeGeometry,
  27143. CylinderGeometry: CylinderGeometry,
  27144. DodecahedronGeometry: DodecahedronGeometry,
  27145. EdgesGeometry: EdgesGeometry,
  27146. ExtrudeGeometry: ExtrudeGeometry,
  27147. IcosahedronGeometry: IcosahedronGeometry,
  27148. LatheGeometry: LatheGeometry,
  27149. OctahedronGeometry: OctahedronGeometry,
  27150. PlaneGeometry: PlaneGeometry,
  27151. PolyhedronGeometry: PolyhedronGeometry,
  27152. RingGeometry: RingGeometry,
  27153. ShapeGeometry: ShapeGeometry,
  27154. SphereGeometry: SphereGeometry,
  27155. TetrahedronGeometry: TetrahedronGeometry,
  27156. TorusGeometry: TorusGeometry,
  27157. TorusKnotGeometry: TorusKnotGeometry,
  27158. TubeGeometry: TubeGeometry,
  27159. WireframeGeometry: WireframeGeometry
  27160. });
  27161. /**
  27162. * This material can receive shadows, but otherwise is completely transparent.
  27163. *
  27164. * ```js
  27165. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27166. * geometry.rotateX( - Math.PI / 2 );
  27167. *
  27168. * const material = new THREE.ShadowMaterial();
  27169. * material.opacity = 0.2;
  27170. *
  27171. * const plane = new THREE.Mesh( geometry, material );
  27172. * plane.position.y = -200;
  27173. * plane.receiveShadow = true;
  27174. * scene.add( plane );
  27175. * ```
  27176. *
  27177. * @augments Material
  27178. */
  27179. class ShadowMaterial extends Material {
  27180. /**
  27181. * Constructs a new shadow material.
  27182. *
  27183. * @param {Object} [parameters] - An object with one or more properties
  27184. * defining the material's appearance. Any property of the material
  27185. * (including any property from inherited materials) can be passed
  27186. * in here. Color values can be passed any type of value accepted
  27187. * by {@link Color#set}.
  27188. */
  27189. constructor( parameters ) {
  27190. super();
  27191. /**
  27192. * This flag can be used for type testing.
  27193. *
  27194. * @type {boolean}
  27195. * @readonly
  27196. * @default true
  27197. */
  27198. this.isShadowMaterial = true;
  27199. this.type = 'ShadowMaterial';
  27200. /**
  27201. * Color of the material.
  27202. *
  27203. * @type {Color}
  27204. * @default (0,0,0)
  27205. */
  27206. this.color = new Color( 0x000000 );
  27207. /**
  27208. * Overwritten since shadow materials are transparent
  27209. * by default.
  27210. *
  27211. * @type {boolean}
  27212. * @default true
  27213. */
  27214. this.transparent = true;
  27215. /**
  27216. * Whether the material is affected by fog or not.
  27217. *
  27218. * @type {boolean}
  27219. * @default true
  27220. */
  27221. this.fog = true;
  27222. this.setValues( parameters );
  27223. }
  27224. copy( source ) {
  27225. super.copy( source );
  27226. this.color.copy( source.color );
  27227. this.fog = source.fog;
  27228. return this;
  27229. }
  27230. }
  27231. /**
  27232. * Provides utility functions for managing uniforms.
  27233. *
  27234. * @module UniformsUtils
  27235. */
  27236. /**
  27237. * Clones the given uniform definitions by performing a deep-copy. That means
  27238. * if the value of a uniform refers to an object like a Vector3 or Texture,
  27239. * the cloned uniform will refer to a new object reference.
  27240. *
  27241. * @param {Object} src - An object representing uniform definitions.
  27242. * @return {Object} The cloned uniforms.
  27243. */
  27244. function cloneUniforms( src ) {
  27245. const dst = {};
  27246. for ( const u in src ) {
  27247. dst[ u ] = {};
  27248. for ( const p in src[ u ] ) {
  27249. const property = src[ u ][ p ];
  27250. if ( isThreeObject( property ) ) {
  27251. if ( property.isRenderTargetTexture ) {
  27252. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  27253. dst[ u ][ p ] = null;
  27254. } else {
  27255. dst[ u ][ p ] = property.clone();
  27256. }
  27257. } else if ( Array.isArray( property ) ) {
  27258. if ( isThreeObject( property[ 0 ] ) ) {
  27259. const clonedProperty = [];
  27260. for ( let i = 0, l = property.length; i < l; i ++ ) {
  27261. clonedProperty[ i ] = property[ i ].clone();
  27262. }
  27263. dst[ u ][ p ] = clonedProperty;
  27264. } else {
  27265. dst[ u ][ p ] = property.slice();
  27266. }
  27267. } else {
  27268. dst[ u ][ p ] = property;
  27269. }
  27270. }
  27271. }
  27272. return dst;
  27273. }
  27274. /**
  27275. * Merges the given uniform definitions into a single object. Since the
  27276. * method internally uses cloneUniforms(), it performs a deep-copy when
  27277. * producing the merged uniform definitions.
  27278. *
  27279. * @param {Array} uniforms - An array of objects containing uniform definitions.
  27280. * @return {Object} The merged uniforms.
  27281. */
  27282. function mergeUniforms( uniforms ) {
  27283. const merged = {};
  27284. for ( let u = 0; u < uniforms.length; u ++ ) {
  27285. const tmp = cloneUniforms( uniforms[ u ] );
  27286. for ( const p in tmp ) {
  27287. merged[ p ] = tmp[ p ];
  27288. }
  27289. }
  27290. return merged;
  27291. }
  27292. function isThreeObject( property ) {
  27293. return ( property && ( property.isColor ||
  27294. property.isMatrix3 || property.isMatrix4 ||
  27295. property.isVector2 || property.isVector3 || property.isVector4 ||
  27296. property.isTexture || property.isQuaternion ) );
  27297. }
  27298. function cloneUniformsGroups( src ) {
  27299. const dst = [];
  27300. for ( let u = 0; u < src.length; u ++ ) {
  27301. dst.push( src[ u ].clone() );
  27302. }
  27303. return dst;
  27304. }
  27305. function getUnlitUniformColorSpace( renderer ) {
  27306. const currentRenderTarget = renderer.getRenderTarget();
  27307. if ( currentRenderTarget === null ) {
  27308. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  27309. return renderer.outputColorSpace;
  27310. }
  27311. // https://github.com/mrdoob/three.js/issues/27868
  27312. if ( currentRenderTarget.isXRRenderTarget === true ) {
  27313. return currentRenderTarget.texture.colorSpace;
  27314. }
  27315. return ColorManagement.workingColorSpace;
  27316. }
  27317. // Legacy
  27318. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  27319. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  27320. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  27321. /**
  27322. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  27323. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  27324. * effect not included with any of the built-in materials.
  27325. *
  27326. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  27327. *
  27328. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  27329. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  27330. * you don't want that, use {@link RawShaderMaterial} instead.
  27331. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  27332. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  27333. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  27334. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  27335. * - The loop variable has to be *i*.
  27336. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  27337. * value of *i* for the given iteration and can be used in preprocessor
  27338. * statements.
  27339. *
  27340. * ```js
  27341. * const material = new THREE.ShaderMaterial( {
  27342. * uniforms: {
  27343. * time: { value: 1.0 },
  27344. * resolution: { value: new THREE.Vector2() }
  27345. * },
  27346. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  27347. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  27348. * } );
  27349. * ```
  27350. *
  27351. * @augments Material
  27352. */
  27353. class ShaderMaterial extends Material {
  27354. /**
  27355. * Constructs a new shader material.
  27356. *
  27357. * @param {Object} [parameters] - An object with one or more properties
  27358. * defining the material's appearance. Any property of the material
  27359. * (including any property from inherited materials) can be passed
  27360. * in here. Color values can be passed any type of value accepted
  27361. * by {@link Color#set}.
  27362. */
  27363. constructor( parameters ) {
  27364. super();
  27365. /**
  27366. * This flag can be used for type testing.
  27367. *
  27368. * @type {boolean}
  27369. * @readonly
  27370. * @default true
  27371. */
  27372. this.isShaderMaterial = true;
  27373. this.type = 'ShaderMaterial';
  27374. /**
  27375. * Defines custom constants using `#define` directives within the GLSL code
  27376. * for both the vertex shader and the fragment shader; each key/value pair
  27377. * yields another directive.
  27378. * ```js
  27379. * defines: {
  27380. * FOO: 15,
  27381. * BAR: true
  27382. * }
  27383. * ```
  27384. * Yields the lines:
  27385. * ```
  27386. * #define FOO 15
  27387. * #define BAR true
  27388. * ```
  27389. *
  27390. * @type {Object}
  27391. */
  27392. this.defines = {};
  27393. /**
  27394. * An object of the form:
  27395. * ```js
  27396. * {
  27397. * "uniform1": { value: 1.0 },
  27398. * "uniform2": { value: 2 }
  27399. * }
  27400. * ```
  27401. * specifying the uniforms to be passed to the shader code; keys are uniform
  27402. * names, values are definitions of the form
  27403. * ```
  27404. * {
  27405. * value: 1.0
  27406. * }
  27407. * ```
  27408. * where `value` is the value of the uniform. Names must match the name of
  27409. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  27410. * on every frame, so updating the value of the uniform will immediately
  27411. * update the value available to the GLSL code.
  27412. *
  27413. * @type {Object}
  27414. */
  27415. this.uniforms = {};
  27416. /**
  27417. * An array holding uniforms groups for configuring UBOs.
  27418. *
  27419. * @type {Array<UniformsGroup>}
  27420. */
  27421. this.uniformsGroups = [];
  27422. /**
  27423. * Vertex shader GLSL code. This is the actual code for the shader.
  27424. *
  27425. * @type {string}
  27426. */
  27427. this.vertexShader = default_vertex;
  27428. /**
  27429. * Fragment shader GLSL code. This is the actual code for the shader.
  27430. *
  27431. * @type {string}
  27432. */
  27433. this.fragmentShader = default_fragment;
  27434. /**
  27435. * Controls line thickness or lines.
  27436. *
  27437. * WebGL and WebGPU ignore this setting and always render line primitives with a
  27438. * width of one pixel.
  27439. *
  27440. * @type {number}
  27441. * @default 1
  27442. */
  27443. this.linewidth = 1;
  27444. /**
  27445. * Renders the geometry as a wireframe.
  27446. *
  27447. * @type {boolean}
  27448. * @default false
  27449. */
  27450. this.wireframe = false;
  27451. /**
  27452. * Controls the thickness of the wireframe.
  27453. *
  27454. * WebGL and WebGPU ignore this property and always render
  27455. * 1 pixel wide lines.
  27456. *
  27457. * @type {number}
  27458. * @default 1
  27459. */
  27460. this.wireframeLinewidth = 1;
  27461. /**
  27462. * Defines whether the material color is affected by global fog settings; `true`
  27463. * to pass fog uniforms to the shader.
  27464. *
  27465. * Setting this property to `true` requires the definition of fog uniforms. It is
  27466. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  27467. * with predefined fog uniforms.
  27468. *
  27469. * ```js
  27470. * const material = new ShaderMaterial( {
  27471. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  27472. * vertexShader: vertexShader,
  27473. * fragmentShader: fragmentShader,
  27474. * fog: true
  27475. * } );
  27476. * ```
  27477. *
  27478. * @type {boolean}
  27479. * @default false
  27480. */
  27481. this.fog = false;
  27482. /**
  27483. * Defines whether this material uses lighting; `true` to pass uniform data
  27484. * related to lighting to this shader.
  27485. *
  27486. * @type {boolean}
  27487. * @default false
  27488. */
  27489. this.lights = false;
  27490. /**
  27491. * Defines whether this material supports clipping; `true` to let the renderer
  27492. * pass the clippingPlanes uniform.
  27493. *
  27494. * @type {boolean}
  27495. * @default false
  27496. */
  27497. this.clipping = false;
  27498. /**
  27499. * Overwritten and set to `true` by default.
  27500. *
  27501. * @type {boolean}
  27502. * @default true
  27503. */
  27504. this.forceSinglePass = true;
  27505. /**
  27506. * This object allows to enable certain WebGL 2 extensions.
  27507. *
  27508. * - clipCullDistance: set to `true` to use vertex shader clipping
  27509. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  27510. *
  27511. * @type {{clipCullDistance:false,multiDraw:false}}
  27512. */
  27513. this.extensions = {
  27514. clipCullDistance: false, // set to use vertex shader clipping
  27515. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  27516. };
  27517. /**
  27518. * When the rendered geometry doesn't include these attributes but the
  27519. * material does, these default values will be passed to the shaders. This
  27520. * avoids errors when buffer data is missing.
  27521. *
  27522. * - color: [ 1, 1, 1 ]
  27523. * - uv: [ 0, 0 ]
  27524. * - uv1: [ 0, 0 ]
  27525. *
  27526. * @type {Object}
  27527. */
  27528. this.defaultAttributeValues = {
  27529. 'color': [ 1, 1, 1 ],
  27530. 'uv': [ 0, 0 ],
  27531. 'uv1': [ 0, 0 ]
  27532. };
  27533. /**
  27534. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  27535. * to bind a generic vertex index to an attribute variable.
  27536. *
  27537. * @type {string|undefined}
  27538. * @default undefined
  27539. */
  27540. this.index0AttributeName = undefined;
  27541. /**
  27542. * Can be used to force a uniform update while changing uniforms in
  27543. * {@link Object3D#onBeforeRender}.
  27544. *
  27545. * @type {boolean}
  27546. * @default false
  27547. */
  27548. this.uniformsNeedUpdate = false;
  27549. /**
  27550. * Defines the GLSL version of custom shader code.
  27551. *
  27552. * @type {?(GLSL1|GLSL3)}
  27553. * @default null
  27554. */
  27555. this.glslVersion = null;
  27556. if ( parameters !== undefined ) {
  27557. this.setValues( parameters );
  27558. }
  27559. }
  27560. copy( source ) {
  27561. super.copy( source );
  27562. this.fragmentShader = source.fragmentShader;
  27563. this.vertexShader = source.vertexShader;
  27564. this.uniforms = cloneUniforms( source.uniforms );
  27565. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  27566. this.defines = Object.assign( {}, source.defines );
  27567. this.wireframe = source.wireframe;
  27568. this.wireframeLinewidth = source.wireframeLinewidth;
  27569. this.fog = source.fog;
  27570. this.lights = source.lights;
  27571. this.clipping = source.clipping;
  27572. this.extensions = Object.assign( {}, source.extensions );
  27573. this.glslVersion = source.glslVersion;
  27574. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  27575. this.index0AttributeName = source.index0AttributeName;
  27576. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  27577. return this;
  27578. }
  27579. toJSON( meta ) {
  27580. const data = super.toJSON( meta );
  27581. data.glslVersion = this.glslVersion;
  27582. data.uniforms = {};
  27583. for ( const name in this.uniforms ) {
  27584. const uniform = this.uniforms[ name ];
  27585. const value = uniform.value;
  27586. if ( value && value.isTexture ) {
  27587. data.uniforms[ name ] = {
  27588. type: 't',
  27589. value: value.toJSON( meta ).uuid
  27590. };
  27591. } else if ( value && value.isColor ) {
  27592. data.uniforms[ name ] = {
  27593. type: 'c',
  27594. value: value.getHex()
  27595. };
  27596. } else if ( value && value.isVector2 ) {
  27597. data.uniforms[ name ] = {
  27598. type: 'v2',
  27599. value: value.toArray()
  27600. };
  27601. } else if ( value && value.isVector3 ) {
  27602. data.uniforms[ name ] = {
  27603. type: 'v3',
  27604. value: value.toArray()
  27605. };
  27606. } else if ( value && value.isVector4 ) {
  27607. data.uniforms[ name ] = {
  27608. type: 'v4',
  27609. value: value.toArray()
  27610. };
  27611. } else if ( value && value.isMatrix3 ) {
  27612. data.uniforms[ name ] = {
  27613. type: 'm3',
  27614. value: value.toArray()
  27615. };
  27616. } else if ( value && value.isMatrix4 ) {
  27617. data.uniforms[ name ] = {
  27618. type: 'm4',
  27619. value: value.toArray()
  27620. };
  27621. } else {
  27622. data.uniforms[ name ] = {
  27623. value: value
  27624. };
  27625. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  27626. }
  27627. }
  27628. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  27629. data.vertexShader = this.vertexShader;
  27630. data.fragmentShader = this.fragmentShader;
  27631. data.lights = this.lights;
  27632. data.clipping = this.clipping;
  27633. const extensions = {};
  27634. for ( const key in this.extensions ) {
  27635. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  27636. }
  27637. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  27638. return data;
  27639. }
  27640. }
  27641. /**
  27642. * This class works just like {@link ShaderMaterial}, except that definitions
  27643. * of built-in uniforms and attributes are not automatically prepended to the
  27644. * GLSL shader code.
  27645. *
  27646. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27647. *
  27648. * @augments ShaderMaterial
  27649. */
  27650. class RawShaderMaterial extends ShaderMaterial {
  27651. /**
  27652. * Constructs a new raw shader material.
  27653. *
  27654. * @param {Object} [parameters] - An object with one or more properties
  27655. * defining the material's appearance. Any property of the material
  27656. * (including any property from inherited materials) can be passed
  27657. * in here. Color values can be passed any type of value accepted
  27658. * by {@link Color#set}.
  27659. */
  27660. constructor( parameters ) {
  27661. super( parameters );
  27662. /**
  27663. * This flag can be used for type testing.
  27664. *
  27665. * @type {boolean}
  27666. * @readonly
  27667. * @default true
  27668. */
  27669. this.isRawShaderMaterial = true;
  27670. this.type = 'RawShaderMaterial';
  27671. }
  27672. }
  27673. /**
  27674. * A standard physically based material, using Metallic-Roughness workflow.
  27675. *
  27676. * Physically based rendering (PBR) has recently become the standard in many
  27677. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27678. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27679. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27680. *
  27681. * This approach differs from older approaches in that instead of using
  27682. * approximations for the way in which light interacts with a surface, a
  27683. * physically correct model is used. The idea is that, instead of tweaking
  27684. * materials to look good under specific lighting, a material can be created
  27685. * that will react 'correctly' under all lighting scenarios.
  27686. *
  27687. * In practice this gives a more accurate and realistic looking result than
  27688. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27689. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27690. * shading.
  27691. *
  27692. * Note that for best results you should always specify an environment map when using this material.
  27693. *
  27694. * For a non-technical introduction to the concept of PBR and how to set up a
  27695. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27696. *
  27697. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27698. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27699. *
  27700. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27701. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27702. * (pdf), by Brent Burley.
  27703. *
  27704. * @augments Material
  27705. * @demo scenes/material-browser.html#MeshStandardMaterial
  27706. */
  27707. class MeshStandardMaterial extends Material {
  27708. /**
  27709. * Constructs a new mesh standard material.
  27710. *
  27711. * @param {Object} [parameters] - An object with one or more properties
  27712. * defining the material's appearance. Any property of the material
  27713. * (including any property from inherited materials) can be passed
  27714. * in here. Color values can be passed any type of value accepted
  27715. * by {@link Color#set}.
  27716. */
  27717. constructor( parameters ) {
  27718. super();
  27719. /**
  27720. * This flag can be used for type testing.
  27721. *
  27722. * @type {boolean}
  27723. * @readonly
  27724. * @default true
  27725. */
  27726. this.isMeshStandardMaterial = true;
  27727. this.type = 'MeshStandardMaterial';
  27728. this.defines = { 'STANDARD': '' };
  27729. /**
  27730. * Color of the material.
  27731. *
  27732. * @type {Color}
  27733. * @default (1,1,1)
  27734. */
  27735. this.color = new Color( 0xffffff ); // diffuse
  27736. /**
  27737. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27738. * means fully diffuse. If `roughnessMap` is also provided,
  27739. * both values are multiplied.
  27740. *
  27741. * @type {number}
  27742. * @default 1
  27743. */
  27744. this.roughness = 1.0;
  27745. /**
  27746. * How much the material is like a metal. Non-metallic materials such as wood
  27747. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27748. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27749. * If `metalnessMap` is also provided, both values are multiplied.
  27750. *
  27751. * @type {number}
  27752. * @default 0
  27753. */
  27754. this.metalness = 0.0;
  27755. /**
  27756. * The color map. May optionally include an alpha channel, typically combined
  27757. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27758. * color is modulated by the diffuse `color`.
  27759. *
  27760. * `map` represents color data, and the texture must be assigned a
  27761. * {@link Texture#colorSpace}. Most `map` textures set
  27762. * `texture.colorSpace = SRGBColorSpace`.
  27763. *
  27764. * @type {?Texture}
  27765. * @default null
  27766. */
  27767. this.map = null;
  27768. /**
  27769. * The light map. Requires a second set of UVs.
  27770. *
  27771. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  27772. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  27773. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  27774. * such as `.exr` or `.hdr`.
  27775. *
  27776. * @type {?Texture}
  27777. * @default null
  27778. */
  27779. this.lightMap = null;
  27780. /**
  27781. * Intensity of the baked light.
  27782. *
  27783. * @type {number}
  27784. * @default 1
  27785. */
  27786. this.lightMapIntensity = 1.0;
  27787. /**
  27788. * The red channel of this texture is used as the ambient occlusion map.
  27789. * Requires a second set of UVs.
  27790. *
  27791. * `aoMap` represents non-color data. Any texture assigned must have
  27792. * `texture.colorSpace = NoColorSpace` (default).
  27793. *
  27794. * @type {?Texture}
  27795. * @default null
  27796. */
  27797. this.aoMap = null;
  27798. /**
  27799. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27800. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27801. * red channel is also `1`, ambient light is fully occluded on a surface.
  27802. *
  27803. * @type {number}
  27804. * @default 1
  27805. */
  27806. this.aoMapIntensity = 1.0;
  27807. /**
  27808. * Emissive (light) color of the material, essentially a solid color
  27809. * unaffected by other lighting.
  27810. *
  27811. * @type {Color}
  27812. * @default (0,0,0)
  27813. */
  27814. this.emissive = new Color( 0x000000 );
  27815. /**
  27816. * Intensity of the emissive light. Modulates the emissive color.
  27817. *
  27818. * @type {number}
  27819. * @default 1
  27820. */
  27821. this.emissiveIntensity = 1.0;
  27822. /**
  27823. * Set emissive (glow) map. The emissive map color is modulated by the
  27824. * emissive color and the emissive intensity. If you have an emissive map,
  27825. * be sure to set the emissive color to something other than black.
  27826. *
  27827. * `emissiveMap` represents color data, and the texture must be assigned a
  27828. * {@link Texture#colorSpace}. Most `emissiveMap` textures set
  27829. * `texture.colorSpace = SRGBColorSpace`.
  27830. *
  27831. * @type {?Texture}
  27832. * @default null
  27833. */
  27834. this.emissiveMap = null;
  27835. /**
  27836. * The texture to create a bump map. The black and white values map to the
  27837. * perceived depth in relation to the lights. Bump doesn't actually affect
  27838. * the geometry of the object, only the lighting. If a normal map is defined
  27839. * this will be ignored.
  27840. *
  27841. * `bumpMap` represents non-color data. Any texture assigned must have
  27842. * `texture.colorSpace = NoColorSpace` (default).
  27843. *
  27844. * @type {?Texture}
  27845. * @default null
  27846. */
  27847. this.bumpMap = null;
  27848. /**
  27849. * How much the bump map affects the material. Typical range is `[0,1]`.
  27850. *
  27851. * @type {number}
  27852. * @default 1
  27853. */
  27854. this.bumpScale = 1;
  27855. /**
  27856. * The texture to create a normal map. The RGB values affect the surface
  27857. * normal for each pixel fragment and change the way the color is lit. Normal
  27858. * maps do not change the actual shape of the surface, only the lighting. In
  27859. * case the material has a normal map authored using the left handed
  27860. * convention, the `y` component of `normalScale` should be negated to compensate
  27861. * for the different handedness.
  27862. *
  27863. * `normalMap` represents non-color data. Any texture assigned must have
  27864. * `texture.colorSpace = NoColorSpace` (default).
  27865. *
  27866. * @type {?Texture}
  27867. * @default null
  27868. */
  27869. this.normalMap = null;
  27870. /**
  27871. * The type of normal map.
  27872. *
  27873. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27874. * @default TangentSpaceNormalMap
  27875. */
  27876. this.normalMapType = TangentSpaceNormalMap;
  27877. /**
  27878. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27879. *
  27880. * @type {Vector2}
  27881. * @default (1,1)
  27882. */
  27883. this.normalScale = new Vector2( 1, 1 );
  27884. /**
  27885. * The displacement map affects the position of the mesh's vertices. Unlike
  27886. * other maps which only affect the light and shade of the material the
  27887. * displaced vertices can cast shadows, block other objects, and otherwise
  27888. * act as real geometry. The displacement texture is an image where the value
  27889. * of each pixel (white being the highest) is mapped against, and
  27890. * repositions, the vertices of the mesh. For best results, pair a
  27891. * displacement map with a matching normal map, since the renderer can
  27892. * not recompute surface normals from the displaced vertices.
  27893. *
  27894. * `displacementMap` represents non-color data. Any texture assigned must have
  27895. * `texture.colorSpace = NoColorSpace` (default).
  27896. *
  27897. * @type {?Texture}
  27898. * @default null
  27899. */
  27900. this.displacementMap = null;
  27901. /**
  27902. * How much the displacement map affects the mesh (where black is no
  27903. * displacement, and white is maximum displacement). Without a displacement
  27904. * map set, this value is not applied.
  27905. *
  27906. * @type {number}
  27907. * @default 0
  27908. */
  27909. this.displacementScale = 1;
  27910. /**
  27911. * The offset of the displacement map's values on the mesh's vertices.
  27912. * The bias is added to the scaled sample of the displacement map.
  27913. * Without a displacement map set, this value is not applied.
  27914. *
  27915. * @type {number}
  27916. * @default 0
  27917. */
  27918. this.displacementBias = 0;
  27919. /**
  27920. * The green channel of this texture is used to alter the roughness of the
  27921. * material.
  27922. *
  27923. * `roughnessMap` represents non-color data. Any texture assigned must have
  27924. * `texture.colorSpace = NoColorSpace` (default).
  27925. *
  27926. * @type {?Texture}
  27927. * @default null
  27928. */
  27929. this.roughnessMap = null;
  27930. /**
  27931. * The blue channel of this texture is used to alter the metalness of the
  27932. * material.
  27933. *
  27934. * `metalnessMap` represents non-color data. Any texture assigned must have
  27935. * `texture.colorSpace = NoColorSpace` (default).
  27936. *
  27937. * @type {?Texture}
  27938. * @default null
  27939. */
  27940. this.metalnessMap = null;
  27941. /**
  27942. * The alpha map is a grayscale texture that controls the opacity across the
  27943. * surface (black: fully transparent; white: fully opaque).
  27944. *
  27945. * Only the color of the texture is used, ignoring the alpha channel if one
  27946. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27947. * when sampling this texture due to the extra bit of precision provided for
  27948. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27949. * luminance/alpha textures will also still work as expected.
  27950. *
  27951. * `alphaMap` represents non-color data. Any texture assigned must have
  27952. * `texture.colorSpace = NoColorSpace` (default).
  27953. *
  27954. * @type {?Texture}
  27955. * @default null
  27956. */
  27957. this.alphaMap = null;
  27958. /**
  27959. * The environment map. To ensure a physically correct rendering, environment maps
  27960. * are internally pre-processed with {@link PMREMGenerator}.
  27961. *
  27962. * `envMap` represents luminance data, and the texture must be assigned
  27963. * a {@link Texture#colorSpace}. Most `envMap` textures set
  27964. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  27965. * such as `.exr` or `.hdr`.
  27966. *
  27967. * @type {?Texture}
  27968. * @default null
  27969. */
  27970. this.envMap = null;
  27971. /**
  27972. * The rotation of the environment map in radians.
  27973. *
  27974. * @type {Euler}
  27975. * @default (0,0,0)
  27976. */
  27977. this.envMapRotation = new Euler();
  27978. /**
  27979. * Scales the effect of the environment map by multiplying its color.
  27980. *
  27981. * @type {number}
  27982. * @default 1
  27983. */
  27984. this.envMapIntensity = 1.0;
  27985. /**
  27986. * Renders the geometry as a wireframe.
  27987. *
  27988. * @type {boolean}
  27989. * @default false
  27990. */
  27991. this.wireframe = false;
  27992. /**
  27993. * Controls the thickness of the wireframe.
  27994. *
  27995. * Can only be used with {@link SVGRenderer}.
  27996. *
  27997. * @type {number}
  27998. * @default 1
  27999. */
  28000. this.wireframeLinewidth = 1;
  28001. /**
  28002. * Defines appearance of wireframe ends.
  28003. *
  28004. * Can only be used with {@link SVGRenderer}.
  28005. *
  28006. * @type {('round'|'bevel'|'miter')}
  28007. * @default 'round'
  28008. */
  28009. this.wireframeLinecap = 'round';
  28010. /**
  28011. * Defines appearance of wireframe joints.
  28012. *
  28013. * Can only be used with {@link SVGRenderer}.
  28014. *
  28015. * @type {('round'|'bevel'|'miter')}
  28016. * @default 'round'
  28017. */
  28018. this.wireframeLinejoin = 'round';
  28019. /**
  28020. * Whether the material is rendered with flat shading or not.
  28021. *
  28022. * @type {boolean}
  28023. * @default false
  28024. */
  28025. this.flatShading = false;
  28026. /**
  28027. * Whether the material is affected by fog or not.
  28028. *
  28029. * @type {boolean}
  28030. * @default true
  28031. */
  28032. this.fog = true;
  28033. this.setValues( parameters );
  28034. }
  28035. copy( source ) {
  28036. super.copy( source );
  28037. this.defines = { 'STANDARD': '' };
  28038. this.color.copy( source.color );
  28039. this.roughness = source.roughness;
  28040. this.metalness = source.metalness;
  28041. this.map = source.map;
  28042. this.lightMap = source.lightMap;
  28043. this.lightMapIntensity = source.lightMapIntensity;
  28044. this.aoMap = source.aoMap;
  28045. this.aoMapIntensity = source.aoMapIntensity;
  28046. this.emissive.copy( source.emissive );
  28047. this.emissiveMap = source.emissiveMap;
  28048. this.emissiveIntensity = source.emissiveIntensity;
  28049. this.bumpMap = source.bumpMap;
  28050. this.bumpScale = source.bumpScale;
  28051. this.normalMap = source.normalMap;
  28052. this.normalMapType = source.normalMapType;
  28053. this.normalScale.copy( source.normalScale );
  28054. this.displacementMap = source.displacementMap;
  28055. this.displacementScale = source.displacementScale;
  28056. this.displacementBias = source.displacementBias;
  28057. this.roughnessMap = source.roughnessMap;
  28058. this.metalnessMap = source.metalnessMap;
  28059. this.alphaMap = source.alphaMap;
  28060. this.envMap = source.envMap;
  28061. this.envMapRotation.copy( source.envMapRotation );
  28062. this.envMapIntensity = source.envMapIntensity;
  28063. this.wireframe = source.wireframe;
  28064. this.wireframeLinewidth = source.wireframeLinewidth;
  28065. this.wireframeLinecap = source.wireframeLinecap;
  28066. this.wireframeLinejoin = source.wireframeLinejoin;
  28067. this.flatShading = source.flatShading;
  28068. this.fog = source.fog;
  28069. return this;
  28070. }
  28071. }
  28072. /**
  28073. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28074. * physically-based rendering properties:
  28075. *
  28076. * - Anisotropy: Ability to represent the anisotropic property of materials
  28077. * as observable with brushed metals.
  28078. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28079. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28080. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28081. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28082. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28083. * wings of many insects.
  28084. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28085. * transparent materials are less reflective. Physically-based transmission provides a more
  28086. * realistic option for thin, transparent surfaces like glass.
  28087. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28088. * - Sheen: Can be used for representing cloth and fabric materials.
  28089. *
  28090. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28091. * higher performance cost, per pixel, than other three.js materials. Most
  28092. * effects are disabled by default, and add cost as they are enabled. For
  28093. * best results, always specify an environment map when using this material.
  28094. *
  28095. * @augments MeshStandardMaterial
  28096. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28097. */
  28098. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28099. /**
  28100. * Constructs a new mesh physical material.
  28101. *
  28102. * @param {Object} [parameters] - An object with one or more properties
  28103. * defining the material's appearance. Any property of the material
  28104. * (including any property from inherited materials) can be passed
  28105. * in here. Color values can be passed any type of value accepted
  28106. * by {@link Color#set}.
  28107. */
  28108. constructor( parameters ) {
  28109. super();
  28110. /**
  28111. * This flag can be used for type testing.
  28112. *
  28113. * @type {boolean}
  28114. * @readonly
  28115. * @default true
  28116. */
  28117. this.isMeshPhysicalMaterial = true;
  28118. this.defines = {
  28119. 'STANDARD': '',
  28120. 'PHYSICAL': ''
  28121. };
  28122. this.type = 'MeshPhysicalMaterial';
  28123. /**
  28124. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28125. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28126. * property provides additional rotation to the vectors in the texture.
  28127. *
  28128. * @type {number}
  28129. * @default 1
  28130. */
  28131. this.anisotropyRotation = 0;
  28132. /**
  28133. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28134. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28135. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28136. *
  28137. * `anisotropyMap` represents non-color data. Any texture assigned must have
  28138. * `texture.colorSpace = NoColorSpace` (default).
  28139. *
  28140. * @type {?Texture}
  28141. * @default null
  28142. */
  28143. this.anisotropyMap = null;
  28144. /**
  28145. * The red channel of this texture is multiplied against `clearcoat`,
  28146. * for per-pixel control over a coating's intensity.
  28147. *
  28148. * `clearcoatMap` represents non-color data. Any texture assigned must have
  28149. * `texture.colorSpace = NoColorSpace` (default).
  28150. *
  28151. * @type {?Texture}
  28152. * @default null
  28153. */
  28154. this.clearcoatMap = null;
  28155. /**
  28156. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28157. *
  28158. * @type {number}
  28159. * @default 0
  28160. */
  28161. this.clearcoatRoughness = 0.0;
  28162. /**
  28163. * The green channel of this texture is multiplied against
  28164. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28165. *
  28166. * `clearcoatRoughnessMap` represents non-color data. Any texture assigned must have
  28167. * `texture.colorSpace = NoColorSpace` (default).
  28168. *
  28169. * @type {?Texture}
  28170. * @default null
  28171. */
  28172. this.clearcoatRoughnessMap = null;
  28173. /**
  28174. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28175. * `(0,0)` to `(1,1)`.
  28176. *
  28177. * @type {Vector2}
  28178. * @default (1,1)
  28179. */
  28180. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28181. /**
  28182. * Can be used to enable independent normals for the clear coat layer.
  28183. *
  28184. * `clearcoatNormalMap` represents non-color data. Any texture assigned must have
  28185. * `texture.colorSpace = NoColorSpace` (default).
  28186. *
  28187. * @type {?Texture}
  28188. * @default null
  28189. */
  28190. this.clearcoatNormalMap = null;
  28191. /**
  28192. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28193. *
  28194. * @type {number}
  28195. * @default 1.5
  28196. */
  28197. this.ior = 1.5;
  28198. /**
  28199. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28200. * corresponds to an index-of-refraction of `1.5`.
  28201. *
  28202. * This models the reflectivity of non-metallic materials. It has no effect
  28203. * when `metalness` is `1.0`
  28204. *
  28205. * @name MeshPhysicalMaterial#reflectivity
  28206. * @type {number}
  28207. * @default 0.5
  28208. */
  28209. Object.defineProperty( this, 'reflectivity', {
  28210. get: function () {
  28211. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28212. },
  28213. set: function ( reflectivity ) {
  28214. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28215. }
  28216. } );
  28217. /**
  28218. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28219. * control over iridescence.
  28220. *
  28221. * `iridescenceMap` represents non-color data. Any texture assigned must have
  28222. * `texture.colorSpace = NoColorSpace` (default).
  28223. *
  28224. * @type {?Texture}
  28225. * @default null
  28226. */
  28227. this.iridescenceMap = null;
  28228. /**
  28229. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28230. * Between `1.0` to `2.333`.
  28231. *
  28232. * @type {number}
  28233. * @default 1.3
  28234. */
  28235. this.iridescenceIOR = 1.3;
  28236. /**
  28237. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28238. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28239. *
  28240. * @type {Array<number,number>}
  28241. * @default [100,400]
  28242. */
  28243. this.iridescenceThicknessRange = [ 100, 400 ];
  28244. /**
  28245. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28246. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28247. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28248. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28249. * - Values in-between will linearly interpolate between the elements of the array.
  28250. *
  28251. * `iridescenceThicknessMap` represents non-color data. Any texture assigned must have
  28252. * `texture.colorSpace = NoColorSpace` (default).
  28253. *
  28254. * @type {?Texture}
  28255. * @default null
  28256. */
  28257. this.iridescenceThicknessMap = null;
  28258. /**
  28259. * The sheen tint.
  28260. *
  28261. * @type {Color}
  28262. * @default (0,0,0)
  28263. */
  28264. this.sheenColor = new Color( 0x000000 );
  28265. /**
  28266. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28267. * over sheen tint.
  28268. *
  28269. * `sheenColorMap` represents color data, and the texture must be assigned a
  28270. * {@link Texture#colorSpace}. Most `sheenColorMap` textures set
  28271. * `texture.colorSpace = SRGBColorSpace`.
  28272. *
  28273. * @type {?Texture}
  28274. * @default null
  28275. */
  28276. this.sheenColorMap = null;
  28277. /**
  28278. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28279. *
  28280. * @type {number}
  28281. * @default 1
  28282. */
  28283. this.sheenRoughness = 1.0;
  28284. /**
  28285. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28286. * over sheen roughness.
  28287. *
  28288. * `sheenRoughnessMap` represents non-color data. Any texture assigned must have
  28289. * `texture.colorSpace = NoColorSpace` (default).
  28290. *
  28291. * @type {?Texture}
  28292. * @default null
  28293. */
  28294. this.sheenRoughnessMap = null;
  28295. /**
  28296. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28297. * optical transparency.
  28298. *
  28299. * `transmissionMap` represents non-color data. Any texture assigned must have
  28300. * `texture.colorSpace = NoColorSpace` (default).
  28301. *
  28302. * @type {?Texture}
  28303. * @default null
  28304. */
  28305. this.transmissionMap = null;
  28306. /**
  28307. * The thickness of the volume beneath the surface. The value is given in the
  28308. * coordinate space of the mesh. If the value is `0` the material is
  28309. * thin-walled. Otherwise the material is a volume boundary.
  28310. *
  28311. * @type {number}
  28312. * @default 0
  28313. */
  28314. this.thickness = 0;
  28315. /**
  28316. * A texture that defines the thickness, stored in the green channel. This will
  28317. * be multiplied by `thickness`.
  28318. *
  28319. * `thicknessMap` represents non-color data. Any texture assigned must have
  28320. * `texture.colorSpace = NoColorSpace` (default).
  28321. *
  28322. * @type {?Texture}
  28323. * @default null
  28324. */
  28325. this.thicknessMap = null;
  28326. /**
  28327. * Density of the medium given as the average distance that light travels in
  28328. * the medium before interacting with a particle. The value is given in world
  28329. * space units, and must be greater than zero.
  28330. *
  28331. * @type {number}
  28332. * @default Infinity
  28333. */
  28334. this.attenuationDistance = Infinity;
  28335. /**
  28336. * The color that white light turns into due to absorption when reaching the
  28337. * attenuation distance.
  28338. *
  28339. * @type {Color}
  28340. * @default (1,1,1)
  28341. */
  28342. this.attenuationColor = new Color( 1, 1, 1 );
  28343. /**
  28344. * A float that scales the amount of specular reflection for non-metals only.
  28345. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28346. *
  28347. * @type {number}
  28348. * @default 1
  28349. */
  28350. this.specularIntensity = 1.0;
  28351. /**
  28352. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28353. * for per-pixel control over specular intensity.
  28354. *
  28355. * `specularIntensityMap` represents non-color data. Any texture assigned must have
  28356. * `texture.colorSpace = NoColorSpace` (default).
  28357. *
  28358. * @type {?Texture}
  28359. * @default null
  28360. */
  28361. this.specularIntensityMap = null;
  28362. /**
  28363. * Tints the specular reflection at normal incidence for non-metals only.
  28364. *
  28365. * @type {Color}
  28366. * @default (1,1,1)
  28367. */
  28368. this.specularColor = new Color( 1, 1, 1 );
  28369. /**
  28370. * The RGB channels of this texture are multiplied against `specularColor`,
  28371. * for per-pixel control over specular color.
  28372. *
  28373. * `specularColorMap` represents color data, and the texture must be assigned a
  28374. * {@link Texture#colorSpace}. Most `specularColorMap` textures set
  28375. * `texture.colorSpace = SRGBColorSpace`.
  28376. *
  28377. * @type {?Texture}
  28378. * @default null
  28379. */
  28380. this.specularColorMap = null;
  28381. this._anisotropy = 0;
  28382. this._clearcoat = 0;
  28383. this._dispersion = 0;
  28384. this._iridescence = 0;
  28385. this._sheen = 0.0;
  28386. this._transmission = 0;
  28387. this.setValues( parameters );
  28388. }
  28389. /**
  28390. * The anisotropy strength, from `0.0` to `1.0`.
  28391. *
  28392. * @type {number}
  28393. * @default 0
  28394. */
  28395. get anisotropy() {
  28396. return this._anisotropy;
  28397. }
  28398. set anisotropy( value ) {
  28399. if ( this._anisotropy > 0 !== value > 0 ) {
  28400. this.version ++;
  28401. }
  28402. this._anisotropy = value;
  28403. }
  28404. /**
  28405. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28406. * clear coat related properties to enable multilayer materials that have a
  28407. * thin translucent layer over the base layer.
  28408. *
  28409. * @type {number}
  28410. * @default 0
  28411. */
  28412. get clearcoat() {
  28413. return this._clearcoat;
  28414. }
  28415. set clearcoat( value ) {
  28416. if ( this._clearcoat > 0 !== value > 0 ) {
  28417. this.version ++;
  28418. }
  28419. this._clearcoat = value;
  28420. }
  28421. /**
  28422. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28423. * the surface and the viewer, from `0.0` to `1.0`.
  28424. *
  28425. * @type {number}
  28426. * @default 0
  28427. */
  28428. get iridescence() {
  28429. return this._iridescence;
  28430. }
  28431. set iridescence( value ) {
  28432. if ( this._iridescence > 0 !== value > 0 ) {
  28433. this.version ++;
  28434. }
  28435. this._iridescence = value;
  28436. }
  28437. /**
  28438. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28439. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28440. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28441. *
  28442. * @type {number}
  28443. * @default 0
  28444. */
  28445. get dispersion() {
  28446. return this._dispersion;
  28447. }
  28448. set dispersion( value ) {
  28449. if ( this._dispersion > 0 !== value > 0 ) {
  28450. this.version ++;
  28451. }
  28452. this._dispersion = value;
  28453. }
  28454. /**
  28455. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28456. *
  28457. * @type {number}
  28458. * @default 0
  28459. */
  28460. get sheen() {
  28461. return this._sheen;
  28462. }
  28463. set sheen( value ) {
  28464. if ( this._sheen > 0 !== value > 0 ) {
  28465. this.version ++;
  28466. }
  28467. this._sheen = value;
  28468. }
  28469. /**
  28470. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28471. *
  28472. * Thin, transparent or semitransparent, plastic or glass materials remain
  28473. * largely reflective even if they are fully transmissive. The transmission
  28474. * property can be used to model these materials.
  28475. *
  28476. * When transmission is non-zero, `opacity` should be set to `1`.
  28477. *
  28478. * @type {number}
  28479. * @default 0
  28480. */
  28481. get transmission() {
  28482. return this._transmission;
  28483. }
  28484. set transmission( value ) {
  28485. if ( this._transmission > 0 !== value > 0 ) {
  28486. this.version ++;
  28487. }
  28488. this._transmission = value;
  28489. }
  28490. copy( source ) {
  28491. super.copy( source );
  28492. this.defines = {
  28493. 'STANDARD': '',
  28494. 'PHYSICAL': ''
  28495. };
  28496. this.anisotropy = source.anisotropy;
  28497. this.anisotropyRotation = source.anisotropyRotation;
  28498. this.anisotropyMap = source.anisotropyMap;
  28499. this.clearcoat = source.clearcoat;
  28500. this.clearcoatMap = source.clearcoatMap;
  28501. this.clearcoatRoughness = source.clearcoatRoughness;
  28502. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28503. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28504. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28505. this.dispersion = source.dispersion;
  28506. this.ior = source.ior;
  28507. this.iridescence = source.iridescence;
  28508. this.iridescenceMap = source.iridescenceMap;
  28509. this.iridescenceIOR = source.iridescenceIOR;
  28510. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28511. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28512. this.sheen = source.sheen;
  28513. this.sheenColor.copy( source.sheenColor );
  28514. this.sheenColorMap = source.sheenColorMap;
  28515. this.sheenRoughness = source.sheenRoughness;
  28516. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28517. this.transmission = source.transmission;
  28518. this.transmissionMap = source.transmissionMap;
  28519. this.thickness = source.thickness;
  28520. this.thicknessMap = source.thicknessMap;
  28521. this.attenuationDistance = source.attenuationDistance;
  28522. this.attenuationColor.copy( source.attenuationColor );
  28523. this.specularIntensity = source.specularIntensity;
  28524. this.specularIntensityMap = source.specularIntensityMap;
  28525. this.specularColor.copy( source.specularColor );
  28526. this.specularColorMap = source.specularColorMap;
  28527. return this;
  28528. }
  28529. }
  28530. /**
  28531. * A material for shiny surfaces with specular highlights.
  28532. *
  28533. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28534. * model for calculating reflectance. Unlike the Lambertian model used in the
  28535. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28536. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28537. *
  28538. * Performance will generally be greater when using this material over the
  28539. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28540. * some graphical accuracy.
  28541. *
  28542. * @augments Material
  28543. * @demo scenes/material-browser.html#MeshPhongMaterial
  28544. */
  28545. class MeshPhongMaterial extends Material {
  28546. /**
  28547. * Constructs a new mesh phong material.
  28548. *
  28549. * @param {Object} [parameters] - An object with one or more properties
  28550. * defining the material's appearance. Any property of the material
  28551. * (including any property from inherited materials) can be passed
  28552. * in here. Color values can be passed any type of value accepted
  28553. * by {@link Color#set}.
  28554. */
  28555. constructor( parameters ) {
  28556. super();
  28557. /**
  28558. * This flag can be used for type testing.
  28559. *
  28560. * @type {boolean}
  28561. * @readonly
  28562. * @default true
  28563. */
  28564. this.isMeshPhongMaterial = true;
  28565. this.type = 'MeshPhongMaterial';
  28566. /**
  28567. * Color of the material.
  28568. *
  28569. * @type {Color}
  28570. * @default (1,1,1)
  28571. */
  28572. this.color = new Color( 0xffffff ); // diffuse
  28573. /**
  28574. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28575. *
  28576. * This defines how shiny the material is and the color of its shine.
  28577. *
  28578. * @type {Color}
  28579. */
  28580. this.specular = new Color( 0x111111 );
  28581. /**
  28582. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28583. *
  28584. * @type {number}
  28585. * @default 30
  28586. */
  28587. this.shininess = 30;
  28588. /**
  28589. * The color map. May optionally include an alpha channel, typically combined
  28590. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28591. * color is modulated by the diffuse `color`.
  28592. *
  28593. * `map` represents color data, and the texture must be assigned a
  28594. * {@link Texture#colorSpace}. Most `map` textures set
  28595. * `texture.colorSpace = SRGBColorSpace`.
  28596. *
  28597. * @type {?Texture}
  28598. * @default null
  28599. */
  28600. this.map = null;
  28601. /**
  28602. * The light map. Requires a second set of UVs.
  28603. *
  28604. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  28605. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  28606. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  28607. * such as `.exr` or `.hdr`.
  28608. *
  28609. * @type {?Texture}
  28610. * @default null
  28611. */
  28612. this.lightMap = null;
  28613. /**
  28614. * Intensity of the baked light.
  28615. *
  28616. * @type {number}
  28617. * @default 1
  28618. */
  28619. this.lightMapIntensity = 1.0;
  28620. /**
  28621. * The red channel of this texture is used as the ambient occlusion map.
  28622. * Requires a second set of UVs.
  28623. *
  28624. * `aoMap` represents non-color data. Any texture assigned must have
  28625. * `texture.colorSpace = NoColorSpace` (default).
  28626. *
  28627. * @type {?Texture}
  28628. * @default null
  28629. */
  28630. this.aoMap = null;
  28631. /**
  28632. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28633. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28634. * red channel is also `1`, ambient light is fully occluded on a surface.
  28635. *
  28636. * @type {number}
  28637. * @default 1
  28638. */
  28639. this.aoMapIntensity = 1.0;
  28640. /**
  28641. * Emissive (light) color of the material, essentially a solid color
  28642. * unaffected by other lighting.
  28643. *
  28644. * @type {Color}
  28645. * @default (0,0,0)
  28646. */
  28647. this.emissive = new Color( 0x000000 );
  28648. /**
  28649. * Intensity of the emissive light. Modulates the emissive color.
  28650. *
  28651. * @type {number}
  28652. * @default 1
  28653. */
  28654. this.emissiveIntensity = 1.0;
  28655. /**
  28656. * Set emissive (glow) map. The emissive map color is modulated by the
  28657. * emissive color and the emissive intensity. If you have an emissive map,
  28658. * be sure to set the emissive color to something other than black.
  28659. *
  28660. * `emissiveMap` represents color data, and the texture must be assigned a
  28661. * {@link Texture#colorSpace}. Most `emissiveMap` textures set
  28662. * `texture.colorSpace = SRGBColorSpace`.
  28663. *
  28664. * @type {?Texture}
  28665. * @default null
  28666. */
  28667. this.emissiveMap = null;
  28668. /**
  28669. * The texture to create a bump map. The black and white values map to the
  28670. * perceived depth in relation to the lights. Bump doesn't actually affect
  28671. * the geometry of the object, only the lighting. If a normal map is defined
  28672. * this will be ignored.
  28673. *
  28674. * `bumpMap` represents non-color data. Any texture assigned must have
  28675. * `texture.colorSpace = NoColorSpace` (default).
  28676. *
  28677. * @type {?Texture}
  28678. * @default null
  28679. */
  28680. this.bumpMap = null;
  28681. /**
  28682. * How much the bump map affects the material. Typical range is `[0,1]`.
  28683. *
  28684. * @type {number}
  28685. * @default 1
  28686. */
  28687. this.bumpScale = 1;
  28688. /**
  28689. * The texture to create a normal map. The RGB values affect the surface
  28690. * normal for each pixel fragment and change the way the color is lit. Normal
  28691. * maps do not change the actual shape of the surface, only the lighting. In
  28692. * case the material has a normal map authored using the left handed
  28693. * convention, the `y` component of `normalScale` should be negated to compensate
  28694. * for the different handedness.
  28695. *
  28696. * `normalMap` represents non-color data. Any texture assigned must have
  28697. * `texture.colorSpace = NoColorSpace` (default).
  28698. *
  28699. * @type {?Texture}
  28700. * @default null
  28701. */
  28702. this.normalMap = null;
  28703. /**
  28704. * The type of normal map.
  28705. *
  28706. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28707. * @default TangentSpaceNormalMap
  28708. */
  28709. this.normalMapType = TangentSpaceNormalMap;
  28710. /**
  28711. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28712. *
  28713. * @type {Vector2}
  28714. * @default (1,1)
  28715. */
  28716. this.normalScale = new Vector2( 1, 1 );
  28717. /**
  28718. * The displacement map affects the position of the mesh's vertices. Unlike
  28719. * other maps which only affect the light and shade of the material the
  28720. * displaced vertices can cast shadows, block other objects, and otherwise
  28721. * act as real geometry. The displacement texture is an image where the value
  28722. * of each pixel (white being the highest) is mapped against, and
  28723. * repositions, the vertices of the mesh. For best results, pair a
  28724. * displacement map with a matching normal map, since the renderer can
  28725. * not recompute surface normals from the displaced vertices.
  28726. *
  28727. * `displacementMap` represents non-color data. Any texture assigned must have
  28728. * `texture.colorSpace = NoColorSpace` (default).
  28729. *
  28730. * @type {?Texture}
  28731. * @default null
  28732. */
  28733. this.displacementMap = null;
  28734. /**
  28735. * How much the displacement map affects the mesh (where black is no
  28736. * displacement, and white is maximum displacement). Without a displacement
  28737. * map set, this value is not applied.
  28738. *
  28739. * @type {number}
  28740. * @default 0
  28741. */
  28742. this.displacementScale = 1;
  28743. /**
  28744. * The offset of the displacement map's values on the mesh's vertices.
  28745. * The bias is added to the scaled sample of the displacement map.
  28746. * Without a displacement map set, this value is not applied.
  28747. *
  28748. * @type {number}
  28749. * @default 0
  28750. */
  28751. this.displacementBias = 0;
  28752. /**
  28753. * The specular map value affects both how much the specular surface
  28754. * highlight contributes and how much of the environment map affects the
  28755. * surface.
  28756. *
  28757. * `specularMap` represents color data, and the texture must be assigned a
  28758. * {@link Texture#colorSpace}. Most `specularMap` textures set
  28759. * `texture.colorSpace = SRGBColorSpace`.
  28760. *
  28761. * @type {?Texture}
  28762. * @default null
  28763. */
  28764. this.specularMap = null;
  28765. /**
  28766. * The alpha map is a grayscale texture that controls the opacity across the
  28767. * surface (black: fully transparent; white: fully opaque).
  28768. *
  28769. * Only the color of the texture is used, ignoring the alpha channel if one
  28770. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28771. * when sampling this texture due to the extra bit of precision provided for
  28772. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28773. * luminance/alpha textures will also still work as expected.
  28774. *
  28775. * `alphaMap` represents non-color data. Any texture assigned must have
  28776. * `texture.colorSpace = NoColorSpace` (default).
  28777. *
  28778. * @type {?Texture}
  28779. * @default null
  28780. */
  28781. this.alphaMap = null;
  28782. /**
  28783. * The environment map.
  28784. *
  28785. * `envMap` represents luminance data, and the texture must be assigned
  28786. * a {@link Texture#colorSpace}. Most `envMap` textures set
  28787. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  28788. * such as `.exr` or `.hdr`.
  28789. *
  28790. * @type {?Texture}
  28791. * @default null
  28792. */
  28793. this.envMap = null;
  28794. /**
  28795. * The rotation of the environment map in radians.
  28796. *
  28797. * @type {Euler}
  28798. * @default (0,0,0)
  28799. */
  28800. this.envMapRotation = new Euler();
  28801. /**
  28802. * How to combine the result of the surface's color with the environment map, if any.
  28803. *
  28804. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28805. * blend between the two colors.
  28806. *
  28807. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28808. * @default MultiplyOperation
  28809. */
  28810. this.combine = MultiplyOperation;
  28811. /**
  28812. * How much the environment map affects the surface.
  28813. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28814. *
  28815. * @type {number}
  28816. * @default 1
  28817. */
  28818. this.reflectivity = 1;
  28819. /**
  28820. * Scales the effect of the environment map by multiplying its color.
  28821. *
  28822. * @type {number}
  28823. * @default 1
  28824. */
  28825. this.envMapIntensity = 1.0;
  28826. /**
  28827. * The index of refraction (IOR) of air (approximately 1) divided by the
  28828. * index of refraction of the material. It is used with environment mapping
  28829. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28830. * The refraction ratio should not exceed `1`.
  28831. *
  28832. * @type {number}
  28833. * @default 0.98
  28834. */
  28835. this.refractionRatio = 0.98;
  28836. /**
  28837. * Renders the geometry as a wireframe.
  28838. *
  28839. * @type {boolean}
  28840. * @default false
  28841. */
  28842. this.wireframe = false;
  28843. /**
  28844. * Controls the thickness of the wireframe.
  28845. *
  28846. * Can only be used with {@link SVGRenderer}.
  28847. *
  28848. * @type {number}
  28849. * @default 1
  28850. */
  28851. this.wireframeLinewidth = 1;
  28852. /**
  28853. * Defines appearance of wireframe ends.
  28854. *
  28855. * Can only be used with {@link SVGRenderer}.
  28856. *
  28857. * @type {('round'|'bevel'|'miter')}
  28858. * @default 'round'
  28859. */
  28860. this.wireframeLinecap = 'round';
  28861. /**
  28862. * Defines appearance of wireframe joints.
  28863. *
  28864. * Can only be used with {@link SVGRenderer}.
  28865. *
  28866. * @type {('round'|'bevel'|'miter')}
  28867. * @default 'round'
  28868. */
  28869. this.wireframeLinejoin = 'round';
  28870. /**
  28871. * Whether the material is rendered with flat shading or not.
  28872. *
  28873. * @type {boolean}
  28874. * @default false
  28875. */
  28876. this.flatShading = false;
  28877. /**
  28878. * Whether the material is affected by fog or not.
  28879. *
  28880. * @type {boolean}
  28881. * @default true
  28882. */
  28883. this.fog = true;
  28884. this.setValues( parameters );
  28885. }
  28886. copy( source ) {
  28887. super.copy( source );
  28888. this.color.copy( source.color );
  28889. this.specular.copy( source.specular );
  28890. this.shininess = source.shininess;
  28891. this.map = source.map;
  28892. this.lightMap = source.lightMap;
  28893. this.lightMapIntensity = source.lightMapIntensity;
  28894. this.aoMap = source.aoMap;
  28895. this.aoMapIntensity = source.aoMapIntensity;
  28896. this.emissive.copy( source.emissive );
  28897. this.emissiveMap = source.emissiveMap;
  28898. this.emissiveIntensity = source.emissiveIntensity;
  28899. this.bumpMap = source.bumpMap;
  28900. this.bumpScale = source.bumpScale;
  28901. this.normalMap = source.normalMap;
  28902. this.normalMapType = source.normalMapType;
  28903. this.normalScale.copy( source.normalScale );
  28904. this.displacementMap = source.displacementMap;
  28905. this.displacementScale = source.displacementScale;
  28906. this.displacementBias = source.displacementBias;
  28907. this.specularMap = source.specularMap;
  28908. this.alphaMap = source.alphaMap;
  28909. this.envMap = source.envMap;
  28910. this.envMapRotation.copy( source.envMapRotation );
  28911. this.combine = source.combine;
  28912. this.reflectivity = source.reflectivity;
  28913. this.envMapIntensity = source.envMapIntensity;
  28914. this.refractionRatio = source.refractionRatio;
  28915. this.wireframe = source.wireframe;
  28916. this.wireframeLinewidth = source.wireframeLinewidth;
  28917. this.wireframeLinecap = source.wireframeLinecap;
  28918. this.wireframeLinejoin = source.wireframeLinejoin;
  28919. this.flatShading = source.flatShading;
  28920. this.fog = source.fog;
  28921. return this;
  28922. }
  28923. }
  28924. /**
  28925. * A material implementing toon shading.
  28926. *
  28927. * @augments Material
  28928. * @demo scenes/material-browser.html#MeshToonMaterial
  28929. */
  28930. class MeshToonMaterial extends Material {
  28931. /**
  28932. * Constructs a new mesh toon material.
  28933. *
  28934. * @param {Object} [parameters] - An object with one or more properties
  28935. * defining the material's appearance. Any property of the material
  28936. * (including any property from inherited materials) can be passed
  28937. * in here. Color values can be passed any type of value accepted
  28938. * by {@link Color#set}.
  28939. */
  28940. constructor( parameters ) {
  28941. super();
  28942. /**
  28943. * This flag can be used for type testing.
  28944. *
  28945. * @type {boolean}
  28946. * @readonly
  28947. * @default true
  28948. */
  28949. this.isMeshToonMaterial = true;
  28950. this.defines = { 'TOON': '' };
  28951. this.type = 'MeshToonMaterial';
  28952. /**
  28953. * Color of the material.
  28954. *
  28955. * @type {Color}
  28956. * @default (1,1,1)
  28957. */
  28958. this.color = new Color( 0xffffff );
  28959. /**
  28960. * The color map. May optionally include an alpha channel, typically combined
  28961. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28962. * color is modulated by the diffuse `color`.
  28963. *
  28964. * `map` represents color data, and the texture must be assigned a
  28965. * {@link Texture#colorSpace}. Most `map` textures set
  28966. * `texture.colorSpace = SRGBColorSpace`.
  28967. *
  28968. * @type {?Texture}
  28969. * @default null
  28970. */
  28971. this.map = null;
  28972. /**
  28973. * Gradient map for toon shading. It's required to set
  28974. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter}
  28975. * when using this type of texture.
  28976. *
  28977. * `gradientMap` represents non-color data. Any texture assigned must have
  28978. * `texture.colorSpace = NoColorSpace` (default).
  28979. *
  28980. * @type {?Texture}
  28981. * @default null
  28982. */
  28983. this.gradientMap = null;
  28984. /**
  28985. * The light map. Requires a second set of UVs.
  28986. *
  28987. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  28988. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  28989. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  28990. * such as `.exr` or `.hdr`.
  28991. *
  28992. * @type {?Texture}
  28993. * @default null
  28994. */
  28995. this.lightMap = null;
  28996. /**
  28997. * Intensity of the baked light.
  28998. *
  28999. * @type {number}
  29000. * @default 1
  29001. */
  29002. this.lightMapIntensity = 1.0;
  29003. /**
  29004. * The red channel of this texture is used as the ambient occlusion map.
  29005. * Requires a second set of UVs.
  29006. *
  29007. * `aoMap` represents non-color data. Any texture assigned must have
  29008. * `texture.colorSpace = NoColorSpace` (default).
  29009. *
  29010. * @type {?Texture}
  29011. * @default null
  29012. */
  29013. this.aoMap = null;
  29014. /**
  29015. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29016. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29017. * red channel is also `1`, ambient light is fully occluded on a surface.
  29018. *
  29019. * @type {number}
  29020. * @default 1
  29021. */
  29022. this.aoMapIntensity = 1.0;
  29023. /**
  29024. * Emissive (light) color of the material, essentially a solid color
  29025. * unaffected by other lighting.
  29026. *
  29027. * @type {Color}
  29028. * @default (0,0,0)
  29029. */
  29030. this.emissive = new Color( 0x000000 );
  29031. /**
  29032. * Intensity of the emissive light. Modulates the emissive color.
  29033. *
  29034. * @type {number}
  29035. * @default 1
  29036. */
  29037. this.emissiveIntensity = 1.0;
  29038. /**
  29039. * Set emissive (glow) map. The emissive map color is modulated by the
  29040. * emissive color and the emissive intensity. If you have an emissive map,
  29041. * be sure to set the emissive color to something other than black.
  29042. *
  29043. * `emissiveMap` represents color data, and the texture must be assigned a
  29044. * {@link Texture#colorSpace}. Most `emissiveMap` textures set
  29045. * `texture.colorSpace = SRGBColorSpace`.
  29046. *
  29047. * @type {?Texture}
  29048. * @default null
  29049. */
  29050. this.emissiveMap = null;
  29051. /**
  29052. * The texture to create a bump map. The black and white values map to the
  29053. * perceived depth in relation to the lights. Bump doesn't actually affect
  29054. * the geometry of the object, only the lighting. If a normal map is defined
  29055. * this will be ignored.
  29056. *
  29057. * `bumpMap` represents non-color data. Any texture assigned must have
  29058. * `texture.colorSpace = NoColorSpace` (default).
  29059. *
  29060. * @type {?Texture}
  29061. * @default null
  29062. */
  29063. this.bumpMap = null;
  29064. /**
  29065. * How much the bump map affects the material. Typical range is `[0,1]`.
  29066. *
  29067. * @type {number}
  29068. * @default 1
  29069. */
  29070. this.bumpScale = 1;
  29071. /**
  29072. * The texture to create a normal map. The RGB values affect the surface
  29073. * normal for each pixel fragment and change the way the color is lit. Normal
  29074. * maps do not change the actual shape of the surface, only the lighting. In
  29075. * case the material has a normal map authored using the left handed
  29076. * convention, the `y` component of `normalScale` should be negated to compensate
  29077. * for the different handedness.
  29078. *
  29079. * `normalMap` represents non-color data. Any texture assigned must have
  29080. * `texture.colorSpace = NoColorSpace` (default).
  29081. *
  29082. * @type {?Texture}
  29083. * @default null
  29084. */
  29085. this.normalMap = null;
  29086. /**
  29087. * The type of normal map.
  29088. *
  29089. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29090. * @default TangentSpaceNormalMap
  29091. */
  29092. this.normalMapType = TangentSpaceNormalMap;
  29093. /**
  29094. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29095. *
  29096. * @type {Vector2}
  29097. * @default (1,1)
  29098. */
  29099. this.normalScale = new Vector2( 1, 1 );
  29100. /**
  29101. * The displacement map affects the position of the mesh's vertices. Unlike
  29102. * other maps which only affect the light and shade of the material the
  29103. * displaced vertices can cast shadows, block other objects, and otherwise
  29104. * act as real geometry. The displacement texture is an image where the value
  29105. * of each pixel (white being the highest) is mapped against, and
  29106. * repositions, the vertices of the mesh. For best results, pair a
  29107. * displacement map with a matching normal map, since the renderer can
  29108. * not recompute surface normals from the displaced vertices.
  29109. *
  29110. * `displacementMap` represents non-color data. Any texture assigned must have
  29111. * `texture.colorSpace = NoColorSpace` (default).
  29112. *
  29113. * @type {?Texture}
  29114. * @default null
  29115. */
  29116. this.displacementMap = null;
  29117. /**
  29118. * How much the displacement map affects the mesh (where black is no
  29119. * displacement, and white is maximum displacement). Without a displacement
  29120. * map set, this value is not applied.
  29121. *
  29122. * @type {number}
  29123. * @default 0
  29124. */
  29125. this.displacementScale = 1;
  29126. /**
  29127. * The offset of the displacement map's values on the mesh's vertices.
  29128. * The bias is added to the scaled sample of the displacement map.
  29129. * Without a displacement map set, this value is not applied.
  29130. *
  29131. * @type {number}
  29132. * @default 0
  29133. */
  29134. this.displacementBias = 0;
  29135. /**
  29136. * The alpha map is a grayscale texture that controls the opacity across the
  29137. * surface (black: fully transparent; white: fully opaque).
  29138. *
  29139. * Only the color of the texture is used, ignoring the alpha channel if one
  29140. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29141. * when sampling this texture due to the extra bit of precision provided for
  29142. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29143. * luminance/alpha textures will also still work as expected.
  29144. *
  29145. * `alphaMap` represents non-color data. Any texture assigned must have
  29146. * `texture.colorSpace = NoColorSpace` (default).
  29147. *
  29148. * @type {?Texture}
  29149. * @default null
  29150. */
  29151. this.alphaMap = null;
  29152. /**
  29153. * Renders the geometry as a wireframe.
  29154. *
  29155. * @type {boolean}
  29156. * @default false
  29157. */
  29158. this.wireframe = false;
  29159. /**
  29160. * Controls the thickness of the wireframe.
  29161. *
  29162. * Can only be used with {@link SVGRenderer}.
  29163. *
  29164. * @type {number}
  29165. * @default 1
  29166. */
  29167. this.wireframeLinewidth = 1;
  29168. /**
  29169. * Defines appearance of wireframe ends.
  29170. *
  29171. * Can only be used with {@link SVGRenderer}.
  29172. *
  29173. * @type {('round'|'bevel'|'miter')}
  29174. * @default 'round'
  29175. */
  29176. this.wireframeLinecap = 'round';
  29177. /**
  29178. * Defines appearance of wireframe joints.
  29179. *
  29180. * Can only be used with {@link SVGRenderer}.
  29181. *
  29182. * @type {('round'|'bevel'|'miter')}
  29183. * @default 'round'
  29184. */
  29185. this.wireframeLinejoin = 'round';
  29186. /**
  29187. * Whether the material is affected by fog or not.
  29188. *
  29189. * @type {boolean}
  29190. * @default true
  29191. */
  29192. this.fog = true;
  29193. this.setValues( parameters );
  29194. }
  29195. copy( source ) {
  29196. super.copy( source );
  29197. this.color.copy( source.color );
  29198. this.map = source.map;
  29199. this.gradientMap = source.gradientMap;
  29200. this.lightMap = source.lightMap;
  29201. this.lightMapIntensity = source.lightMapIntensity;
  29202. this.aoMap = source.aoMap;
  29203. this.aoMapIntensity = source.aoMapIntensity;
  29204. this.emissive.copy( source.emissive );
  29205. this.emissiveMap = source.emissiveMap;
  29206. this.emissiveIntensity = source.emissiveIntensity;
  29207. this.bumpMap = source.bumpMap;
  29208. this.bumpScale = source.bumpScale;
  29209. this.normalMap = source.normalMap;
  29210. this.normalMapType = source.normalMapType;
  29211. this.normalScale.copy( source.normalScale );
  29212. this.displacementMap = source.displacementMap;
  29213. this.displacementScale = source.displacementScale;
  29214. this.displacementBias = source.displacementBias;
  29215. this.alphaMap = source.alphaMap;
  29216. this.wireframe = source.wireframe;
  29217. this.wireframeLinewidth = source.wireframeLinewidth;
  29218. this.wireframeLinecap = source.wireframeLinecap;
  29219. this.wireframeLinejoin = source.wireframeLinejoin;
  29220. this.fog = source.fog;
  29221. return this;
  29222. }
  29223. }
  29224. /**
  29225. * A material that maps the normal vectors to RGB colors.
  29226. *
  29227. * @augments Material
  29228. * @demo scenes/material-browser.html#MeshNormalMaterial
  29229. */
  29230. class MeshNormalMaterial extends Material {
  29231. /**
  29232. * Constructs a new mesh normal material.
  29233. *
  29234. * @param {Object} [parameters] - An object with one or more properties
  29235. * defining the material's appearance. Any property of the material
  29236. * (including any property from inherited materials) can be passed
  29237. * in here. Color values can be passed any type of value accepted
  29238. * by {@link Color#set}.
  29239. */
  29240. constructor( parameters ) {
  29241. super();
  29242. /**
  29243. * This flag can be used for type testing.
  29244. *
  29245. * @type {boolean}
  29246. * @readonly
  29247. * @default true
  29248. */
  29249. this.isMeshNormalMaterial = true;
  29250. this.type = 'MeshNormalMaterial';
  29251. /**
  29252. * The texture to create a bump map. The black and white values map to the
  29253. * perceived depth in relation to the lights. Bump doesn't actually affect
  29254. * the geometry of the object, only the lighting. If a normal map is defined
  29255. * this will be ignored.
  29256. *
  29257. * `bumpMap` represents non-color data. Any texture assigned must have
  29258. * `texture.colorSpace = NoColorSpace` (default).
  29259. *
  29260. * @type {?Texture}
  29261. * @default null
  29262. */
  29263. this.bumpMap = null;
  29264. /**
  29265. * How much the bump map affects the material. Typical range is `[0,1]`.
  29266. *
  29267. * @type {number}
  29268. * @default 1
  29269. */
  29270. this.bumpScale = 1;
  29271. /**
  29272. * The texture to create a normal map. The RGB values affect the surface
  29273. * normal for each pixel fragment and change the way the color is lit. Normal
  29274. * maps do not change the actual shape of the surface, only the lighting. In
  29275. * case the material has a normal map authored using the left handed
  29276. * convention, the `y` component of `normalScale` should be negated to compensate
  29277. * for the different handedness.
  29278. *
  29279. * `normalMap` represents non-color data. Any texture assigned must have
  29280. * `texture.colorSpace = NoColorSpace` (default).
  29281. *
  29282. * @type {?Texture}
  29283. * @default null
  29284. */
  29285. this.normalMap = null;
  29286. /**
  29287. * The type of normal map.
  29288. *
  29289. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29290. * @default TangentSpaceNormalMap
  29291. */
  29292. this.normalMapType = TangentSpaceNormalMap;
  29293. /**
  29294. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29295. *
  29296. * @type {Vector2}
  29297. * @default (1,1)
  29298. */
  29299. this.normalScale = new Vector2( 1, 1 );
  29300. /**
  29301. * The displacement map affects the position of the mesh's vertices. Unlike
  29302. * other maps which only affect the light and shade of the material the
  29303. * displaced vertices can cast shadows, block other objects, and otherwise
  29304. * act as real geometry. The displacement texture is an image where the value
  29305. * of each pixel (white being the highest) is mapped against, and
  29306. * repositions, the vertices of the mesh. For best results, pair a
  29307. * displacement map with a matching normal map, since the renderer can
  29308. * not recompute surface normals from the displaced vertices.
  29309. *
  29310. * @type {?Texture}
  29311. * @default null
  29312. */
  29313. this.displacementMap = null;
  29314. /**
  29315. * How much the displacement map affects the mesh (where black is no
  29316. * displacement, and white is maximum displacement). Without a displacement
  29317. * map set, this value is not applied.
  29318. *
  29319. * @type {number}
  29320. * @default 0
  29321. */
  29322. this.displacementScale = 1;
  29323. /**
  29324. * The offset of the displacement map's values on the mesh's vertices.
  29325. * The bias is added to the scaled sample of the displacement map.
  29326. * Without a displacement map set, this value is not applied.
  29327. *
  29328. * @type {number}
  29329. * @default 0
  29330. */
  29331. this.displacementBias = 0;
  29332. /**
  29333. * Renders the geometry as a wireframe.
  29334. *
  29335. * @type {boolean}
  29336. * @default false
  29337. */
  29338. this.wireframe = false;
  29339. /**
  29340. * Controls the thickness of the wireframe.
  29341. *
  29342. * WebGL and WebGPU ignore this property and always render
  29343. * 1 pixel wide lines.
  29344. *
  29345. * @type {number}
  29346. * @default 1
  29347. */
  29348. this.wireframeLinewidth = 1;
  29349. /**
  29350. * Whether the material is rendered with flat shading or not.
  29351. *
  29352. * @type {boolean}
  29353. * @default false
  29354. */
  29355. this.flatShading = false;
  29356. this.setValues( parameters );
  29357. }
  29358. copy( source ) {
  29359. super.copy( source );
  29360. this.bumpMap = source.bumpMap;
  29361. this.bumpScale = source.bumpScale;
  29362. this.normalMap = source.normalMap;
  29363. this.normalMapType = source.normalMapType;
  29364. this.normalScale.copy( source.normalScale );
  29365. this.displacementMap = source.displacementMap;
  29366. this.displacementScale = source.displacementScale;
  29367. this.displacementBias = source.displacementBias;
  29368. this.wireframe = source.wireframe;
  29369. this.wireframeLinewidth = source.wireframeLinewidth;
  29370. this.flatShading = source.flatShading;
  29371. return this;
  29372. }
  29373. }
  29374. /**
  29375. * A material for non-shiny surfaces, without specular highlights.
  29376. *
  29377. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29378. * model for calculating reflectance. This can simulate some surfaces (such
  29379. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29380. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29381. * shading.
  29382. *
  29383. * Due to the simplicity of the reflectance and illumination models,
  29384. * performance will be greater when using this material over the
  29385. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29386. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29387. *
  29388. * @augments Material
  29389. * @demo scenes/material-browser.html#MeshLambertMaterial
  29390. */
  29391. class MeshLambertMaterial extends Material {
  29392. /**
  29393. * Constructs a new mesh lambert material.
  29394. *
  29395. * @param {Object} [parameters] - An object with one or more properties
  29396. * defining the material's appearance. Any property of the material
  29397. * (including any property from inherited materials) can be passed
  29398. * in here. Color values can be passed any type of value accepted
  29399. * by {@link Color#set}.
  29400. */
  29401. constructor( parameters ) {
  29402. super();
  29403. /**
  29404. * This flag can be used for type testing.
  29405. *
  29406. * @type {boolean}
  29407. * @readonly
  29408. * @default true
  29409. */
  29410. this.isMeshLambertMaterial = true;
  29411. this.type = 'MeshLambertMaterial';
  29412. /**
  29413. * Color of the material.
  29414. *
  29415. * @type {Color}
  29416. * @default (1,1,1)
  29417. */
  29418. this.color = new Color( 0xffffff ); // diffuse
  29419. /**
  29420. * The color map. May optionally include an alpha channel, typically combined
  29421. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29422. * color is modulated by the diffuse `color`.
  29423. *
  29424. * `map` represents color data, and the texture must be assigned a
  29425. * {@link Texture#colorSpace}. Most `map` textures set
  29426. * `texture.colorSpace = SRGBColorSpace`.
  29427. *
  29428. * @type {?Texture}
  29429. * @default null
  29430. */
  29431. this.map = null;
  29432. /**
  29433. * The light map. Requires a second set of UVs.
  29434. *
  29435. * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
  29436. * a {@link Texture#colorSpace}. Most `lightMap` textures set
  29437. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  29438. * such as `.exr` or `.hdr`.
  29439. *
  29440. * @type {?Texture}
  29441. * @default null
  29442. */
  29443. this.lightMap = null;
  29444. /**
  29445. * Intensity of the baked light.
  29446. *
  29447. * @type {number}
  29448. * @default 1
  29449. */
  29450. this.lightMapIntensity = 1.0;
  29451. /**
  29452. * The red channel of this texture is used as the ambient occlusion map.
  29453. * Requires a second set of UVs.
  29454. *
  29455. * `aoMap` represents non-color data. Any texture assigned must have
  29456. * `texture.colorSpace = NoColorSpace` (default).
  29457. *
  29458. * @type {?Texture}
  29459. * @default null
  29460. */
  29461. this.aoMap = null;
  29462. /**
  29463. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29464. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29465. * red channel is also `1`, ambient light is fully occluded on a surface.
  29466. *
  29467. * @type {number}
  29468. * @default 1
  29469. */
  29470. this.aoMapIntensity = 1.0;
  29471. /**
  29472. * Emissive (light) color of the material, essentially a solid color
  29473. * unaffected by other lighting.
  29474. *
  29475. * @type {Color}
  29476. * @default (0,0,0)
  29477. */
  29478. this.emissive = new Color( 0x000000 );
  29479. /**
  29480. * Intensity of the emissive light. Modulates the emissive color.
  29481. *
  29482. * @type {number}
  29483. * @default 1
  29484. */
  29485. this.emissiveIntensity = 1.0;
  29486. /**
  29487. * Set emissive (glow) map. The emissive map color is modulated by the
  29488. * emissive color and the emissive intensity. If you have an emissive map,
  29489. * be sure to set the emissive color to something other than black.
  29490. *
  29491. * `emissiveMap` represents color data, and the texture must be assigned a
  29492. * {@link Texture#colorSpace}. Most `emissiveMap` textures set
  29493. * `texture.colorSpace = SRGBColorSpace`.
  29494. *
  29495. * @type {?Texture}
  29496. * @default null
  29497. */
  29498. this.emissiveMap = null;
  29499. /**
  29500. * The texture to create a bump map. The black and white values map to the
  29501. * perceived depth in relation to the lights. Bump doesn't actually affect
  29502. * the geometry of the object, only the lighting. If a normal map is defined
  29503. * this will be ignored.
  29504. *
  29505. * `bumpMap` represents non-color data. Any texture assigned must have
  29506. * `texture.colorSpace = NoColorSpace` (default).
  29507. *
  29508. * @type {?Texture}
  29509. * @default null
  29510. */
  29511. this.bumpMap = null;
  29512. /**
  29513. * How much the bump map affects the material. Typical range is `[0,1]`.
  29514. *
  29515. * @type {number}
  29516. * @default 1
  29517. */
  29518. this.bumpScale = 1;
  29519. /**
  29520. * The texture to create a normal map. The RGB values affect the surface
  29521. * normal for each pixel fragment and change the way the color is lit. Normal
  29522. * maps do not change the actual shape of the surface, only the lighting. In
  29523. * case the material has a normal map authored using the left handed
  29524. * convention, the `y` component of `normalScale` should be negated to compensate
  29525. * for the different handedness.
  29526. *
  29527. * `normalMap` represents non-color data. Any texture assigned must have
  29528. * `texture.colorSpace = NoColorSpace` (default).
  29529. *
  29530. * @type {?Texture}
  29531. * @default null
  29532. */
  29533. this.normalMap = null;
  29534. /**
  29535. * The type of normal map.
  29536. *
  29537. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29538. * @default TangentSpaceNormalMap
  29539. */
  29540. this.normalMapType = TangentSpaceNormalMap;
  29541. /**
  29542. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29543. *
  29544. * @type {Vector2}
  29545. * @default (1,1)
  29546. */
  29547. this.normalScale = new Vector2( 1, 1 );
  29548. /**
  29549. * The displacement map affects the position of the mesh's vertices. Unlike
  29550. * other maps which only affect the light and shade of the material the
  29551. * displaced vertices can cast shadows, block other objects, and otherwise
  29552. * act as real geometry. The displacement texture is an image where the value
  29553. * of each pixel (white being the highest) is mapped against, and
  29554. * repositions, the vertices of the mesh. For best results, pair a
  29555. * displacement map with a matching normal map, since the renderer can
  29556. * not recompute surface normals from the displaced vertices.
  29557. *
  29558. * `displacementMap` represents non-color data. Any texture assigned must have
  29559. * `texture.colorSpace = NoColorSpace` (default).
  29560. *
  29561. * @type {?Texture}
  29562. * @default null
  29563. */
  29564. this.displacementMap = null;
  29565. /**
  29566. * How much the displacement map affects the mesh (where black is no
  29567. * displacement, and white is maximum displacement). Without a displacement
  29568. * map set, this value is not applied.
  29569. *
  29570. * @type {number}
  29571. * @default 0
  29572. */
  29573. this.displacementScale = 1;
  29574. /**
  29575. * The offset of the displacement map's values on the mesh's vertices.
  29576. * The bias is added to the scaled sample of the displacement map.
  29577. * Without a displacement map set, this value is not applied.
  29578. *
  29579. * @type {number}
  29580. * @default 0
  29581. */
  29582. this.displacementBias = 0;
  29583. /**
  29584. * Specular map used by the material.
  29585. *
  29586. * `specularMap` represents color data, and the texture must be assigned a
  29587. * {@link Texture#colorSpace}. Most `specularMap` textures set
  29588. * `texture.colorSpace = SRGBColorSpace`.
  29589. *
  29590. * @type {?Texture}
  29591. * @default null
  29592. */
  29593. this.specularMap = null;
  29594. /**
  29595. * The alpha map is a grayscale texture that controls the opacity across the
  29596. * surface (black: fully transparent; white: fully opaque).
  29597. *
  29598. * Only the color of the texture is used, ignoring the alpha channel if one
  29599. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29600. * when sampling this texture due to the extra bit of precision provided for
  29601. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29602. * luminance/alpha textures will also still work as expected.
  29603. *
  29604. * `alphaMap` represents non-color data. Any texture assigned must have
  29605. * `texture.colorSpace = NoColorSpace` (default).
  29606. *
  29607. * @type {?Texture}
  29608. * @default null
  29609. */
  29610. this.alphaMap = null;
  29611. /**
  29612. * The environment map.
  29613. *
  29614. * `envMap` represents luminance data, and the texture must be assigned
  29615. * a {@link Texture#colorSpace}. Most `envMap` textures set
  29616. * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
  29617. * such as `.exr` or `.hdr`.
  29618. *
  29619. * @type {?Texture}
  29620. * @default null
  29621. */
  29622. this.envMap = null;
  29623. /**
  29624. * The rotation of the environment map in radians.
  29625. *
  29626. * @type {Euler}
  29627. * @default (0,0,0)
  29628. */
  29629. this.envMapRotation = new Euler();
  29630. /**
  29631. * How to combine the result of the surface's color with the environment map, if any.
  29632. *
  29633. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29634. * blend between the two colors.
  29635. *
  29636. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29637. * @default MultiplyOperation
  29638. */
  29639. this.combine = MultiplyOperation;
  29640. /**
  29641. * How much the environment map affects the surface.
  29642. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29643. *
  29644. * @type {number}
  29645. * @default 1
  29646. */
  29647. this.reflectivity = 1;
  29648. /**
  29649. * Scales the effect of the environment map by multiplying its color.
  29650. *
  29651. * @type {number}
  29652. * @default 1
  29653. */
  29654. this.envMapIntensity = 1.0;
  29655. /**
  29656. * The index of refraction (IOR) of air (approximately 1) divided by the
  29657. * index of refraction of the material. It is used with environment mapping
  29658. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29659. * The refraction ratio should not exceed `1`.
  29660. *
  29661. * @type {number}
  29662. * @default 0.98
  29663. */
  29664. this.refractionRatio = 0.98;
  29665. /**
  29666. * Renders the geometry as a wireframe.
  29667. *
  29668. * @type {boolean}
  29669. * @default false
  29670. */
  29671. this.wireframe = false;
  29672. /**
  29673. * Controls the thickness of the wireframe.
  29674. *
  29675. * Can only be used with {@link SVGRenderer}.
  29676. *
  29677. * @type {number}
  29678. * @default 1
  29679. */
  29680. this.wireframeLinewidth = 1;
  29681. /**
  29682. * Defines appearance of wireframe ends.
  29683. *
  29684. * Can only be used with {@link SVGRenderer}.
  29685. *
  29686. * @type {('round'|'bevel'|'miter')}
  29687. * @default 'round'
  29688. */
  29689. this.wireframeLinecap = 'round';
  29690. /**
  29691. * Defines appearance of wireframe joints.
  29692. *
  29693. * Can only be used with {@link SVGRenderer}.
  29694. *
  29695. * @type {('round'|'bevel'|'miter')}
  29696. * @default 'round'
  29697. */
  29698. this.wireframeLinejoin = 'round';
  29699. /**
  29700. * Whether the material is rendered with flat shading or not.
  29701. *
  29702. * @type {boolean}
  29703. * @default false
  29704. */
  29705. this.flatShading = false;
  29706. /**
  29707. * Whether the material is affected by fog or not.
  29708. *
  29709. * @type {boolean}
  29710. * @default true
  29711. */
  29712. this.fog = true;
  29713. this.setValues( parameters );
  29714. }
  29715. copy( source ) {
  29716. super.copy( source );
  29717. this.color.copy( source.color );
  29718. this.map = source.map;
  29719. this.lightMap = source.lightMap;
  29720. this.lightMapIntensity = source.lightMapIntensity;
  29721. this.aoMap = source.aoMap;
  29722. this.aoMapIntensity = source.aoMapIntensity;
  29723. this.emissive.copy( source.emissive );
  29724. this.emissiveMap = source.emissiveMap;
  29725. this.emissiveIntensity = source.emissiveIntensity;
  29726. this.bumpMap = source.bumpMap;
  29727. this.bumpScale = source.bumpScale;
  29728. this.normalMap = source.normalMap;
  29729. this.normalMapType = source.normalMapType;
  29730. this.normalScale.copy( source.normalScale );
  29731. this.displacementMap = source.displacementMap;
  29732. this.displacementScale = source.displacementScale;
  29733. this.displacementBias = source.displacementBias;
  29734. this.specularMap = source.specularMap;
  29735. this.alphaMap = source.alphaMap;
  29736. this.envMap = source.envMap;
  29737. this.envMapRotation.copy( source.envMapRotation );
  29738. this.combine = source.combine;
  29739. this.reflectivity = source.reflectivity;
  29740. this.envMapIntensity = source.envMapIntensity;
  29741. this.refractionRatio = source.refractionRatio;
  29742. this.wireframe = source.wireframe;
  29743. this.wireframeLinewidth = source.wireframeLinewidth;
  29744. this.wireframeLinecap = source.wireframeLinecap;
  29745. this.wireframeLinejoin = source.wireframeLinejoin;
  29746. this.flatShading = source.flatShading;
  29747. this.fog = source.fog;
  29748. return this;
  29749. }
  29750. }
  29751. /**
  29752. * A material for drawing geometry by depth. Depth is based off of the camera
  29753. * near and far plane. White is nearest, black is farthest.
  29754. *
  29755. * @augments Material
  29756. * @demo scenes/material-browser.html#MeshDepthMaterial
  29757. */
  29758. class MeshDepthMaterial extends Material {
  29759. /**
  29760. * Constructs a new mesh depth material.
  29761. *
  29762. * @param {Object} [parameters] - An object with one or more properties
  29763. * defining the material's appearance. Any property of the material
  29764. * (including any property from inherited materials) can be passed
  29765. * in here. Color values can be passed any type of value accepted
  29766. * by {@link Color#set}.
  29767. */
  29768. constructor( parameters ) {
  29769. super();
  29770. /**
  29771. * This flag can be used for type testing.
  29772. *
  29773. * @type {boolean}
  29774. * @readonly
  29775. * @default true
  29776. */
  29777. this.isMeshDepthMaterial = true;
  29778. this.type = 'MeshDepthMaterial';
  29779. /**
  29780. * Type for depth packing.
  29781. *
  29782. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29783. * @default BasicDepthPacking
  29784. */
  29785. this.depthPacking = BasicDepthPacking;
  29786. /**
  29787. * The color map. May optionally include an alpha channel, typically combined
  29788. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29789. *
  29790. * `map` represents color data, and the texture must be assigned a
  29791. * {@link Texture#colorSpace}. Most `map` textures set
  29792. * `texture.colorSpace = SRGBColorSpace`.
  29793. *
  29794. * @type {?Texture}
  29795. * @default null
  29796. */
  29797. this.map = null;
  29798. /**
  29799. * The alpha map is a grayscale texture that controls the opacity across the
  29800. * surface (black: fully transparent; white: fully opaque).
  29801. *
  29802. * Only the color of the texture is used, ignoring the alpha channel if one
  29803. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29804. * when sampling this texture due to the extra bit of precision provided for
  29805. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29806. * luminance/alpha textures will also still work as expected.
  29807. *
  29808. * `alphaMap` represents non-color data. Any texture assigned must have
  29809. * `texture.colorSpace = NoColorSpace` (default).
  29810. *
  29811. * @type {?Texture}
  29812. * @default null
  29813. */
  29814. this.alphaMap = null;
  29815. /**
  29816. * The displacement map affects the position of the mesh's vertices. Unlike
  29817. * other maps which only affect the light and shade of the material the
  29818. * displaced vertices can cast shadows, block other objects, and otherwise
  29819. * act as real geometry. The displacement texture is an image where the value
  29820. * of each pixel (white being the highest) is mapped against, and
  29821. * repositions, the vertices of the mesh.
  29822. *
  29823. * `displacementMap` represents non-color data. Any texture assigned must have
  29824. * `texture.colorSpace = NoColorSpace` (default).
  29825. *
  29826. * @type {?Texture}
  29827. * @default null
  29828. */
  29829. this.displacementMap = null;
  29830. /**
  29831. * How much the displacement map affects the mesh (where black is no
  29832. * displacement, and white is maximum displacement). Without a displacement
  29833. * map set, this value is not applied.
  29834. *
  29835. * @type {number}
  29836. * @default 0
  29837. */
  29838. this.displacementScale = 1;
  29839. /**
  29840. * The offset of the displacement map's values on the mesh's vertices.
  29841. * The bias is added to the scaled sample of the displacement map.
  29842. * Without a displacement map set, this value is not applied.
  29843. *
  29844. * @type {number}
  29845. * @default 0
  29846. */
  29847. this.displacementBias = 0;
  29848. /**
  29849. * Renders the geometry as a wireframe.
  29850. *
  29851. * @type {boolean}
  29852. * @default false
  29853. */
  29854. this.wireframe = false;
  29855. /**
  29856. * Controls the thickness of the wireframe.
  29857. *
  29858. * WebGL and WebGPU ignore this property and always render
  29859. * 1 pixel wide lines.
  29860. *
  29861. * @type {number}
  29862. * @default 1
  29863. */
  29864. this.wireframeLinewidth = 1;
  29865. this.setValues( parameters );
  29866. }
  29867. copy( source ) {
  29868. super.copy( source );
  29869. this.depthPacking = source.depthPacking;
  29870. this.map = source.map;
  29871. this.alphaMap = source.alphaMap;
  29872. this.displacementMap = source.displacementMap;
  29873. this.displacementScale = source.displacementScale;
  29874. this.displacementBias = source.displacementBias;
  29875. this.wireframe = source.wireframe;
  29876. this.wireframeLinewidth = source.wireframeLinewidth;
  29877. return this;
  29878. }
  29879. }
  29880. /**
  29881. * A material used internally for implementing shadow mapping with
  29882. * point lights.
  29883. *
  29884. * Can also be used to customize the shadow casting of an object by assigning
  29885. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29886. * The following examples demonstrates this approach in order to ensure
  29887. * transparent parts of objects do not cast shadows.
  29888. *
  29889. * @augments Material
  29890. */
  29891. class MeshDistanceMaterial extends Material {
  29892. /**
  29893. * Constructs a new mesh distance material.
  29894. *
  29895. * @param {Object} [parameters] - An object with one or more properties
  29896. * defining the material's appearance. Any property of the material
  29897. * (including any property from inherited materials) can be passed
  29898. * in here. Color values can be passed any type of value accepted
  29899. * by {@link Color#set}.
  29900. */
  29901. constructor( parameters ) {
  29902. super();
  29903. /**
  29904. * This flag can be used for type testing.
  29905. *
  29906. * @type {boolean}
  29907. * @readonly
  29908. * @default true
  29909. */
  29910. this.isMeshDistanceMaterial = true;
  29911. this.type = 'MeshDistanceMaterial';
  29912. /**
  29913. * The color map. May optionally include an alpha channel, typically combined
  29914. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29915. *
  29916. * `map` represents color data, and the texture must be assigned a
  29917. * {@link Texture#colorSpace}. Most `map` textures set
  29918. * `texture.colorSpace = SRGBColorSpace`.
  29919. *
  29920. * @type {?Texture}
  29921. * @default null
  29922. */
  29923. this.map = null;
  29924. /**
  29925. * The alpha map is a grayscale texture that controls the opacity across the
  29926. * surface (black: fully transparent; white: fully opaque).
  29927. *
  29928. * Only the color of the texture is used, ignoring the alpha channel if one
  29929. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29930. * when sampling this texture due to the extra bit of precision provided for
  29931. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29932. * luminance/alpha textures will also still work as expected.
  29933. *
  29934. * `alphaMap` represents non-color data. Any texture assigned must have
  29935. * `texture.colorSpace = NoColorSpace` (default).
  29936. *
  29937. * @type {?Texture}
  29938. * @default null
  29939. */
  29940. this.alphaMap = null;
  29941. /**
  29942. * The displacement map affects the position of the mesh's vertices. Unlike
  29943. * other maps which only affect the light and shade of the material the
  29944. * displaced vertices can cast shadows, block other objects, and otherwise
  29945. * act as real geometry. The displacement texture is an image where the value
  29946. * of each pixel (white being the highest) is mapped against, and
  29947. * repositions, the vertices of the mesh.
  29948. *
  29949. * `displacementMap` represents non-color data. Any texture assigned must have
  29950. * `texture.colorSpace = NoColorSpace` (default).
  29951. *
  29952. * @type {?Texture}
  29953. * @default null
  29954. */
  29955. this.displacementMap = null;
  29956. /**
  29957. * How much the displacement map affects the mesh (where black is no
  29958. * displacement, and white is maximum displacement). Without a displacement
  29959. * map set, this value is not applied.
  29960. *
  29961. * @type {number}
  29962. * @default 0
  29963. */
  29964. this.displacementScale = 1;
  29965. /**
  29966. * The offset of the displacement map's values on the mesh's vertices.
  29967. * The bias is added to the scaled sample of the displacement map.
  29968. * Without a displacement map set, this value is not applied.
  29969. *
  29970. * @type {number}
  29971. * @default 0
  29972. */
  29973. this.displacementBias = 0;
  29974. this.setValues( parameters );
  29975. }
  29976. copy( source ) {
  29977. super.copy( source );
  29978. this.map = source.map;
  29979. this.alphaMap = source.alphaMap;
  29980. this.displacementMap = source.displacementMap;
  29981. this.displacementScale = source.displacementScale;
  29982. this.displacementBias = source.displacementBias;
  29983. return this;
  29984. }
  29985. }
  29986. /**
  29987. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29988. * material color and shading.
  29989. *
  29990. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29991. * baked lighting. It will cast a shadow onto an object that receives shadows
  29992. * (and shadow clipping works), but it will not self-shadow or receive
  29993. * shadows.
  29994. *
  29995. * @augments Material
  29996. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29997. */
  29998. class MeshMatcapMaterial extends Material {
  29999. /**
  30000. * Constructs a new mesh matcap material.
  30001. *
  30002. * @param {Object} [parameters] - An object with one or more properties
  30003. * defining the material's appearance. Any property of the material
  30004. * (including any property from inherited materials) can be passed
  30005. * in here. Color values can be passed any type of value accepted
  30006. * by {@link Color#set}.
  30007. */
  30008. constructor( parameters ) {
  30009. super();
  30010. /**
  30011. * This flag can be used for type testing.
  30012. *
  30013. * @type {boolean}
  30014. * @readonly
  30015. * @default true
  30016. */
  30017. this.isMeshMatcapMaterial = true;
  30018. this.defines = { 'MATCAP': '' };
  30019. this.type = 'MeshMatcapMaterial';
  30020. /**
  30021. * Color of the material.
  30022. *
  30023. * @type {Color}
  30024. * @default (1,1,1)
  30025. */
  30026. this.color = new Color( 0xffffff ); // diffuse
  30027. /**
  30028. * The matcap map.
  30029. *
  30030. * `matcap` represents luminance data, and the texture must be assigned
  30031. * a {@link Texture#colorSpace}. HDR `matcap` textures (e.g. `.exr`)
  30032. * typically set `texture.colorSpace = LinearSRGBColorSpace`, while LDR
  30033. * `matcap` textures (e.g. `.png`, `.jpg`, `.webp`) typically set
  30034. * `texture.colorSpace = SRGBColorSpace`.
  30035. *
  30036. * @type {?Texture}
  30037. * @default null
  30038. */
  30039. this.matcap = null;
  30040. /**
  30041. * The color map. May optionally include an alpha channel, typically combined
  30042. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  30043. * color is modulated by the diffuse `color`.
  30044. *
  30045. * `map` represents color data, and the texture must be assigned a
  30046. * {@link Texture#colorSpace}. Most `map` textures set
  30047. * `texture.colorSpace = SRGBColorSpace`.
  30048. *
  30049. * @type {?Texture}
  30050. * @default null
  30051. */
  30052. this.map = null;
  30053. /**
  30054. * The texture to create a bump map. The black and white values map to the
  30055. * perceived depth in relation to the lights. Bump doesn't actually affect
  30056. * the geometry of the object, only the lighting. If a normal map is defined
  30057. * this will be ignored.
  30058. *
  30059. * `bumpMap` represents non-color data. Any texture assigned must have
  30060. * `texture.colorSpace = NoColorSpace` (default).
  30061. *
  30062. * @type {?Texture}
  30063. * @default null
  30064. */
  30065. this.bumpMap = null;
  30066. /**
  30067. * How much the bump map affects the material. Typical range is `[0,1]`.
  30068. *
  30069. * @type {number}
  30070. * @default 1
  30071. */
  30072. this.bumpScale = 1;
  30073. /**
  30074. * The texture to create a normal map. The RGB values affect the surface
  30075. * normal for each pixel fragment and change the way the color is lit. Normal
  30076. * maps do not change the actual shape of the surface, only the lighting. In
  30077. * case the material has a normal map authored using the left handed
  30078. * convention, the `y` component of `normalScale` should be negated to compensate
  30079. * for the different handedness.
  30080. *
  30081. * `normalMap` represents non-color data. Any texture assigned must have
  30082. * `texture.colorSpace = NoColorSpace` (default).
  30083. *
  30084. * @type {?Texture}
  30085. * @default null
  30086. */
  30087. this.normalMap = null;
  30088. /**
  30089. * The type of normal map.
  30090. *
  30091. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  30092. * @default TangentSpaceNormalMap
  30093. */
  30094. this.normalMapType = TangentSpaceNormalMap;
  30095. /**
  30096. * How much the normal map affects the material. Typical value range is `[0,1]`.
  30097. *
  30098. * @type {Vector2}
  30099. * @default (1,1)
  30100. */
  30101. this.normalScale = new Vector2( 1, 1 );
  30102. /**
  30103. * The displacement map affects the position of the mesh's vertices. Unlike
  30104. * other maps which only affect the light and shade of the material the
  30105. * displaced vertices can cast shadows, block other objects, and otherwise
  30106. * act as real geometry. The displacement texture is an image where the value
  30107. * of each pixel (white being the highest) is mapped against, and
  30108. * repositions, the vertices of the mesh. For best results, pair a
  30109. * displacement map with a matching normal map, since the renderer can
  30110. * not recompute surface normals from the displaced vertices.
  30111. *
  30112. * `displacementMap` represents non-color data. Any texture assigned must have
  30113. * `texture.colorSpace = NoColorSpace` (default).
  30114. *
  30115. * @type {?Texture}
  30116. * @default null
  30117. */
  30118. this.displacementMap = null;
  30119. /**
  30120. * How much the displacement map affects the mesh (where black is no
  30121. * displacement, and white is maximum displacement). Without a displacement
  30122. * map set, this value is not applied.
  30123. *
  30124. * @type {number}
  30125. * @default 0
  30126. */
  30127. this.displacementScale = 1;
  30128. /**
  30129. * The offset of the displacement map's values on the mesh's vertices.
  30130. * The bias is added to the scaled sample of the displacement map.
  30131. * Without a displacement map set, this value is not applied.
  30132. *
  30133. * @type {number}
  30134. * @default 0
  30135. */
  30136. this.displacementBias = 0;
  30137. /**
  30138. * The alpha map is a grayscale texture that controls the opacity across the
  30139. * surface (black: fully transparent; white: fully opaque).
  30140. *
  30141. * Only the color of the texture is used, ignoring the alpha channel if one
  30142. * exists. For RGB and RGBA textures, the renderer will use the green channel
  30143. * when sampling this texture due to the extra bit of precision provided for
  30144. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  30145. * luminance/alpha textures will also still work as expected.
  30146. *
  30147. * `alphaMap` represents non-color data. Any texture assigned must have
  30148. * `texture.colorSpace = NoColorSpace` (default).
  30149. *
  30150. * @type {?Texture}
  30151. * @default null
  30152. */
  30153. this.alphaMap = null;
  30154. /**
  30155. * Renders the geometry as a wireframe.
  30156. *
  30157. * @type {boolean}
  30158. * @default false
  30159. */
  30160. this.wireframe = false;
  30161. /**
  30162. * Controls the thickness of the wireframe.
  30163. *
  30164. * Can only be used with {@link SVGRenderer}.
  30165. *
  30166. * @type {number}
  30167. * @default 1
  30168. */
  30169. this.wireframeLinewidth = 1;
  30170. /**
  30171. * Whether the material is rendered with flat shading or not.
  30172. *
  30173. * @type {boolean}
  30174. * @default false
  30175. */
  30176. this.flatShading = false;
  30177. /**
  30178. * Whether the material is affected by fog or not.
  30179. *
  30180. * @type {boolean}
  30181. * @default true
  30182. */
  30183. this.fog = true;
  30184. this.setValues( parameters );
  30185. }
  30186. copy( source ) {
  30187. super.copy( source );
  30188. this.defines = { 'MATCAP': '' };
  30189. this.color.copy( source.color );
  30190. this.matcap = source.matcap;
  30191. this.map = source.map;
  30192. this.bumpMap = source.bumpMap;
  30193. this.bumpScale = source.bumpScale;
  30194. this.normalMap = source.normalMap;
  30195. this.normalMapType = source.normalMapType;
  30196. this.normalScale.copy( source.normalScale );
  30197. this.displacementMap = source.displacementMap;
  30198. this.displacementScale = source.displacementScale;
  30199. this.displacementBias = source.displacementBias;
  30200. this.alphaMap = source.alphaMap;
  30201. this.wireframe = source.wireframe;
  30202. this.wireframeLinewidth = source.wireframeLinewidth;
  30203. this.flatShading = source.flatShading;
  30204. this.fog = source.fog;
  30205. return this;
  30206. }
  30207. }
  30208. /**
  30209. * A material for rendering line primitives.
  30210. *
  30211. * Materials define the appearance of renderable 3D objects.
  30212. *
  30213. * ```js
  30214. * const material = new THREE.LineDashedMaterial( {
  30215. * color: 0xffffff,
  30216. * scale: 1,
  30217. * dashSize: 3,
  30218. * gapSize: 1,
  30219. * } );
  30220. * ```
  30221. *
  30222. * @augments LineBasicMaterial
  30223. */
  30224. class LineDashedMaterial extends LineBasicMaterial {
  30225. /**
  30226. * Constructs a new line dashed material.
  30227. *
  30228. * @param {Object} [parameters] - An object with one or more properties
  30229. * defining the material's appearance. Any property of the material
  30230. * (including any property from inherited materials) can be passed
  30231. * in here. Color values can be passed any type of value accepted
  30232. * by {@link Color#set}.
  30233. */
  30234. constructor( parameters ) {
  30235. super();
  30236. /**
  30237. * This flag can be used for type testing.
  30238. *
  30239. * @type {boolean}
  30240. * @readonly
  30241. * @default true
  30242. */
  30243. this.isLineDashedMaterial = true;
  30244. this.type = 'LineDashedMaterial';
  30245. /**
  30246. * The scale of the dashed part of a line.
  30247. *
  30248. * @type {number}
  30249. * @default 1
  30250. */
  30251. this.scale = 1;
  30252. /**
  30253. * The size of the dash. This is both the gap with the stroke.
  30254. *
  30255. * @type {number}
  30256. * @default 3
  30257. */
  30258. this.dashSize = 3;
  30259. /**
  30260. * The size of the gap.
  30261. *
  30262. * @type {number}
  30263. * @default 1
  30264. */
  30265. this.gapSize = 1;
  30266. this.setValues( parameters );
  30267. }
  30268. copy( source ) {
  30269. super.copy( source );
  30270. this.scale = source.scale;
  30271. this.dashSize = source.dashSize;
  30272. this.gapSize = source.gapSize;
  30273. return this;
  30274. }
  30275. }
  30276. /**
  30277. * Converts an array to a specific type.
  30278. *
  30279. * @param {TypedArray|Array} array - The array to convert.
  30280. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30281. * @return {TypedArray} The converted array.
  30282. */
  30283. function convertArray( array, type ) {
  30284. if ( ! array || array.constructor === type ) return array;
  30285. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30286. return new type( array ); // create typed array
  30287. }
  30288. return Array.prototype.slice.call( array ); // create Array
  30289. }
  30290. /**
  30291. * Returns an array by which times and values can be sorted.
  30292. *
  30293. * @param {Array<number>} times - The keyframe time values.
  30294. * @return {Array<number>} The array.
  30295. */
  30296. function getKeyframeOrder( times ) {
  30297. function compareTime( i, j ) {
  30298. return times[ i ] - times[ j ];
  30299. }
  30300. const n = times.length;
  30301. const result = new Array( n );
  30302. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30303. result.sort( compareTime );
  30304. return result;
  30305. }
  30306. /**
  30307. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30308. *
  30309. * @param {Array<number>} values - The values to sort.
  30310. * @param {number} stride - The stride.
  30311. * @param {Array<number>} order - The sort order.
  30312. * @return {Array<number>} The sorted values.
  30313. */
  30314. function sortedArray( values, stride, order ) {
  30315. const nValues = values.length;
  30316. const result = new values.constructor( nValues );
  30317. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30318. const srcOffset = order[ i ] * stride;
  30319. for ( let j = 0; j !== stride; ++ j ) {
  30320. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30321. }
  30322. }
  30323. return result;
  30324. }
  30325. /**
  30326. * Used for parsing AOS keyframe formats.
  30327. *
  30328. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30329. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30330. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30331. * @param {string} valuePropertyName - The name of the property to use.
  30332. */
  30333. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30334. let i = 1, key = jsonKeys[ 0 ];
  30335. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30336. key = jsonKeys[ i ++ ];
  30337. }
  30338. if ( key === undefined ) return; // no data
  30339. let value = key[ valuePropertyName ];
  30340. if ( value === undefined ) return; // no data
  30341. if ( Array.isArray( value ) ) {
  30342. do {
  30343. value = key[ valuePropertyName ];
  30344. if ( value !== undefined ) {
  30345. times.push( key.time );
  30346. values.push( ...value ); // push all elements
  30347. }
  30348. key = jsonKeys[ i ++ ];
  30349. } while ( key !== undefined );
  30350. } else if ( value.toArray !== undefined ) {
  30351. // ...assume THREE.Math-ish
  30352. do {
  30353. value = key[ valuePropertyName ];
  30354. if ( value !== undefined ) {
  30355. times.push( key.time );
  30356. value.toArray( values, values.length );
  30357. }
  30358. key = jsonKeys[ i ++ ];
  30359. } while ( key !== undefined );
  30360. } else {
  30361. // otherwise push as-is
  30362. do {
  30363. value = key[ valuePropertyName ];
  30364. if ( value !== undefined ) {
  30365. times.push( key.time );
  30366. values.push( value );
  30367. }
  30368. key = jsonKeys[ i ++ ];
  30369. } while ( key !== undefined );
  30370. }
  30371. }
  30372. /**
  30373. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30374. *
  30375. * @param {AnimationClip} sourceClip - The values to sort.
  30376. * @param {string} name - The name of the clip.
  30377. * @param {number} startFrame - The start frame.
  30378. * @param {number} endFrame - The end frame.
  30379. * @param {number} [fps=30] - The FPS.
  30380. * @return {AnimationClip} The new sub clip.
  30381. */
  30382. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30383. const clip = sourceClip.clone();
  30384. clip.name = name;
  30385. const tracks = [];
  30386. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30387. const track = clip.tracks[ i ];
  30388. const valueSize = track.getValueSize();
  30389. const times = [];
  30390. const values = [];
  30391. for ( let j = 0; j < track.times.length; ++ j ) {
  30392. const frame = track.times[ j ] * fps;
  30393. if ( frame < startFrame || frame >= endFrame ) continue;
  30394. times.push( track.times[ j ] );
  30395. for ( let k = 0; k < valueSize; ++ k ) {
  30396. values.push( track.values[ j * valueSize + k ] );
  30397. }
  30398. }
  30399. if ( times.length === 0 ) continue;
  30400. track.times = convertArray( times, track.times.constructor );
  30401. track.values = convertArray( values, track.values.constructor );
  30402. tracks.push( track );
  30403. }
  30404. clip.tracks = tracks;
  30405. // find minimum .times value across all tracks in the trimmed clip
  30406. let minStartTime = Infinity;
  30407. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30408. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30409. minStartTime = clip.tracks[ i ].times[ 0 ];
  30410. }
  30411. }
  30412. // shift all tracks such that clip begins at t=0
  30413. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30414. clip.tracks[ i ].shift( -1 * minStartTime );
  30415. }
  30416. clip.resetDuration();
  30417. return clip;
  30418. }
  30419. /**
  30420. * Converts the keyframes of the given animation clip to an additive format.
  30421. *
  30422. * @param {AnimationClip} targetClip - The clip to make additive.
  30423. * @param {number} [referenceFrame=0] - The reference frame.
  30424. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30425. * @param {number} [fps=30] - The FPS.
  30426. * @return {AnimationClip} The updated clip which is now additive.
  30427. */
  30428. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30429. if ( fps <= 0 ) fps = 30;
  30430. const numTracks = referenceClip.tracks.length;
  30431. const referenceTime = referenceFrame / fps;
  30432. // Make each track's values relative to the values at the reference frame
  30433. for ( let i = 0; i < numTracks; ++ i ) {
  30434. const referenceTrack = referenceClip.tracks[ i ];
  30435. const referenceTrackType = referenceTrack.ValueTypeName;
  30436. // Skip this track if it's non-numeric
  30437. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30438. // Find the track in the target clip whose name and type matches the reference track
  30439. const targetTrack = targetClip.tracks.find( function ( track ) {
  30440. return track.name === referenceTrack.name
  30441. && track.ValueTypeName === referenceTrackType;
  30442. } );
  30443. if ( targetTrack === undefined ) continue;
  30444. let referenceOffset = 0;
  30445. const referenceValueSize = referenceTrack.getValueSize();
  30446. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30447. referenceOffset = referenceValueSize / 3;
  30448. }
  30449. let targetOffset = 0;
  30450. const targetValueSize = targetTrack.getValueSize();
  30451. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30452. targetOffset = targetValueSize / 3;
  30453. }
  30454. const lastIndex = referenceTrack.times.length - 1;
  30455. let referenceValue;
  30456. // Find the value to subtract out of the track
  30457. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30458. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30459. const startIndex = referenceOffset;
  30460. const endIndex = referenceValueSize - referenceOffset;
  30461. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30462. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30463. // Reference frame is after the last keyframe, so just use the last keyframe
  30464. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30465. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30466. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30467. } else {
  30468. // Interpolate to the reference value
  30469. const interpolant = referenceTrack.createInterpolant();
  30470. const startIndex = referenceOffset;
  30471. const endIndex = referenceValueSize - referenceOffset;
  30472. interpolant.evaluate( referenceTime );
  30473. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30474. }
  30475. // Conjugate the quaternion
  30476. if ( referenceTrackType === 'quaternion' ) {
  30477. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30478. referenceQuat.toArray( referenceValue );
  30479. }
  30480. // Subtract the reference value from all of the track values
  30481. const numTimes = targetTrack.times.length;
  30482. for ( let j = 0; j < numTimes; ++ j ) {
  30483. const valueStart = j * targetValueSize + targetOffset;
  30484. if ( referenceTrackType === 'quaternion' ) {
  30485. // Multiply the conjugate for quaternion track types
  30486. Quaternion.multiplyQuaternionsFlat(
  30487. targetTrack.values,
  30488. valueStart,
  30489. referenceValue,
  30490. 0,
  30491. targetTrack.values,
  30492. valueStart
  30493. );
  30494. } else {
  30495. const valueEnd = targetValueSize - targetOffset * 2;
  30496. // Subtract each value for all other numeric track types
  30497. for ( let k = 0; k < valueEnd; ++ k ) {
  30498. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30499. }
  30500. }
  30501. }
  30502. }
  30503. targetClip.blendMode = AdditiveAnimationBlendMode;
  30504. return targetClip;
  30505. }
  30506. /**
  30507. * A class with various methods to assist with animations.
  30508. *
  30509. * @hideconstructor
  30510. */
  30511. class AnimationUtils {
  30512. /**
  30513. * Converts an array to a specific type
  30514. *
  30515. * @static
  30516. * @param {TypedArray|Array} array - The array to convert.
  30517. * @param {TypedArray.constructor} type - The constructor of a type array.
  30518. * @return {TypedArray} The converted array
  30519. */
  30520. static convertArray( array, type ) {
  30521. return convertArray( array, type );
  30522. }
  30523. /**
  30524. * Returns `true` if the given object is a typed array.
  30525. *
  30526. * @static
  30527. * @param {any} object - The object to check.
  30528. * @return {boolean} Whether the given object is a typed array.
  30529. */
  30530. static isTypedArray( object ) {
  30531. return isTypedArray( object );
  30532. }
  30533. /**
  30534. * Returns an array by which times and values can be sorted.
  30535. *
  30536. * @static
  30537. * @param {Array<number>} times - The keyframe time values.
  30538. * @return {Array<number>} The array.
  30539. */
  30540. static getKeyframeOrder( times ) {
  30541. return getKeyframeOrder( times );
  30542. }
  30543. /**
  30544. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30545. *
  30546. * @static
  30547. * @param {Array<number>} values - The values to sort.
  30548. * @param {number} stride - The stride.
  30549. * @param {Array<number>} order - The sort order.
  30550. * @return {Array<number>} The sorted values.
  30551. */
  30552. static sortedArray( values, stride, order ) {
  30553. return sortedArray( values, stride, order );
  30554. }
  30555. /**
  30556. * Used for parsing AOS keyframe formats.
  30557. *
  30558. * @static
  30559. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30560. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30561. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30562. * @param {string} valuePropertyName - The name of the property to use.
  30563. */
  30564. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30565. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30566. }
  30567. /**
  30568. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30569. *
  30570. * @static
  30571. * @param {AnimationClip} sourceClip - The values to sort.
  30572. * @param {string} name - The name of the clip.
  30573. * @param {number} startFrame - The start frame.
  30574. * @param {number} endFrame - The end frame.
  30575. * @param {number} [fps=30] - The FPS.
  30576. * @return {AnimationClip} The new sub clip.
  30577. */
  30578. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30579. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30580. }
  30581. /**
  30582. * Converts the keyframes of the given animation clip to an additive format.
  30583. *
  30584. * @static
  30585. * @param {AnimationClip} targetClip - The clip to make additive.
  30586. * @param {number} [referenceFrame=0] - The reference frame.
  30587. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30588. * @param {number} [fps=30] - The FPS.
  30589. * @return {AnimationClip} The updated clip which is now additive.
  30590. */
  30591. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30592. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30593. }
  30594. }
  30595. /**
  30596. * Abstract base class of interpolants over parametric samples.
  30597. *
  30598. * The parameter domain is one dimensional, typically the time or a path
  30599. * along a curve defined by the data.
  30600. *
  30601. * The sample values can have any dimensionality and derived classes may
  30602. * apply special interpretations to the data.
  30603. *
  30604. * This class provides the interval seek in a Template Method, deferring
  30605. * the actual interpolation to derived classes.
  30606. *
  30607. * Time complexity is O(1) for linear access crossing at most two points
  30608. * and O(log N) for random access, where N is the number of positions.
  30609. *
  30610. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30611. *
  30612. * @abstract
  30613. */
  30614. class Interpolant {
  30615. /**
  30616. * Constructs a new interpolant.
  30617. *
  30618. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30619. * @param {TypedArray} sampleValues - The sample values.
  30620. * @param {number} sampleSize - The sample size
  30621. * @param {TypedArray} [resultBuffer] - The result buffer.
  30622. */
  30623. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30624. /**
  30625. * The parameter positions.
  30626. *
  30627. * @type {TypedArray}
  30628. */
  30629. this.parameterPositions = parameterPositions;
  30630. /**
  30631. * A cache index.
  30632. *
  30633. * @private
  30634. * @type {number}
  30635. * @default 0
  30636. */
  30637. this._cachedIndex = 0;
  30638. /**
  30639. * The result buffer.
  30640. *
  30641. * @type {TypedArray}
  30642. */
  30643. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30644. /**
  30645. * The sample values.
  30646. *
  30647. * @type {TypedArray}
  30648. */
  30649. this.sampleValues = sampleValues;
  30650. /**
  30651. * The value size.
  30652. *
  30653. * @type {TypedArray}
  30654. */
  30655. this.valueSize = sampleSize;
  30656. /**
  30657. * The interpolation settings.
  30658. *
  30659. * @type {?Object}
  30660. * @default null
  30661. */
  30662. this.settings = null;
  30663. /**
  30664. * The default settings object.
  30665. *
  30666. * @type {Object}
  30667. */
  30668. this.DefaultSettings_ = {};
  30669. }
  30670. /**
  30671. * Evaluate the interpolant at position `t`.
  30672. *
  30673. * @param {number} t - The interpolation factor.
  30674. * @return {TypedArray} The result buffer.
  30675. */
  30676. evaluate( t ) {
  30677. const pp = this.parameterPositions;
  30678. let i1 = this._cachedIndex,
  30679. t1 = pp[ i1 ],
  30680. t0 = pp[ i1 - 1 ];
  30681. validate_interval: {
  30682. seek: {
  30683. let right;
  30684. linear_scan: {
  30685. //- See http://jsperf.com/comparison-to-undefined/3
  30686. //- slower code:
  30687. //-
  30688. //- if ( t >= t1 || t1 === undefined ) {
  30689. forward_scan: if ( ! ( t < t1 ) ) {
  30690. for ( let giveUpAt = i1 + 2; ; ) {
  30691. if ( t1 === undefined ) {
  30692. if ( t < t0 ) break forward_scan;
  30693. // after end
  30694. i1 = pp.length;
  30695. this._cachedIndex = i1;
  30696. return this.copySampleValue_( i1 - 1 );
  30697. }
  30698. if ( i1 === giveUpAt ) break; // this loop
  30699. t0 = t1;
  30700. t1 = pp[ ++ i1 ];
  30701. if ( t < t1 ) {
  30702. // we have arrived at the sought interval
  30703. break seek;
  30704. }
  30705. }
  30706. // prepare binary search on the right side of the index
  30707. right = pp.length;
  30708. break linear_scan;
  30709. }
  30710. //- slower code:
  30711. //- if ( t < t0 || t0 === undefined ) {
  30712. if ( ! ( t >= t0 ) ) {
  30713. // looping?
  30714. const t1global = pp[ 1 ];
  30715. if ( t < t1global ) {
  30716. i1 = 2; // + 1, using the scan for the details
  30717. t0 = t1global;
  30718. }
  30719. // linear reverse scan
  30720. for ( let giveUpAt = i1 - 2; ; ) {
  30721. if ( t0 === undefined ) {
  30722. // before start
  30723. this._cachedIndex = 0;
  30724. return this.copySampleValue_( 0 );
  30725. }
  30726. if ( i1 === giveUpAt ) break; // this loop
  30727. t1 = t0;
  30728. t0 = pp[ -- i1 - 1 ];
  30729. if ( t >= t0 ) {
  30730. // we have arrived at the sought interval
  30731. break seek;
  30732. }
  30733. }
  30734. // prepare binary search on the left side of the index
  30735. right = i1;
  30736. i1 = 0;
  30737. break linear_scan;
  30738. }
  30739. // the interval is valid
  30740. break validate_interval;
  30741. } // linear scan
  30742. // binary search
  30743. while ( i1 < right ) {
  30744. const mid = ( i1 + right ) >>> 1;
  30745. if ( t < pp[ mid ] ) {
  30746. right = mid;
  30747. } else {
  30748. i1 = mid + 1;
  30749. }
  30750. }
  30751. t1 = pp[ i1 ];
  30752. t0 = pp[ i1 - 1 ];
  30753. // check boundary cases, again
  30754. if ( t0 === undefined ) {
  30755. this._cachedIndex = 0;
  30756. return this.copySampleValue_( 0 );
  30757. }
  30758. if ( t1 === undefined ) {
  30759. i1 = pp.length;
  30760. this._cachedIndex = i1;
  30761. return this.copySampleValue_( i1 - 1 );
  30762. }
  30763. } // seek
  30764. this._cachedIndex = i1;
  30765. this.intervalChanged_( i1, t0, t1 );
  30766. } // validate_interval
  30767. return this.interpolate_( i1, t0, t, t1 );
  30768. }
  30769. /**
  30770. * Returns the interpolation settings.
  30771. *
  30772. * @return {Object} The interpolation settings.
  30773. */
  30774. getSettings_() {
  30775. return this.settings || this.DefaultSettings_;
  30776. }
  30777. /**
  30778. * Copies a sample value to the result buffer.
  30779. *
  30780. * @param {number} index - An index into the sample value buffer.
  30781. * @return {TypedArray} The result buffer.
  30782. */
  30783. copySampleValue_( index ) {
  30784. // copies a sample value to the result buffer
  30785. const result = this.resultBuffer,
  30786. values = this.sampleValues,
  30787. stride = this.valueSize,
  30788. offset = index * stride;
  30789. for ( let i = 0; i !== stride; ++ i ) {
  30790. result[ i ] = values[ offset + i ];
  30791. }
  30792. return result;
  30793. }
  30794. /**
  30795. * Copies a sample value to the result buffer.
  30796. *
  30797. * @abstract
  30798. * @param {number} i1 - An index into the sample value buffer.
  30799. * @param {number} t0 - The previous interpolation factor.
  30800. * @param {number} t - The current interpolation factor.
  30801. * @param {number} t1 - The next interpolation factor.
  30802. * @return {TypedArray} The result buffer.
  30803. */
  30804. interpolate_( /* i1, t0, t, t1 */ ) {
  30805. throw new Error( 'THREE.Interpolant: Call to abstract method.' );
  30806. // implementations shall return this.resultBuffer
  30807. }
  30808. /**
  30809. * Optional method that is executed when the interval has changed.
  30810. *
  30811. * @param {number} i1 - An index into the sample value buffer.
  30812. * @param {number} t0 - The previous interpolation factor.
  30813. * @param {number} t - The current interpolation factor.
  30814. */
  30815. intervalChanged_( /* i1, t0, t1 */ ) {
  30816. // empty
  30817. }
  30818. }
  30819. /**
  30820. * Fast and simple cubic spline interpolant.
  30821. *
  30822. * It was derived from a Hermitian construction setting the first derivative
  30823. * at each sample position to the linear slope between neighboring positions
  30824. * over their parameter interval.
  30825. *
  30826. * @augments Interpolant
  30827. */
  30828. class CubicInterpolant extends Interpolant {
  30829. /**
  30830. * Constructs a new cubic interpolant.
  30831. *
  30832. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30833. * @param {TypedArray} sampleValues - The sample values.
  30834. * @param {number} sampleSize - The sample size
  30835. * @param {TypedArray} [resultBuffer] - The result buffer.
  30836. */
  30837. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30838. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30839. this._weightPrev = -0;
  30840. this._offsetPrev = -0;
  30841. this._weightNext = -0;
  30842. this._offsetNext = -0;
  30843. this.DefaultSettings_ = {
  30844. endingStart: ZeroCurvatureEnding,
  30845. endingEnd: ZeroCurvatureEnding
  30846. };
  30847. }
  30848. intervalChanged_( i1, t0, t1 ) {
  30849. const pp = this.parameterPositions;
  30850. let iPrev = i1 - 2,
  30851. iNext = i1 + 1,
  30852. tPrev = pp[ iPrev ],
  30853. tNext = pp[ iNext ];
  30854. if ( tPrev === undefined ) {
  30855. switch ( this.getSettings_().endingStart ) {
  30856. case ZeroSlopeEnding:
  30857. // f'(t0) = 0
  30858. iPrev = i1;
  30859. tPrev = 2 * t0 - t1;
  30860. break;
  30861. case WrapAroundEnding:
  30862. // use the other end of the curve
  30863. iPrev = pp.length - 2;
  30864. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30865. break;
  30866. default: // ZeroCurvatureEnding
  30867. // f''(t0) = 0 a.k.a. Natural Spline
  30868. iPrev = i1;
  30869. tPrev = t1;
  30870. }
  30871. }
  30872. if ( tNext === undefined ) {
  30873. switch ( this.getSettings_().endingEnd ) {
  30874. case ZeroSlopeEnding:
  30875. // f'(tN) = 0
  30876. iNext = i1;
  30877. tNext = 2 * t1 - t0;
  30878. break;
  30879. case WrapAroundEnding:
  30880. // use the other end of the curve
  30881. iNext = 1;
  30882. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30883. break;
  30884. default: // ZeroCurvatureEnding
  30885. // f''(tN) = 0, a.k.a. Natural Spline
  30886. iNext = i1 - 1;
  30887. tNext = t0;
  30888. }
  30889. }
  30890. const halfDt = ( t1 - t0 ) * 0.5,
  30891. stride = this.valueSize;
  30892. this._weightPrev = halfDt / ( t0 - tPrev );
  30893. this._weightNext = halfDt / ( tNext - t1 );
  30894. this._offsetPrev = iPrev * stride;
  30895. this._offsetNext = iNext * stride;
  30896. }
  30897. interpolate_( i1, t0, t, t1 ) {
  30898. const result = this.resultBuffer,
  30899. values = this.sampleValues,
  30900. stride = this.valueSize,
  30901. o1 = i1 * stride, o0 = o1 - stride,
  30902. oP = this._offsetPrev, oN = this._offsetNext,
  30903. wP = this._weightPrev, wN = this._weightNext,
  30904. p = ( t - t0 ) / ( t1 - t0 ),
  30905. pp = p * p,
  30906. ppp = pp * p;
  30907. // evaluate polynomials
  30908. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30909. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30910. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30911. const sN = wN * ppp - wN * pp;
  30912. // combine data linearly
  30913. for ( let i = 0; i !== stride; ++ i ) {
  30914. result[ i ] =
  30915. sP * values[ oP + i ] +
  30916. s0 * values[ o0 + i ] +
  30917. s1 * values[ o1 + i ] +
  30918. sN * values[ oN + i ];
  30919. }
  30920. return result;
  30921. }
  30922. }
  30923. /**
  30924. * A basic linear interpolant.
  30925. *
  30926. * @augments Interpolant
  30927. */
  30928. class LinearInterpolant extends Interpolant {
  30929. /**
  30930. * Constructs a new linear interpolant.
  30931. *
  30932. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30933. * @param {TypedArray} sampleValues - The sample values.
  30934. * @param {number} sampleSize - The sample size
  30935. * @param {TypedArray} [resultBuffer] - The result buffer.
  30936. */
  30937. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30938. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30939. }
  30940. interpolate_( i1, t0, t, t1 ) {
  30941. const result = this.resultBuffer,
  30942. values = this.sampleValues,
  30943. stride = this.valueSize,
  30944. offset1 = i1 * stride,
  30945. offset0 = offset1 - stride,
  30946. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30947. weight0 = 1 - weight1;
  30948. for ( let i = 0; i !== stride; ++ i ) {
  30949. result[ i ] =
  30950. values[ offset0 + i ] * weight0 +
  30951. values[ offset1 + i ] * weight1;
  30952. }
  30953. return result;
  30954. }
  30955. }
  30956. /**
  30957. * Interpolant that evaluates to the sample value at the position preceding
  30958. * the parameter.
  30959. *
  30960. * @augments Interpolant
  30961. */
  30962. class DiscreteInterpolant extends Interpolant {
  30963. /**
  30964. * Constructs a new discrete interpolant.
  30965. *
  30966. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30967. * @param {TypedArray} sampleValues - The sample values.
  30968. * @param {number} sampleSize - The sample size
  30969. * @param {TypedArray} [resultBuffer] - The result buffer.
  30970. */
  30971. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30972. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30973. }
  30974. interpolate_( i1 /*, t0, t, t1 */ ) {
  30975. return this.copySampleValue_( i1 - 1 );
  30976. }
  30977. }
  30978. /**
  30979. * A Bezier interpolant using cubic Bezier curves with 2D control points.
  30980. *
  30981. * This interpolant supports the COLLADA/Maya style of Bezier animation where
  30982. * each keyframe has explicit in/out tangent control points specified as
  30983. * 2D coordinates (time, value).
  30984. *
  30985. * Tangent data is read from `inTangents` and `outTangents` on the interpolant
  30986. * (populated by `KeyframeTrack.InterpolantFactoryMethodBezier`).
  30987. *
  30988. * For a track with N keyframes and stride S:
  30989. * - Each tangent array has N * S * 2 values
  30990. * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value,
  30991. * k1_c0_time, k1_c0_value, ...]
  30992. *
  30993. * @augments Interpolant
  30994. */
  30995. class BezierInterpolant extends Interpolant {
  30996. interpolate_( i1, t0, t, t1 ) {
  30997. const result = this.resultBuffer;
  30998. const values = this.sampleValues;
  30999. const stride = this.valueSize;
  31000. const offset1 = i1 * stride;
  31001. const offset0 = offset1 - stride;
  31002. const inTangents = this.inTangents;
  31003. const outTangents = this.outTangents;
  31004. // If no tangent data, fall back to linear interpolation
  31005. if ( ! inTangents || ! outTangents ) {
  31006. const weight1 = ( t - t0 ) / ( t1 - t0 );
  31007. const weight0 = 1 - weight1;
  31008. for ( let i = 0; i !== stride; ++ i ) {
  31009. result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1;
  31010. }
  31011. return result;
  31012. }
  31013. const tangentStride = stride * 2;
  31014. const i0 = i1 - 1;
  31015. for ( let i = 0; i !== stride; ++ i ) {
  31016. const v0 = values[ offset0 + i ];
  31017. const v1 = values[ offset1 + i ];
  31018. // outTangent of previous keyframe (C0)
  31019. const outTangentOffset = i0 * tangentStride + i * 2;
  31020. const c0x = outTangents[ outTangentOffset ];
  31021. const c0y = outTangents[ outTangentOffset + 1 ];
  31022. // inTangent of current keyframe (C1)
  31023. const inTangentOffset = i1 * tangentStride + i * 2;
  31024. const c1x = inTangents[ inTangentOffset ];
  31025. const c1y = inTangents[ inTangentOffset + 1 ];
  31026. // Solve for Bezier parameter s where Bx(s) = t using Newton-Raphson
  31027. let s = ( t - t0 ) / ( t1 - t0 );
  31028. let s2, s3, oneMinusS, oneMinusS2, oneMinusS3;
  31029. for ( let iter = 0; iter < 8; iter ++ ) {
  31030. s2 = s * s;
  31031. s3 = s2 * s;
  31032. oneMinusS = 1 - s;
  31033. oneMinusS2 = oneMinusS * oneMinusS;
  31034. oneMinusS3 = oneMinusS2 * oneMinusS;
  31035. // Bezier X(s) = (1-s)³·t0 + 3(1-s)²s·c0x + 3(1-s)s²·c1x + s³·t1
  31036. const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1;
  31037. const error = bx - t;
  31038. if ( Math.abs( error ) < 1e-10 ) break;
  31039. // Derivative dX/ds
  31040. const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x );
  31041. if ( Math.abs( dbx ) < 1e-10 ) break;
  31042. s = s - error / dbx;
  31043. s = Math.max( 0, Math.min( 1, s ) );
  31044. }
  31045. // Evaluate Bezier Y(s)
  31046. result[ i ] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1;
  31047. }
  31048. return result;
  31049. }
  31050. }
  31051. /**
  31052. * Represents a timed sequence of keyframes, which are composed of lists of
  31053. * times and related values, and which are used to animate a specific property
  31054. * of an object.
  31055. */
  31056. class KeyframeTrack {
  31057. /**
  31058. * Constructs a new keyframe track.
  31059. *
  31060. * @param {string} name - The keyframe track's name.
  31061. * @param {Array<number>} times - A list of keyframe times.
  31062. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  31063. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type.
  31064. */
  31065. constructor( name, times, values, interpolation ) {
  31066. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  31067. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  31068. /**
  31069. * The track's name can refer to morph targets or bones or
  31070. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  31071. * for the forms of strings that can be parsed for property binding.
  31072. *
  31073. * @type {string}
  31074. */
  31075. this.name = name;
  31076. /**
  31077. * The keyframe times.
  31078. *
  31079. * @type {Float32Array}
  31080. */
  31081. this.times = convertArray( times, this.TimeBufferType );
  31082. /**
  31083. * The keyframe values.
  31084. *
  31085. * @type {Float32Array}
  31086. */
  31087. this.values = convertArray( values, this.ValueBufferType );
  31088. this.setInterpolation( interpolation || this.DefaultInterpolation );
  31089. }
  31090. /**
  31091. * Converts the keyframe track to JSON.
  31092. *
  31093. * @static
  31094. * @param {KeyframeTrack} track - The keyframe track to serialize.
  31095. * @return {Object} The serialized keyframe track as JSON.
  31096. */
  31097. static toJSON( track ) {
  31098. const trackType = track.constructor;
  31099. let json;
  31100. // derived classes can define a static toJSON method
  31101. if ( trackType.toJSON !== this.toJSON ) {
  31102. json = trackType.toJSON( track );
  31103. } else {
  31104. // by default, we assume the data can be serialized as-is
  31105. json = {
  31106. 'name': track.name,
  31107. 'times': convertArray( track.times, Array ),
  31108. 'values': convertArray( track.values, Array )
  31109. };
  31110. const interpolation = track.getInterpolation();
  31111. if ( interpolation !== track.DefaultInterpolation ) {
  31112. json.interpolation = interpolation;
  31113. }
  31114. }
  31115. json.type = track.ValueTypeName; // mandatory
  31116. return json;
  31117. }
  31118. /**
  31119. * Factory method for creating a new discrete interpolant.
  31120. *
  31121. * @static
  31122. * @param {TypedArray} [result] - The result buffer.
  31123. * @return {DiscreteInterpolant} The new interpolant.
  31124. */
  31125. InterpolantFactoryMethodDiscrete( result ) {
  31126. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  31127. }
  31128. /**
  31129. * Factory method for creating a new linear interpolant.
  31130. *
  31131. * @static
  31132. * @param {TypedArray} [result] - The result buffer.
  31133. * @return {LinearInterpolant} The new interpolant.
  31134. */
  31135. InterpolantFactoryMethodLinear( result ) {
  31136. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31137. }
  31138. /**
  31139. * Factory method for creating a new smooth interpolant.
  31140. *
  31141. * @static
  31142. * @param {TypedArray} [result] - The result buffer.
  31143. * @return {CubicInterpolant} The new interpolant.
  31144. */
  31145. InterpolantFactoryMethodSmooth( result ) {
  31146. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  31147. }
  31148. /**
  31149. * Factory method for creating a new Bezier interpolant.
  31150. *
  31151. * The Bezier interpolant requires tangent data to be set via the `settings` property
  31152. * on the track before creating the interpolant. The settings should contain:
  31153. * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component
  31154. * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component
  31155. *
  31156. * @static
  31157. * @param {TypedArray} [result] - The result buffer.
  31158. * @return {BezierInterpolant} The new interpolant.
  31159. */
  31160. InterpolantFactoryMethodBezier( result ) {
  31161. const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result );
  31162. if ( this.settings ) {
  31163. interpolant.inTangents = this.settings.inTangents;
  31164. interpolant.outTangents = this.settings.outTangents;
  31165. }
  31166. return interpolant;
  31167. }
  31168. /**
  31169. * Defines the interpolation factor method for this keyframe track.
  31170. *
  31171. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type.
  31172. * @return {KeyframeTrack} A reference to this keyframe track.
  31173. */
  31174. setInterpolation( interpolation ) {
  31175. let factoryMethod;
  31176. switch ( interpolation ) {
  31177. case InterpolateDiscrete:
  31178. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  31179. break;
  31180. case InterpolateLinear:
  31181. factoryMethod = this.InterpolantFactoryMethodLinear;
  31182. break;
  31183. case InterpolateSmooth:
  31184. factoryMethod = this.InterpolantFactoryMethodSmooth;
  31185. break;
  31186. case InterpolateBezier:
  31187. factoryMethod = this.InterpolantFactoryMethodBezier;
  31188. break;
  31189. }
  31190. if ( factoryMethod === undefined ) {
  31191. const message = 'unsupported interpolation for ' +
  31192. this.ValueTypeName + ' keyframe track named ' + this.name;
  31193. if ( this.createInterpolant === undefined ) {
  31194. // fall back to default, unless the default itself is messed up
  31195. if ( interpolation !== this.DefaultInterpolation ) {
  31196. this.setInterpolation( this.DefaultInterpolation );
  31197. } else {
  31198. throw new Error( message ); // fatal, in this case
  31199. }
  31200. }
  31201. warn( 'KeyframeTrack:', message );
  31202. return this;
  31203. }
  31204. this.createInterpolant = factoryMethod;
  31205. return this;
  31206. }
  31207. /**
  31208. * Returns the current interpolation type.
  31209. *
  31210. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type.
  31211. */
  31212. getInterpolation() {
  31213. switch ( this.createInterpolant ) {
  31214. case this.InterpolantFactoryMethodDiscrete:
  31215. return InterpolateDiscrete;
  31216. case this.InterpolantFactoryMethodLinear:
  31217. return InterpolateLinear;
  31218. case this.InterpolantFactoryMethodSmooth:
  31219. return InterpolateSmooth;
  31220. case this.InterpolantFactoryMethodBezier:
  31221. return InterpolateBezier;
  31222. }
  31223. }
  31224. /**
  31225. * Returns the value size.
  31226. *
  31227. * @return {number} The value size.
  31228. */
  31229. getValueSize() {
  31230. return this.values.length / this.times.length;
  31231. }
  31232. /**
  31233. * Moves all keyframes either forward or backward in time.
  31234. *
  31235. * @param {number} timeOffset - The offset to move the time values.
  31236. * @return {KeyframeTrack} A reference to this keyframe track.
  31237. */
  31238. shift( timeOffset ) {
  31239. if ( timeOffset !== 0.0 ) {
  31240. const times = this.times;
  31241. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31242. times[ i ] += timeOffset;
  31243. }
  31244. }
  31245. return this;
  31246. }
  31247. /**
  31248. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  31249. *
  31250. * @param {number} timeScale - The time scale.
  31251. * @return {KeyframeTrack} A reference to this keyframe track.
  31252. */
  31253. scale( timeScale ) {
  31254. if ( timeScale !== 1.0 ) {
  31255. const times = this.times;
  31256. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31257. times[ i ] *= timeScale;
  31258. }
  31259. }
  31260. return this;
  31261. }
  31262. /**
  31263. * Removes keyframes before and after animation without changing any values within the defined time range.
  31264. *
  31265. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  31266. * keys this will change their values
  31267. *
  31268. * @param {number} startTime - The start time.
  31269. * @param {number} endTime - The end time.
  31270. * @return {KeyframeTrack} A reference to this keyframe track.
  31271. */
  31272. trim( startTime, endTime ) {
  31273. const times = this.times,
  31274. nKeys = times.length;
  31275. let from = 0,
  31276. to = nKeys - 1;
  31277. while ( from !== nKeys && times[ from ] < startTime ) {
  31278. ++ from;
  31279. }
  31280. while ( to !== -1 && times[ to ] > endTime ) {
  31281. -- to;
  31282. }
  31283. ++ to; // inclusive -> exclusive bound
  31284. if ( from !== 0 || to !== nKeys ) {
  31285. // empty tracks are forbidden, so keep at least one keyframe
  31286. if ( from >= to ) {
  31287. to = Math.max( to, 1 );
  31288. from = to - 1;
  31289. }
  31290. const stride = this.getValueSize();
  31291. this.times = times.slice( from, to );
  31292. this.values = this.values.slice( from * stride, to * stride );
  31293. }
  31294. return this;
  31295. }
  31296. /**
  31297. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31298. * are valid.
  31299. *
  31300. * @return {boolean} Whether the keyframes are valid or not.
  31301. */
  31302. validate() {
  31303. let valid = true;
  31304. const valueSize = this.getValueSize();
  31305. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31306. error( 'KeyframeTrack: Invalid value size in track.', this );
  31307. valid = false;
  31308. }
  31309. const times = this.times,
  31310. values = this.values,
  31311. nKeys = times.length;
  31312. if ( nKeys === 0 ) {
  31313. error( 'KeyframeTrack: Track is empty.', this );
  31314. valid = false;
  31315. }
  31316. let prevTime = null;
  31317. for ( let i = 0; i !== nKeys; i ++ ) {
  31318. const currTime = times[ i ];
  31319. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31320. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31321. valid = false;
  31322. break;
  31323. }
  31324. if ( prevTime !== null && prevTime > currTime ) {
  31325. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31326. valid = false;
  31327. break;
  31328. }
  31329. prevTime = currTime;
  31330. }
  31331. if ( values !== undefined ) {
  31332. if ( isTypedArray( values ) ) {
  31333. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31334. const value = values[ i ];
  31335. if ( isNaN( value ) ) {
  31336. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31337. valid = false;
  31338. break;
  31339. }
  31340. }
  31341. }
  31342. }
  31343. return valid;
  31344. }
  31345. /**
  31346. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31347. * common in morph target sequences).
  31348. *
  31349. * @return {KeyframeTrack} A reference to this keyframe track.
  31350. */
  31351. optimize() {
  31352. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31353. // times or values may be shared with other tracks, so overwriting is unsafe
  31354. const times = this.times.slice(),
  31355. values = this.values.slice(),
  31356. stride = this.getValueSize(),
  31357. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31358. lastIndex = times.length - 1;
  31359. let writeIndex = 1;
  31360. for ( let i = 1; i < lastIndex; ++ i ) {
  31361. let keep = false;
  31362. const time = times[ i ];
  31363. const timeNext = times[ i + 1 ];
  31364. // remove adjacent keyframes scheduled at the same time
  31365. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31366. if ( ! smoothInterpolation ) {
  31367. // remove unnecessary keyframes same as their neighbors
  31368. const offset = i * stride,
  31369. offsetP = offset - stride,
  31370. offsetN = offset + stride;
  31371. for ( let j = 0; j !== stride; ++ j ) {
  31372. const value = values[ offset + j ];
  31373. if ( value !== values[ offsetP + j ] ||
  31374. value !== values[ offsetN + j ] ) {
  31375. keep = true;
  31376. break;
  31377. }
  31378. }
  31379. } else {
  31380. keep = true;
  31381. }
  31382. }
  31383. // in-place compaction
  31384. if ( keep ) {
  31385. if ( i !== writeIndex ) {
  31386. times[ writeIndex ] = times[ i ];
  31387. const readOffset = i * stride,
  31388. writeOffset = writeIndex * stride;
  31389. for ( let j = 0; j !== stride; ++ j ) {
  31390. values[ writeOffset + j ] = values[ readOffset + j ];
  31391. }
  31392. }
  31393. ++ writeIndex;
  31394. }
  31395. }
  31396. // flush last keyframe (compaction looks ahead)
  31397. if ( lastIndex > 0 ) {
  31398. times[ writeIndex ] = times[ lastIndex ];
  31399. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31400. values[ writeOffset + j ] = values[ readOffset + j ];
  31401. }
  31402. ++ writeIndex;
  31403. }
  31404. if ( writeIndex !== times.length ) {
  31405. this.times = times.slice( 0, writeIndex );
  31406. this.values = values.slice( 0, writeIndex * stride );
  31407. } else {
  31408. this.times = times;
  31409. this.values = values;
  31410. }
  31411. return this;
  31412. }
  31413. /**
  31414. * Returns a new keyframe track with copied values from this instance.
  31415. *
  31416. * @return {KeyframeTrack} A clone of this instance.
  31417. */
  31418. clone() {
  31419. const times = this.times.slice();
  31420. const values = this.values.slice();
  31421. const TypedKeyframeTrack = this.constructor;
  31422. const track = new TypedKeyframeTrack( this.name, times, values );
  31423. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31424. track.createInterpolant = this.createInterpolant;
  31425. return track;
  31426. }
  31427. }
  31428. /**
  31429. * The value type name.
  31430. *
  31431. * @type {string}
  31432. * @default ''
  31433. */
  31434. KeyframeTrack.prototype.ValueTypeName = '';
  31435. /**
  31436. * The time buffer type of this keyframe track.
  31437. *
  31438. * @type {TypedArray|Array}
  31439. * @default Float32Array.constructor
  31440. */
  31441. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31442. /**
  31443. * The value buffer type of this keyframe track.
  31444. *
  31445. * @type {TypedArray|Array}
  31446. * @default Float32Array.constructor
  31447. */
  31448. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31449. /**
  31450. * The default interpolation type of this keyframe track.
  31451. *
  31452. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)}
  31453. * @default InterpolateLinear
  31454. */
  31455. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31456. /**
  31457. * A track for boolean keyframe values.
  31458. *
  31459. * @augments KeyframeTrack
  31460. */
  31461. class BooleanKeyframeTrack extends KeyframeTrack {
  31462. /**
  31463. * Constructs a new boolean keyframe track.
  31464. *
  31465. * This keyframe track type has no `interpolation` parameter because the
  31466. * interpolation is always discrete.
  31467. *
  31468. * @param {string} name - The keyframe track's name.
  31469. * @param {Array<number>} times - A list of keyframe times.
  31470. * @param {Array<boolean>} values - A list of keyframe values.
  31471. */
  31472. constructor( name, times, values ) {
  31473. super( name, times, values );
  31474. }
  31475. }
  31476. /**
  31477. * The value type name.
  31478. *
  31479. * @type {string}
  31480. * @default 'bool'
  31481. */
  31482. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31483. /**
  31484. * The value buffer type of this keyframe track.
  31485. *
  31486. * @type {TypedArray|Array}
  31487. * @default Array.constructor
  31488. */
  31489. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31490. /**
  31491. * The default interpolation type of this keyframe track.
  31492. *
  31493. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31494. * @default InterpolateDiscrete
  31495. */
  31496. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31497. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31498. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31499. /**
  31500. * A track for color keyframe values.
  31501. *
  31502. * @augments KeyframeTrack
  31503. */
  31504. class ColorKeyframeTrack extends KeyframeTrack {
  31505. /**
  31506. * Constructs a new color keyframe track.
  31507. *
  31508. * @param {string} name - The keyframe track's name.
  31509. * @param {Array<number>} times - A list of keyframe times.
  31510. * @param {Array<number>} values - A list of keyframe values.
  31511. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31512. */
  31513. constructor( name, times, values, interpolation ) {
  31514. super( name, times, values, interpolation );
  31515. }
  31516. }
  31517. /**
  31518. * The value type name.
  31519. *
  31520. * @type {string}
  31521. * @default 'color'
  31522. */
  31523. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31524. /**
  31525. * A track for numeric keyframe values.
  31526. *
  31527. * @augments KeyframeTrack
  31528. */
  31529. class NumberKeyframeTrack extends KeyframeTrack {
  31530. /**
  31531. * Constructs a new number keyframe track.
  31532. *
  31533. * @param {string} name - The keyframe track's name.
  31534. * @param {Array<number>} times - A list of keyframe times.
  31535. * @param {Array<number>} values - A list of keyframe values.
  31536. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31537. */
  31538. constructor( name, times, values, interpolation ) {
  31539. super( name, times, values, interpolation );
  31540. }
  31541. }
  31542. /**
  31543. * The value type name.
  31544. *
  31545. * @type {string}
  31546. * @default 'number'
  31547. */
  31548. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31549. /**
  31550. * Spherical linear unit quaternion interpolant.
  31551. *
  31552. * @augments Interpolant
  31553. */
  31554. class QuaternionLinearInterpolant extends Interpolant {
  31555. /**
  31556. * Constructs a new SLERP interpolant.
  31557. *
  31558. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31559. * @param {TypedArray} sampleValues - The sample values.
  31560. * @param {number} sampleSize - The sample size
  31561. * @param {TypedArray} [resultBuffer] - The result buffer.
  31562. */
  31563. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31564. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31565. }
  31566. interpolate_( i1, t0, t, t1 ) {
  31567. const result = this.resultBuffer,
  31568. values = this.sampleValues,
  31569. stride = this.valueSize,
  31570. alpha = ( t - t0 ) / ( t1 - t0 );
  31571. let offset = i1 * stride;
  31572. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31573. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31574. }
  31575. return result;
  31576. }
  31577. }
  31578. /**
  31579. * A track for Quaternion keyframe values.
  31580. *
  31581. * @augments KeyframeTrack
  31582. */
  31583. class QuaternionKeyframeTrack extends KeyframeTrack {
  31584. /**
  31585. * Constructs a new Quaternion keyframe track.
  31586. *
  31587. * @param {string} name - The keyframe track's name.
  31588. * @param {Array<number>} times - A list of keyframe times.
  31589. * @param {Array<number>} values - A list of keyframe values.
  31590. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31591. */
  31592. constructor( name, times, values, interpolation ) {
  31593. super( name, times, values, interpolation );
  31594. }
  31595. /**
  31596. * Overwritten so the method returns Quaternion based interpolant.
  31597. *
  31598. * @static
  31599. * @param {TypedArray} [result] - The result buffer.
  31600. * @return {QuaternionLinearInterpolant} The new interpolant.
  31601. */
  31602. InterpolantFactoryMethodLinear( result ) {
  31603. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31604. }
  31605. }
  31606. /**
  31607. * The value type name.
  31608. *
  31609. * @type {string}
  31610. * @default 'quaternion'
  31611. */
  31612. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31613. // ValueBufferType is inherited
  31614. // DefaultInterpolation is inherited;
  31615. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31616. /**
  31617. * A track for string keyframe values.
  31618. *
  31619. * @augments KeyframeTrack
  31620. */
  31621. class StringKeyframeTrack extends KeyframeTrack {
  31622. /**
  31623. * Constructs a new string keyframe track.
  31624. *
  31625. * This keyframe track type has no `interpolation` parameter because the
  31626. * interpolation is always discrete.
  31627. *
  31628. * @param {string} name - The keyframe track's name.
  31629. * @param {Array<number>} times - A list of keyframe times.
  31630. * @param {Array<string>} values - A list of keyframe values.
  31631. */
  31632. constructor( name, times, values ) {
  31633. super( name, times, values );
  31634. }
  31635. }
  31636. /**
  31637. * The value type name.
  31638. *
  31639. * @type {string}
  31640. * @default 'string'
  31641. */
  31642. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31643. /**
  31644. * The value buffer type of this keyframe track.
  31645. *
  31646. * @type {TypedArray|Array}
  31647. * @default Array.constructor
  31648. */
  31649. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31650. /**
  31651. * The default interpolation type of this keyframe track.
  31652. *
  31653. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31654. * @default InterpolateDiscrete
  31655. */
  31656. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31657. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31658. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31659. /**
  31660. * A track for vector keyframe values.
  31661. *
  31662. * @augments KeyframeTrack
  31663. */
  31664. class VectorKeyframeTrack extends KeyframeTrack {
  31665. /**
  31666. * Constructs a new vector keyframe track.
  31667. *
  31668. * @param {string} name - The keyframe track's name.
  31669. * @param {Array<number>} times - A list of keyframe times.
  31670. * @param {Array<number>} values - A list of keyframe values.
  31671. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31672. */
  31673. constructor( name, times, values, interpolation ) {
  31674. super( name, times, values, interpolation );
  31675. }
  31676. }
  31677. /**
  31678. * The value type name.
  31679. *
  31680. * @type {string}
  31681. * @default 'vector'
  31682. */
  31683. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31684. /**
  31685. * A reusable set of keyframe tracks which represent an animation.
  31686. */
  31687. class AnimationClip {
  31688. /**
  31689. * Constructs a new animation clip.
  31690. *
  31691. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31692. * use the static interface of this class for creating clips. In most cases though, animation clips
  31693. * will automatically be created by loaders when importing animated 3D assets.
  31694. *
  31695. * @param {string} [name=''] - The clip's name.
  31696. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31697. * the duration will be calculated from the passed keyframes.
  31698. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31699. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31700. * is blended/combined when two or more animations are simultaneously played.
  31701. */
  31702. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31703. /**
  31704. * The clip's name.
  31705. *
  31706. * @type {string}
  31707. */
  31708. this.name = name;
  31709. /**
  31710. * An array of keyframe tracks.
  31711. *
  31712. * @type {Array<KeyframeTrack>}
  31713. */
  31714. this.tracks = tracks;
  31715. /**
  31716. * The clip's duration in seconds.
  31717. *
  31718. * @type {number}
  31719. */
  31720. this.duration = duration;
  31721. /**
  31722. * Defines how the animation is blended/combined when two or more animations
  31723. * are simultaneously played.
  31724. *
  31725. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31726. */
  31727. this.blendMode = blendMode;
  31728. /**
  31729. * The UUID of the animation clip.
  31730. *
  31731. * @type {string}
  31732. * @readonly
  31733. */
  31734. this.uuid = generateUUID();
  31735. /**
  31736. * An object that can be used to store custom data about the animation clip.
  31737. * It should not hold references to functions as these will not be cloned.
  31738. *
  31739. * @type {Object}
  31740. */
  31741. this.userData = {};
  31742. // this means it should figure out its duration by scanning the tracks
  31743. if ( this.duration < 0 ) {
  31744. this.resetDuration();
  31745. }
  31746. }
  31747. /**
  31748. * Factory method for creating an animation clip from the given JSON.
  31749. *
  31750. * @static
  31751. * @param {Object} json - The serialized animation clip.
  31752. * @return {AnimationClip} The new animation clip.
  31753. */
  31754. static parse( json ) {
  31755. const tracks = [],
  31756. jsonTracks = json.tracks,
  31757. frameTime = 1.0 / ( json.fps || 1.0 );
  31758. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31759. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31760. }
  31761. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31762. clip.uuid = json.uuid;
  31763. clip.userData = JSON.parse( json.userData || '{}' );
  31764. return clip;
  31765. }
  31766. /**
  31767. * Serializes the given animation clip into JSON.
  31768. *
  31769. * @static
  31770. * @param {AnimationClip} clip - The animation clip to serialize.
  31771. * @return {Object} The JSON object.
  31772. */
  31773. static toJSON( clip ) {
  31774. const tracks = [],
  31775. clipTracks = clip.tracks;
  31776. const json = {
  31777. 'name': clip.name,
  31778. 'duration': clip.duration,
  31779. 'tracks': tracks,
  31780. 'uuid': clip.uuid,
  31781. 'blendMode': clip.blendMode,
  31782. 'userData': JSON.stringify( clip.userData ),
  31783. };
  31784. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31785. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31786. }
  31787. return json;
  31788. }
  31789. /**
  31790. * Returns a new animation clip from the passed morph targets array of a
  31791. * geometry, taking a name and the number of frames per second.
  31792. *
  31793. * Note: The fps parameter is required, but the animation speed can be
  31794. * overridden via {@link AnimationAction#setDuration}.
  31795. *
  31796. * @static
  31797. * @param {string} name - The name of the animation clip.
  31798. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31799. * @param {number} fps - The Frames-Per-Second value.
  31800. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31801. * @return {AnimationClip} The new animation clip.
  31802. */
  31803. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31804. const numMorphTargets = morphTargetSequence.length;
  31805. const tracks = [];
  31806. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31807. let times = [];
  31808. let values = [];
  31809. times.push(
  31810. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31811. i,
  31812. ( i + 1 ) % numMorphTargets );
  31813. values.push( 0, 1, 0 );
  31814. const order = getKeyframeOrder( times );
  31815. times = sortedArray( times, 1, order );
  31816. values = sortedArray( values, 1, order );
  31817. // if there is a key at the first frame, duplicate it as the
  31818. // last frame as well for perfect loop.
  31819. if ( ! noLoop && times[ 0 ] === 0 ) {
  31820. times.push( numMorphTargets );
  31821. values.push( values[ 0 ] );
  31822. }
  31823. tracks.push(
  31824. new NumberKeyframeTrack(
  31825. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31826. times, values
  31827. ).scale( 1.0 / fps ) );
  31828. }
  31829. return new this( name, -1, tracks );
  31830. }
  31831. /**
  31832. * Searches for an animation clip by name, taking as its first parameter
  31833. * either an array of clips, or a mesh or geometry that contains an
  31834. * array named "animations" property.
  31835. *
  31836. * @static
  31837. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31838. * @param {string} name - The name to search for.
  31839. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31840. */
  31841. static findByName( objectOrClipArray, name ) {
  31842. let clipArray = objectOrClipArray;
  31843. if ( ! Array.isArray( objectOrClipArray ) ) {
  31844. const o = objectOrClipArray;
  31845. clipArray = o.geometry && o.geometry.animations || o.animations;
  31846. }
  31847. for ( let i = 0; i < clipArray.length; i ++ ) {
  31848. if ( clipArray[ i ].name === name ) {
  31849. return clipArray[ i ];
  31850. }
  31851. }
  31852. return null;
  31853. }
  31854. /**
  31855. * Returns an array of new AnimationClips created from the morph target
  31856. * sequences of a geometry, trying to sort morph target names into
  31857. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31858. *
  31859. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31860. *
  31861. * @static
  31862. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31863. * @param {number} fps - The Frames-Per-Second value.
  31864. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31865. * @return {Array<AnimationClip>} An array of new animation clips.
  31866. */
  31867. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31868. const animationToMorphTargets = {};
  31869. // tested with https://regex101.com/ on trick sequences
  31870. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31871. const pattern = /^([\w-]*?)([\d]+)$/;
  31872. // sort morph target names into animation groups based
  31873. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31874. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31875. const morphTarget = morphTargets[ i ];
  31876. const parts = morphTarget.name.match( pattern );
  31877. if ( parts && parts.length > 1 ) {
  31878. const name = parts[ 1 ];
  31879. let animationMorphTargets = animationToMorphTargets[ name ];
  31880. if ( ! animationMorphTargets ) {
  31881. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31882. }
  31883. animationMorphTargets.push( morphTarget );
  31884. }
  31885. }
  31886. const clips = [];
  31887. for ( const name in animationToMorphTargets ) {
  31888. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31889. }
  31890. return clips;
  31891. }
  31892. /**
  31893. * Sets the duration of this clip to the duration of its longest keyframe track.
  31894. *
  31895. * @return {AnimationClip} A reference to this animation clip.
  31896. */
  31897. resetDuration() {
  31898. const tracks = this.tracks;
  31899. let duration = 0;
  31900. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31901. const track = this.tracks[ i ];
  31902. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31903. }
  31904. this.duration = duration;
  31905. return this;
  31906. }
  31907. /**
  31908. * Trims all tracks to the clip's duration.
  31909. *
  31910. * @return {AnimationClip} A reference to this animation clip.
  31911. */
  31912. trim() {
  31913. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31914. this.tracks[ i ].trim( 0, this.duration );
  31915. }
  31916. return this;
  31917. }
  31918. /**
  31919. * Performs minimal validation on each track in the clip. Returns `true` if all
  31920. * tracks are valid.
  31921. *
  31922. * @return {boolean} Whether the clip's keyframes are valid or not.
  31923. */
  31924. validate() {
  31925. let valid = true;
  31926. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31927. valid = valid && this.tracks[ i ].validate();
  31928. }
  31929. return valid;
  31930. }
  31931. /**
  31932. * Optimizes each track by removing equivalent sequential keys (which are
  31933. * common in morph target sequences).
  31934. *
  31935. * @return {AnimationClip} A reference to this animation clip.
  31936. */
  31937. optimize() {
  31938. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31939. this.tracks[ i ].optimize();
  31940. }
  31941. return this;
  31942. }
  31943. /**
  31944. * Returns a new animation clip with copied values from this instance.
  31945. *
  31946. * @return {AnimationClip} A clone of this instance.
  31947. */
  31948. clone() {
  31949. const tracks = [];
  31950. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31951. tracks.push( this.tracks[ i ].clone() );
  31952. }
  31953. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31954. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31955. return clip;
  31956. }
  31957. /**
  31958. * Serializes this animation clip into JSON.
  31959. *
  31960. * @return {Object} The JSON object.
  31961. */
  31962. toJSON() {
  31963. return this.constructor.toJSON( this );
  31964. }
  31965. }
  31966. function getTrackTypeForValueTypeName( typeName ) {
  31967. switch ( typeName.toLowerCase() ) {
  31968. case 'scalar':
  31969. case 'double':
  31970. case 'float':
  31971. case 'number':
  31972. case 'integer':
  31973. return NumberKeyframeTrack;
  31974. case 'vector':
  31975. case 'vector2':
  31976. case 'vector3':
  31977. case 'vector4':
  31978. return VectorKeyframeTrack;
  31979. case 'color':
  31980. return ColorKeyframeTrack;
  31981. case 'quaternion':
  31982. return QuaternionKeyframeTrack;
  31983. case 'bool':
  31984. case 'boolean':
  31985. return BooleanKeyframeTrack;
  31986. case 'string':
  31987. return StringKeyframeTrack;
  31988. }
  31989. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31990. }
  31991. function parseKeyframeTrack( json ) {
  31992. if ( json.type === undefined ) {
  31993. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31994. }
  31995. const trackType = getTrackTypeForValueTypeName( json.type );
  31996. if ( json.times === undefined ) {
  31997. const times = [], values = [];
  31998. flattenJSON( json.keys, times, values, 'value' );
  31999. json.times = times;
  32000. json.values = values;
  32001. }
  32002. // derived classes can define a static parse method
  32003. if ( trackType.parse !== undefined ) {
  32004. return trackType.parse( json );
  32005. } else {
  32006. // by default, we assume a constructor compatible with the base
  32007. return new trackType( json.name, json.times, json.values, json.interpolation );
  32008. }
  32009. }
  32010. /**
  32011. * @class
  32012. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  32013. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  32014. * @hideconstructor
  32015. */
  32016. const Cache = {
  32017. /**
  32018. * Whether caching is enabled or not.
  32019. *
  32020. * @static
  32021. * @type {boolean}
  32022. * @default false
  32023. */
  32024. enabled: false,
  32025. /**
  32026. * A dictionary that holds cached files.
  32027. *
  32028. * @static
  32029. * @type {Object<string,Object>}
  32030. */
  32031. files: {},
  32032. /**
  32033. * Adds a cache entry with a key to reference the file. If this key already
  32034. * holds a file, it is overwritten.
  32035. *
  32036. * @static
  32037. * @param {string} key - The key to reference the cached file.
  32038. * @param {Object} file - The file to be cached.
  32039. */
  32040. add: function ( key, file ) {
  32041. if ( this.enabled === false ) return;
  32042. if ( isBlobURL( key ) ) return;
  32043. // log( 'Cache', 'Adding key:', key );
  32044. this.files[ key ] = file;
  32045. },
  32046. /**
  32047. * Gets the cached value for the given key.
  32048. *
  32049. * @static
  32050. * @param {string} key - The key to reference the cached file.
  32051. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  32052. */
  32053. get: function ( key ) {
  32054. if ( this.enabled === false ) return;
  32055. if ( isBlobURL( key ) ) return;
  32056. // log( 'Cache', 'Checking key:', key );
  32057. return this.files[ key ];
  32058. },
  32059. /**
  32060. * Removes the cached file associated with the given key.
  32061. *
  32062. * @static
  32063. * @param {string} key - The key to reference the cached file.
  32064. */
  32065. remove: function ( key ) {
  32066. delete this.files[ key ];
  32067. },
  32068. /**
  32069. * Remove all values from the cache.
  32070. *
  32071. * @static
  32072. */
  32073. clear: function () {
  32074. this.files = {};
  32075. }
  32076. };
  32077. /**
  32078. * Returns true if the given cache key contains the blob: scheme.
  32079. *
  32080. * @private
  32081. * @param {string} key - The cache key.
  32082. * @return {boolean} Whether the given cache key contains the blob: scheme or not.
  32083. */
  32084. function isBlobURL( key ) {
  32085. try {
  32086. const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier
  32087. const url = new URL( urlString );
  32088. return url.protocol === 'blob:';
  32089. } catch ( e ) {
  32090. // If the string is not a valid URL, it throws an error
  32091. return false;
  32092. }
  32093. }
  32094. /**
  32095. * Handles and keeps track of loaded and pending data. A default global
  32096. * instance of this class is created and used by loaders if not supplied
  32097. * manually.
  32098. *
  32099. * In general that should be sufficient, however there are times when it can
  32100. * be useful to have separate loaders - for example if you want to show
  32101. * separate loading bars for objects and textures.
  32102. *
  32103. * ```js
  32104. * const manager = new THREE.LoadingManager();
  32105. * manager.onLoad = () => console.log( 'Loading complete!' );
  32106. *
  32107. * const loader1 = new OBJLoader( manager );
  32108. * const loader2 = new ColladaLoader( manager );
  32109. * ```
  32110. */
  32111. class LoadingManager {
  32112. /**
  32113. * Constructs a new loading manager.
  32114. *
  32115. * @param {Function} [onLoad] - Executes when all items have been loaded.
  32116. * @param {Function} [onProgress] - Executes when single items have been loaded.
  32117. * @param {Function} [onError] - Executes when an error occurs.
  32118. */
  32119. constructor( onLoad, onProgress, onError ) {
  32120. const scope = this;
  32121. let isLoading = false;
  32122. let itemsLoaded = 0;
  32123. let itemsTotal = 0;
  32124. let urlModifier = undefined;
  32125. const handlers = [];
  32126. // Refer to #5689 for the reason why we don't set .onStart
  32127. // in the constructor
  32128. /**
  32129. * Executes when an item starts loading.
  32130. *
  32131. * @type {Function|undefined}
  32132. * @default undefined
  32133. */
  32134. this.onStart = undefined;
  32135. /**
  32136. * Executes when all items have been loaded.
  32137. *
  32138. * @type {Function|undefined}
  32139. * @default undefined
  32140. */
  32141. this.onLoad = onLoad;
  32142. /**
  32143. * Executes when single items have been loaded.
  32144. *
  32145. * @type {Function|undefined}
  32146. * @default undefined
  32147. */
  32148. this.onProgress = onProgress;
  32149. /**
  32150. * Executes when an error occurs.
  32151. *
  32152. * @type {Function|undefined}
  32153. * @default undefined
  32154. */
  32155. this.onError = onError;
  32156. /**
  32157. * Used for aborting ongoing requests in loaders using this manager.
  32158. *
  32159. * @private
  32160. * @type {AbortController | null}
  32161. */
  32162. this._abortController = null;
  32163. /**
  32164. * This should be called by any loader using the manager when the loader
  32165. * starts loading an item.
  32166. *
  32167. * @param {string} url - The URL to load.
  32168. */
  32169. this.itemStart = function ( url ) {
  32170. itemsTotal ++;
  32171. if ( isLoading === false ) {
  32172. if ( scope.onStart !== undefined ) {
  32173. scope.onStart( url, itemsLoaded, itemsTotal );
  32174. }
  32175. }
  32176. isLoading = true;
  32177. };
  32178. /**
  32179. * This should be called by any loader using the manager when the loader
  32180. * ended loading an item.
  32181. *
  32182. * @param {string} url - The URL of the loaded item.
  32183. */
  32184. this.itemEnd = function ( url ) {
  32185. itemsLoaded ++;
  32186. if ( scope.onProgress !== undefined ) {
  32187. scope.onProgress( url, itemsLoaded, itemsTotal );
  32188. }
  32189. if ( itemsLoaded === itemsTotal ) {
  32190. isLoading = false;
  32191. if ( scope.onLoad !== undefined ) {
  32192. scope.onLoad();
  32193. }
  32194. }
  32195. };
  32196. /**
  32197. * This should be called by any loader using the manager when the loader
  32198. * encounters an error when loading an item.
  32199. *
  32200. * @param {string} url - The URL of the item that produces an error.
  32201. */
  32202. this.itemError = function ( url ) {
  32203. if ( scope.onError !== undefined ) {
  32204. scope.onError( url );
  32205. }
  32206. };
  32207. /**
  32208. * Given a URL, uses the URL modifier callback (if any) and returns a
  32209. * resolved URL. If no URL modifier is set, returns the original URL.
  32210. *
  32211. * @param {string} url - The URL to load.
  32212. * @return {string} The resolved URL.
  32213. */
  32214. this.resolveURL = function ( url ) {
  32215. // Normalize to NFC so that Unicode URIs (e.g. from glTF)
  32216. // are percent-encoded correctly per RFC 3987.
  32217. url = url.normalize( 'NFC' );
  32218. if ( urlModifier ) {
  32219. return urlModifier( url );
  32220. }
  32221. return url;
  32222. };
  32223. /**
  32224. * If provided, the callback will be passed each resource URL before a
  32225. * request is sent. The callback may return the original URL, or a new URL to
  32226. * override loading behavior. This behavior can be used to load assets from
  32227. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32228. *
  32229. * ```js
  32230. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32231. *
  32232. * const manager = new THREE.LoadingManager();
  32233. *
  32234. * // Initialize loading manager with URL callback.
  32235. * const objectURLs = [];
  32236. * manager.setURLModifier( ( url ) => {
  32237. *
  32238. * url = URL.createObjectURL( blobs[ url ] );
  32239. * objectURLs.push( url );
  32240. * return url;
  32241. *
  32242. * } );
  32243. *
  32244. * // Load as usual, then revoke the blob URLs.
  32245. * const loader = new GLTFLoader( manager );
  32246. * loader.load( 'fish.gltf', (gltf) => {
  32247. *
  32248. * scene.add( gltf.scene );
  32249. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32250. *
  32251. * } );
  32252. * ```
  32253. *
  32254. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32255. * @return {LoadingManager} A reference to this loading manager.
  32256. */
  32257. this.setURLModifier = function ( transform ) {
  32258. urlModifier = transform;
  32259. return this;
  32260. };
  32261. /**
  32262. * Registers a loader with the given regular expression. Can be used to
  32263. * define what loader should be used in order to load specific files. A
  32264. * typical use case is to overwrite the default loader for textures.
  32265. *
  32266. * ```js
  32267. * // add handler for TGA textures
  32268. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32269. * ```
  32270. *
  32271. * @param {string} regex - A regular expression.
  32272. * @param {Loader} loader - A loader that should handle matched cases.
  32273. * @return {LoadingManager} A reference to this loading manager.
  32274. */
  32275. this.addHandler = function ( regex, loader ) {
  32276. handlers.push( regex, loader );
  32277. return this;
  32278. };
  32279. /**
  32280. * Removes the loader for the given regular expression.
  32281. *
  32282. * @param {string} regex - A regular expression.
  32283. * @return {LoadingManager} A reference to this loading manager.
  32284. */
  32285. this.removeHandler = function ( regex ) {
  32286. const index = handlers.indexOf( regex );
  32287. if ( index !== -1 ) {
  32288. handlers.splice( index, 2 );
  32289. }
  32290. return this;
  32291. };
  32292. /**
  32293. * Can be used to retrieve the registered loader for the given file path.
  32294. *
  32295. * @param {string} file - The file path.
  32296. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32297. */
  32298. this.getHandler = function ( file ) {
  32299. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32300. const regex = handlers[ i ];
  32301. const loader = handlers[ i + 1 ];
  32302. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32303. if ( regex.test( file ) ) {
  32304. return loader;
  32305. }
  32306. }
  32307. return null;
  32308. };
  32309. /**
  32310. * Can be used to abort ongoing loading requests in loaders using this manager.
  32311. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32312. * is supported in the browser.
  32313. *
  32314. * @return {LoadingManager} A reference to this loading manager.
  32315. */
  32316. this.abort = function () {
  32317. this.abortController.abort();
  32318. this._abortController = null;
  32319. return this;
  32320. };
  32321. }
  32322. // TODO: Revert this back to a single member variable once this issue has been fixed
  32323. // https://github.com/cloudflare/workerd/issues/3657
  32324. /**
  32325. * Used for aborting ongoing requests in loaders using this manager.
  32326. *
  32327. * @type {AbortController}
  32328. */
  32329. get abortController() {
  32330. if ( ! this._abortController ) {
  32331. this._abortController = new AbortController();
  32332. }
  32333. return this._abortController;
  32334. }
  32335. }
  32336. /**
  32337. * The global default loading manager.
  32338. *
  32339. * @constant
  32340. * @type {LoadingManager}
  32341. */
  32342. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32343. /**
  32344. * Abstract base class for loaders.
  32345. *
  32346. * @abstract
  32347. */
  32348. class Loader {
  32349. /**
  32350. * Constructs a new loader.
  32351. *
  32352. * @param {LoadingManager} [manager] - The loading manager.
  32353. */
  32354. constructor( manager ) {
  32355. /**
  32356. * The loading manager.
  32357. *
  32358. * @type {LoadingManager}
  32359. * @default DefaultLoadingManager
  32360. */
  32361. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32362. /**
  32363. * The crossOrigin string to implement CORS for loading the url from a
  32364. * different domain that allows CORS.
  32365. *
  32366. * @type {string}
  32367. * @default 'anonymous'
  32368. */
  32369. this.crossOrigin = 'anonymous';
  32370. /**
  32371. * Whether the XMLHttpRequest uses credentials.
  32372. *
  32373. * @type {boolean}
  32374. * @default false
  32375. */
  32376. this.withCredentials = false;
  32377. /**
  32378. * The base path from which the asset will be loaded.
  32379. *
  32380. * @type {string}
  32381. */
  32382. this.path = '';
  32383. /**
  32384. * The base path from which additional resources like textures will be loaded.
  32385. *
  32386. * @type {string}
  32387. */
  32388. this.resourcePath = '';
  32389. /**
  32390. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32391. * used in HTTP request.
  32392. *
  32393. * @type {Object<string, any>}
  32394. */
  32395. this.requestHeader = {};
  32396. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  32397. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  32398. }
  32399. }
  32400. /**
  32401. * This method needs to be implemented by all concrete loaders. It holds the
  32402. * logic for loading assets from the backend.
  32403. *
  32404. * @abstract
  32405. * @param {string} url - The path/URL of the file to be loaded.
  32406. * @param {Function} onLoad - Executed when the loading process has been finished.
  32407. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32408. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32409. */
  32410. load( /* url, onLoad, onProgress, onError */ ) {}
  32411. /**
  32412. * A async version of {@link Loader#load}.
  32413. *
  32414. * @param {string} url - The path/URL of the file to be loaded.
  32415. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32416. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32417. */
  32418. loadAsync( url, onProgress ) {
  32419. const scope = this;
  32420. return new Promise( function ( resolve, reject ) {
  32421. scope.load( url, resolve, onProgress, reject );
  32422. } );
  32423. }
  32424. /**
  32425. * This method needs to be implemented by all concrete loaders. It holds the
  32426. * logic for parsing the asset into three.js entities.
  32427. *
  32428. * @abstract
  32429. * @param {any} data - The data to parse.
  32430. */
  32431. parse( /* data */ ) {}
  32432. /**
  32433. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32434. * from a different domain that allows CORS.
  32435. *
  32436. * @param {string} crossOrigin - The `crossOrigin` value.
  32437. * @return {Loader} A reference to this instance.
  32438. */
  32439. setCrossOrigin( crossOrigin ) {
  32440. this.crossOrigin = crossOrigin;
  32441. return this;
  32442. }
  32443. /**
  32444. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32445. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32446. *
  32447. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32448. *
  32449. * @param {boolean} value - The `withCredentials` value.
  32450. * @return {Loader} A reference to this instance.
  32451. */
  32452. setWithCredentials( value ) {
  32453. this.withCredentials = value;
  32454. return this;
  32455. }
  32456. /**
  32457. * Sets the base path for the asset.
  32458. *
  32459. * @param {string} path - The base path.
  32460. * @return {Loader} A reference to this instance.
  32461. */
  32462. setPath( path ) {
  32463. this.path = path;
  32464. return this;
  32465. }
  32466. /**
  32467. * Sets the base path for dependent resources like textures.
  32468. *
  32469. * @param {string} resourcePath - The resource path.
  32470. * @return {Loader} A reference to this instance.
  32471. */
  32472. setResourcePath( resourcePath ) {
  32473. this.resourcePath = resourcePath;
  32474. return this;
  32475. }
  32476. /**
  32477. * Sets the given request header.
  32478. *
  32479. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32480. * for configuring the HTTP request.
  32481. * @return {Loader} A reference to this instance.
  32482. */
  32483. setRequestHeader( requestHeader ) {
  32484. this.requestHeader = requestHeader;
  32485. return this;
  32486. }
  32487. /**
  32488. * This method can be implemented in loaders for aborting ongoing requests.
  32489. *
  32490. * @abstract
  32491. * @return {Loader} A reference to this instance.
  32492. */
  32493. abort() {
  32494. return this;
  32495. }
  32496. }
  32497. /**
  32498. * Callback for onProgress in loaders.
  32499. *
  32500. * @callback onProgressCallback
  32501. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32502. */
  32503. /**
  32504. * Callback for onError in loaders.
  32505. *
  32506. * @callback onErrorCallback
  32507. * @param {Error} error - The error which occurred during the loading process.
  32508. */
  32509. /**
  32510. * The default material name that is used by loaders
  32511. * when creating materials for loaded 3D objects.
  32512. *
  32513. * Note: Not all loaders might honor this setting.
  32514. *
  32515. * @static
  32516. * @type {string}
  32517. * @default '__DEFAULT'
  32518. */
  32519. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32520. const loading = {};
  32521. class HttpError extends Error {
  32522. constructor( message, response ) {
  32523. super( message );
  32524. this.response = response;
  32525. }
  32526. }
  32527. /**
  32528. * A low level class for loading resources with the Fetch API, used internally by
  32529. * most loaders. It can also be used directly to load any file type that does
  32530. * not have a loader.
  32531. *
  32532. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32533. * once to your application.
  32534. *
  32535. * ```js
  32536. * const loader = new THREE.FileLoader();
  32537. * const data = await loader.loadAsync( 'example.txt' );
  32538. * ```
  32539. *
  32540. * @augments Loader
  32541. */
  32542. class FileLoader extends Loader {
  32543. /**
  32544. * Constructs a new file loader.
  32545. *
  32546. * @param {LoadingManager} [manager] - The loading manager.
  32547. */
  32548. constructor( manager ) {
  32549. super( manager );
  32550. /**
  32551. * The expected mime type. Valid values can be found
  32552. * [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32553. *
  32554. * @type {string}
  32555. */
  32556. this.mimeType = '';
  32557. /**
  32558. * The expected response type.
  32559. *
  32560. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32561. * @default ''
  32562. */
  32563. this.responseType = '';
  32564. /**
  32565. * Used for aborting requests.
  32566. *
  32567. * @private
  32568. * @type {AbortController}
  32569. */
  32570. this._abortController = new AbortController();
  32571. }
  32572. /**
  32573. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32574. *
  32575. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32576. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32577. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32578. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32579. */
  32580. load( url, onLoad, onProgress, onError ) {
  32581. if ( url === undefined ) url = '';
  32582. if ( this.path !== undefined ) url = this.path + url;
  32583. url = this.manager.resolveURL( url );
  32584. const cached = Cache.get( `file:${url}` );
  32585. if ( cached !== undefined ) {
  32586. this.manager.itemStart( url );
  32587. setTimeout( () => {
  32588. if ( onLoad ) onLoad( cached );
  32589. this.manager.itemEnd( url );
  32590. }, 0 );
  32591. return;
  32592. }
  32593. // Check if request is duplicate
  32594. if ( loading[ url ] !== undefined ) {
  32595. loading[ url ].push( {
  32596. onLoad: onLoad,
  32597. onProgress: onProgress,
  32598. onError: onError
  32599. } );
  32600. return;
  32601. }
  32602. // Initialise array for duplicate requests
  32603. loading[ url ] = [];
  32604. loading[ url ].push( {
  32605. onLoad: onLoad,
  32606. onProgress: onProgress,
  32607. onError: onError,
  32608. } );
  32609. // create request
  32610. const req = new Request( url, {
  32611. headers: new Headers( this.requestHeader ),
  32612. credentials: this.withCredentials ? 'include' : 'same-origin',
  32613. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32614. } );
  32615. // record states ( avoid data race )
  32616. const mimeType = this.mimeType;
  32617. const responseType = this.responseType;
  32618. // start the fetch
  32619. fetch( req )
  32620. .then( response => {
  32621. if ( response.status === 200 || response.status === 0 ) {
  32622. // Some browsers return HTTP Status 0 when using non-http protocol
  32623. // e.g. 'file://' or 'data://'. Handle as success.
  32624. if ( response.status === 0 ) {
  32625. warn( 'FileLoader: HTTP Status 0 received.' );
  32626. }
  32627. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32628. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32629. return response;
  32630. }
  32631. const callbacks = loading[ url ];
  32632. const reader = response.body.getReader();
  32633. // Nginx needs X-File-Size check
  32634. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32635. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32636. const total = contentLength ? parseInt( contentLength ) : 0;
  32637. const lengthComputable = total !== 0;
  32638. let loaded = 0;
  32639. // periodically read data into the new stream tracking while download progress
  32640. const stream = new ReadableStream( {
  32641. start( controller ) {
  32642. readData();
  32643. function readData() {
  32644. reader.read().then( ( { done, value } ) => {
  32645. if ( done ) {
  32646. controller.close();
  32647. } else {
  32648. loaded += value.byteLength;
  32649. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32650. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32651. const callback = callbacks[ i ];
  32652. if ( callback.onProgress ) callback.onProgress( event );
  32653. }
  32654. controller.enqueue( value );
  32655. readData();
  32656. }
  32657. }, ( e ) => {
  32658. controller.error( e );
  32659. } );
  32660. }
  32661. }
  32662. } );
  32663. return new Response( stream );
  32664. } else {
  32665. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32666. }
  32667. } )
  32668. .then( response => {
  32669. switch ( responseType ) {
  32670. case 'arraybuffer':
  32671. return response.arrayBuffer();
  32672. case 'blob':
  32673. return response.blob();
  32674. case 'document':
  32675. return response.text()
  32676. .then( text => {
  32677. const parser = new DOMParser();
  32678. return parser.parseFromString( text, mimeType );
  32679. } );
  32680. case 'json':
  32681. return response.json();
  32682. default:
  32683. if ( mimeType === '' ) {
  32684. return response.text();
  32685. } else {
  32686. // sniff encoding
  32687. const re = /charset="?([^;"\s]*)"?/i;
  32688. const exec = re.exec( mimeType );
  32689. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32690. const decoder = new TextDecoder( label );
  32691. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32692. }
  32693. }
  32694. } )
  32695. .then( data => {
  32696. // Add to cache only on HTTP success, so that we do not cache
  32697. // error response bodies as proper responses to requests.
  32698. Cache.add( `file:${url}`, data );
  32699. const callbacks = loading[ url ];
  32700. delete loading[ url ];
  32701. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32702. const callback = callbacks[ i ];
  32703. if ( callback.onLoad ) callback.onLoad( data );
  32704. }
  32705. } )
  32706. .catch( err => {
  32707. // Abort errors and other errors are handled the same
  32708. const callbacks = loading[ url ];
  32709. if ( callbacks === undefined ) {
  32710. // When onLoad was called and url was deleted in `loading`
  32711. this.manager.itemError( url );
  32712. throw err;
  32713. }
  32714. delete loading[ url ];
  32715. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32716. const callback = callbacks[ i ];
  32717. if ( callback.onError ) callback.onError( err );
  32718. }
  32719. this.manager.itemError( url );
  32720. } )
  32721. .finally( () => {
  32722. this.manager.itemEnd( url );
  32723. } );
  32724. this.manager.itemStart( url );
  32725. }
  32726. /**
  32727. * Sets the expected response type.
  32728. *
  32729. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32730. * @return {FileLoader} A reference to this file loader.
  32731. */
  32732. setResponseType( value ) {
  32733. this.responseType = value;
  32734. return this;
  32735. }
  32736. /**
  32737. * Sets the expected mime type of the loaded file.
  32738. *
  32739. * @param {string} value - The mime type.
  32740. * @return {FileLoader} A reference to this file loader.
  32741. */
  32742. setMimeType( value ) {
  32743. this.mimeType = value;
  32744. return this;
  32745. }
  32746. /**
  32747. * Aborts ongoing fetch requests.
  32748. *
  32749. * @return {FileLoader} A reference to this instance.
  32750. */
  32751. abort() {
  32752. this._abortController.abort();
  32753. this._abortController = new AbortController();
  32754. return this;
  32755. }
  32756. }
  32757. /**
  32758. * Class for loading animation clips in the JSON format. The files are internally
  32759. * loaded via {@link FileLoader}.
  32760. *
  32761. * ```js
  32762. * const loader = new THREE.AnimationLoader();
  32763. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32764. * ```
  32765. *
  32766. * @augments Loader
  32767. */
  32768. class AnimationLoader extends Loader {
  32769. /**
  32770. * Constructs a new animation loader.
  32771. *
  32772. * @param {LoadingManager} [manager] - The loading manager.
  32773. */
  32774. constructor( manager ) {
  32775. super( manager );
  32776. }
  32777. /**
  32778. * Starts loading from the given URL and pass the loaded animations as an array
  32779. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32780. *
  32781. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32782. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32783. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32784. * @param {onErrorCallback} onError - Executed when errors occur.
  32785. */
  32786. load( url, onLoad, onProgress, onError ) {
  32787. const scope = this;
  32788. const loader = new FileLoader( this.manager );
  32789. loader.setPath( this.path );
  32790. loader.setRequestHeader( this.requestHeader );
  32791. loader.setWithCredentials( this.withCredentials );
  32792. loader.load( url, function ( text ) {
  32793. try {
  32794. onLoad( scope.parse( JSON.parse( text ) ) );
  32795. } catch ( e ) {
  32796. if ( onError ) {
  32797. onError( e );
  32798. } else {
  32799. error( e );
  32800. }
  32801. scope.manager.itemError( url );
  32802. }
  32803. }, onProgress, onError );
  32804. }
  32805. /**
  32806. * Parses the given JSON object and returns an array of animation clips.
  32807. *
  32808. * @param {Object} json - The serialized animation clips.
  32809. * @return {Array<AnimationClip>} The parsed animation clips.
  32810. */
  32811. parse( json ) {
  32812. const animations = [];
  32813. for ( let i = 0; i < json.length; i ++ ) {
  32814. const clip = AnimationClip.parse( json[ i ] );
  32815. animations.push( clip );
  32816. }
  32817. return animations;
  32818. }
  32819. }
  32820. /**
  32821. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32822. * Textures are internally loaded via {@link FileLoader}.
  32823. *
  32824. * Derived classes have to implement the `parse()` method which holds the parsing
  32825. * for the respective format.
  32826. *
  32827. * @abstract
  32828. * @augments Loader
  32829. */
  32830. class CompressedTextureLoader extends Loader {
  32831. /**
  32832. * Constructs a new compressed texture loader.
  32833. *
  32834. * @param {LoadingManager} [manager] - The loading manager.
  32835. */
  32836. constructor( manager ) {
  32837. super( manager );
  32838. }
  32839. /**
  32840. * Starts loading from the given URL and passes the loaded compressed texture
  32841. * to the `onLoad()` callback. The method also returns a new texture object which can
  32842. * directly be used for material creation. If you do it this way, the texture
  32843. * may pop up in your scene once the respective loading process is finished.
  32844. *
  32845. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32846. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32847. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32848. * @param {onErrorCallback} onError - Executed when errors occur.
  32849. * @return {CompressedTexture} The compressed texture.
  32850. */
  32851. load( url, onLoad, onProgress, onError ) {
  32852. const scope = this;
  32853. const images = [];
  32854. const texture = new CompressedTexture();
  32855. const loader = new FileLoader( this.manager );
  32856. loader.setPath( this.path );
  32857. loader.setResponseType( 'arraybuffer' );
  32858. loader.setRequestHeader( this.requestHeader );
  32859. loader.setWithCredentials( scope.withCredentials );
  32860. let loaded = 0;
  32861. function loadTexture( i ) {
  32862. loader.load( url[ i ], function ( buffer ) {
  32863. const texDatas = scope.parse( buffer, true );
  32864. images[ i ] = {
  32865. width: texDatas.width,
  32866. height: texDatas.height,
  32867. format: texDatas.format,
  32868. mipmaps: texDatas.mipmaps
  32869. };
  32870. loaded += 1;
  32871. if ( loaded === 6 ) {
  32872. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32873. texture.image = images;
  32874. texture.format = texDatas.format;
  32875. texture.needsUpdate = true;
  32876. if ( onLoad ) onLoad( texture );
  32877. }
  32878. }, onProgress, onError );
  32879. }
  32880. if ( Array.isArray( url ) ) {
  32881. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32882. loadTexture( i );
  32883. }
  32884. } else {
  32885. // compressed cubemap texture stored in a single DDS file
  32886. loader.load( url, function ( buffer ) {
  32887. const texDatas = scope.parse( buffer, true );
  32888. if ( texDatas.isCubemap ) {
  32889. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32890. for ( let f = 0; f < faces; f ++ ) {
  32891. images[ f ] = { mipmaps: [] };
  32892. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32893. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32894. images[ f ].format = texDatas.format;
  32895. images[ f ].width = texDatas.width;
  32896. images[ f ].height = texDatas.height;
  32897. }
  32898. }
  32899. texture.image = images;
  32900. } else {
  32901. texture.image.width = texDatas.width;
  32902. texture.image.height = texDatas.height;
  32903. texture.mipmaps = texDatas.mipmaps;
  32904. }
  32905. if ( texDatas.mipmapCount === 1 ) {
  32906. texture.minFilter = LinearFilter;
  32907. }
  32908. texture.format = texDatas.format;
  32909. texture.needsUpdate = true;
  32910. if ( onLoad ) onLoad( texture );
  32911. }, onProgress, onError );
  32912. }
  32913. return texture;
  32914. }
  32915. }
  32916. const _loading = new WeakMap();
  32917. /**
  32918. * A loader for loading images. The class loads images with the HTML `Image` API.
  32919. *
  32920. * ```js
  32921. * const loader = new THREE.ImageLoader();
  32922. * const image = await loader.loadAsync( 'image.png' );
  32923. * ```
  32924. * Please note that `ImageLoader` has dropped support for progress
  32925. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32926. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32927. *
  32928. * @augments Loader
  32929. */
  32930. class ImageLoader extends Loader {
  32931. /**
  32932. * Constructs a new image loader.
  32933. *
  32934. * @param {LoadingManager} [manager] - The loading manager.
  32935. */
  32936. constructor( manager ) {
  32937. super( manager );
  32938. }
  32939. /**
  32940. * Starts loading from the given URL and passes the loaded image
  32941. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32942. * directly be used for texture creation. If you do it this way, the texture
  32943. * may pop up in your scene once the respective loading process is finished.
  32944. *
  32945. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32946. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32947. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32948. * @param {onErrorCallback} onError - Executed when errors occur.
  32949. * @return {Image} The image.
  32950. */
  32951. load( url, onLoad, onProgress, onError ) {
  32952. if ( this.path !== undefined ) url = this.path + url;
  32953. url = this.manager.resolveURL( url );
  32954. const scope = this;
  32955. const cached = Cache.get( `image:${url}` );
  32956. if ( cached !== undefined ) {
  32957. if ( cached.complete === true ) {
  32958. scope.manager.itemStart( url );
  32959. setTimeout( function () {
  32960. if ( onLoad ) onLoad( cached );
  32961. scope.manager.itemEnd( url );
  32962. }, 0 );
  32963. } else {
  32964. let arr = _loading.get( cached );
  32965. if ( arr === undefined ) {
  32966. arr = [];
  32967. _loading.set( cached, arr );
  32968. }
  32969. arr.push( { onLoad, onError } );
  32970. }
  32971. return cached;
  32972. }
  32973. const image = createElementNS( 'img' );
  32974. function onImageLoad() {
  32975. removeEventListeners();
  32976. if ( onLoad ) onLoad( this );
  32977. //
  32978. const callbacks = _loading.get( this ) || [];
  32979. for ( let i = 0; i < callbacks.length; i ++ ) {
  32980. const callback = callbacks[ i ];
  32981. if ( callback.onLoad ) callback.onLoad( this );
  32982. }
  32983. _loading.delete( this );
  32984. scope.manager.itemEnd( url );
  32985. }
  32986. function onImageError( event ) {
  32987. removeEventListeners();
  32988. if ( onError ) onError( event );
  32989. Cache.remove( `image:${url}` );
  32990. //
  32991. const callbacks = _loading.get( this ) || [];
  32992. for ( let i = 0; i < callbacks.length; i ++ ) {
  32993. const callback = callbacks[ i ];
  32994. if ( callback.onError ) callback.onError( event );
  32995. }
  32996. _loading.delete( this );
  32997. scope.manager.itemError( url );
  32998. scope.manager.itemEnd( url );
  32999. }
  33000. function removeEventListeners() {
  33001. image.removeEventListener( 'load', onImageLoad, false );
  33002. image.removeEventListener( 'error', onImageError, false );
  33003. }
  33004. image.addEventListener( 'load', onImageLoad, false );
  33005. image.addEventListener( 'error', onImageError, false );
  33006. if ( url.slice( 0, 5 ) !== 'data:' ) {
  33007. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  33008. }
  33009. Cache.add( `image:${url}`, image );
  33010. scope.manager.itemStart( url );
  33011. image.src = url;
  33012. return image;
  33013. }
  33014. }
  33015. /**
  33016. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  33017. *
  33018. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  33019. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  33020. * like vertical and horizontal cross, column and row layouts are not supported.
  33021. *
  33022. * Note that, by convention, cube maps are specified in a coordinate system
  33023. * in which positive-x is to the right when looking up the positive-z axis --
  33024. * in other words, using a left-handed coordinate system. Since three.js uses
  33025. * a right-handed coordinate system, environment maps used in three.js will
  33026. * have pos-x and neg-x swapped.
  33027. *
  33028. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  33029. * is set to `SRGBColorSpace` by default.
  33030. *
  33031. * ```js
  33032. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  33033. * const cubeTexture = await loader.loadAsync( [
  33034. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  33035. * ] );
  33036. * scene.background = cubeTexture;
  33037. * ```
  33038. *
  33039. * @augments Loader
  33040. */
  33041. class CubeTextureLoader extends Loader {
  33042. /**
  33043. * Constructs a new cube texture loader.
  33044. *
  33045. * @param {LoadingManager} [manager] - The loading manager.
  33046. */
  33047. constructor( manager ) {
  33048. super( manager );
  33049. }
  33050. /**
  33051. * Starts loading from the given URL and pass the fully loaded cube texture
  33052. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  33053. * directly be used for material creation. If you do it this way, the cube texture
  33054. * may pop up in your scene once the respective loading process is finished.
  33055. *
  33056. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  33057. * cube texture. The urls should be specified in the following order: pos-x,
  33058. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  33059. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  33060. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33061. * @param {onErrorCallback} onError - Executed when errors occur.
  33062. * @return {CubeTexture} The cube texture.
  33063. */
  33064. load( urls, onLoad, onProgress, onError ) {
  33065. const texture = new CubeTexture();
  33066. texture.colorSpace = SRGBColorSpace;
  33067. const loader = new ImageLoader( this.manager );
  33068. loader.setCrossOrigin( this.crossOrigin );
  33069. loader.setPath( this.path );
  33070. let loaded = 0;
  33071. function loadTexture( i ) {
  33072. loader.load( urls[ i ], function ( image ) {
  33073. texture.images[ i ] = image;
  33074. loaded ++;
  33075. if ( loaded === 6 ) {
  33076. texture.needsUpdate = true;
  33077. if ( onLoad ) onLoad( texture );
  33078. }
  33079. }, undefined, onError );
  33080. }
  33081. for ( let i = 0; i < urls.length; ++ i ) {
  33082. loadTexture( i );
  33083. }
  33084. return texture;
  33085. }
  33086. }
  33087. /**
  33088. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  33089. * Textures are internally loaded via {@link FileLoader}.
  33090. *
  33091. * Derived classes have to implement the `parse()` method which holds the parsing
  33092. * for the respective format.
  33093. *
  33094. * @abstract
  33095. * @augments Loader
  33096. */
  33097. class DataTextureLoader extends Loader {
  33098. /**
  33099. * Constructs a new data texture loader.
  33100. *
  33101. * @param {LoadingManager} [manager] - The loading manager.
  33102. */
  33103. constructor( manager ) {
  33104. super( manager );
  33105. }
  33106. /**
  33107. * Starts loading from the given URL and passes the loaded data texture
  33108. * to the `onLoad()` callback. The method also returns a new texture object which can
  33109. * directly be used for material creation. If you do it this way, the texture
  33110. * may pop up in your scene once the respective loading process is finished.
  33111. *
  33112. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33113. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  33114. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  33115. * @param {onErrorCallback} onError - Executed when errors occur.
  33116. * @return {DataTexture} The data texture.
  33117. */
  33118. load( url, onLoad, onProgress, onError ) {
  33119. const scope = this;
  33120. const texture = new DataTexture();
  33121. const loader = new FileLoader( this.manager );
  33122. loader.setResponseType( 'arraybuffer' );
  33123. loader.setRequestHeader( this.requestHeader );
  33124. loader.setPath( this.path );
  33125. loader.setWithCredentials( scope.withCredentials );
  33126. loader.load( url, function ( buffer ) {
  33127. let texData;
  33128. try {
  33129. texData = scope.parse( buffer );
  33130. } catch ( e ) {
  33131. if ( onError !== undefined ) {
  33132. onError( e );
  33133. } else {
  33134. error( e );
  33135. }
  33136. return;
  33137. }
  33138. if ( texData.image !== undefined ) {
  33139. texture.image = texData.image;
  33140. } else if ( texData.data !== undefined ) {
  33141. texture.image.width = texData.width;
  33142. texture.image.height = texData.height;
  33143. texture.image.data = texData.data;
  33144. }
  33145. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  33146. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  33147. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  33148. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  33149. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  33150. if ( texData.colorSpace !== undefined ) {
  33151. texture.colorSpace = texData.colorSpace;
  33152. }
  33153. if ( texData.flipY !== undefined ) {
  33154. texture.flipY = texData.flipY;
  33155. }
  33156. if ( texData.format !== undefined ) {
  33157. texture.format = texData.format;
  33158. }
  33159. if ( texData.type !== undefined ) {
  33160. texture.type = texData.type;
  33161. }
  33162. if ( texData.mipmaps !== undefined ) {
  33163. texture.mipmaps = texData.mipmaps;
  33164. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  33165. }
  33166. if ( texData.mipmapCount === 1 ) {
  33167. texture.minFilter = LinearFilter;
  33168. }
  33169. if ( texData.generateMipmaps !== undefined ) {
  33170. texture.generateMipmaps = texData.generateMipmaps;
  33171. }
  33172. texture.needsUpdate = true;
  33173. if ( onLoad ) onLoad( texture, texData );
  33174. }, onProgress, onError );
  33175. return texture;
  33176. }
  33177. }
  33178. /**
  33179. * Class for loading textures. Images are internally
  33180. * loaded via {@link ImageLoader}.
  33181. *
  33182. * ```js
  33183. * const loader = new THREE.TextureLoader();
  33184. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  33185. *
  33186. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  33187. * ```
  33188. * Please note that `TextureLoader` has dropped support for progress
  33189. * events in `r84`. For a `TextureLoader` that supports progress events, see
  33190. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  33191. *
  33192. * @augments Loader
  33193. */
  33194. class TextureLoader extends Loader {
  33195. /**
  33196. * Constructs a new texture loader.
  33197. *
  33198. * @param {LoadingManager} [manager] - The loading manager.
  33199. */
  33200. constructor( manager ) {
  33201. super( manager );
  33202. }
  33203. /**
  33204. * Starts loading from the given URL and pass the fully loaded texture
  33205. * to the `onLoad()` callback. The method also returns a new texture object which can
  33206. * directly be used for material creation. If you do it this way, the texture
  33207. * may pop up in your scene once the respective loading process is finished.
  33208. *
  33209. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33210. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  33211. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33212. * @param {onErrorCallback} onError - Executed when errors occur.
  33213. * @return {Texture} The texture.
  33214. */
  33215. load( url, onLoad, onProgress, onError ) {
  33216. const texture = new Texture();
  33217. const loader = new ImageLoader( this.manager );
  33218. loader.setCrossOrigin( this.crossOrigin );
  33219. loader.setPath( this.path );
  33220. loader.load( url, function ( image ) {
  33221. texture.image = image;
  33222. texture.needsUpdate = true;
  33223. if ( onLoad !== undefined ) {
  33224. onLoad( texture );
  33225. }
  33226. }, onProgress, onError );
  33227. return texture;
  33228. }
  33229. }
  33230. /**
  33231. * Abstract base class for lights - all other light types inherit the
  33232. * properties and methods described here.
  33233. *
  33234. * @abstract
  33235. * @augments Object3D
  33236. */
  33237. class Light extends Object3D {
  33238. /**
  33239. * Constructs a new light.
  33240. *
  33241. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33242. * @param {number} [intensity=1] - The light's strength/intensity.
  33243. */
  33244. constructor( color, intensity = 1 ) {
  33245. super();
  33246. /**
  33247. * This flag can be used for type testing.
  33248. *
  33249. * @type {boolean}
  33250. * @readonly
  33251. * @default true
  33252. */
  33253. this.isLight = true;
  33254. this.type = 'Light';
  33255. /**
  33256. * The light's color.
  33257. *
  33258. * @type {Color}
  33259. */
  33260. this.color = new Color( color );
  33261. /**
  33262. * The light's intensity.
  33263. *
  33264. * @type {number}
  33265. * @default 1
  33266. */
  33267. this.intensity = intensity;
  33268. }
  33269. /**
  33270. * Frees the GPU-related resources allocated by this instance. Call this
  33271. * method whenever this instance is no longer used in your app.
  33272. */
  33273. dispose() {
  33274. this.dispatchEvent( { type: 'dispose' } );
  33275. }
  33276. copy( source, recursive ) {
  33277. super.copy( source, recursive );
  33278. this.color.copy( source.color );
  33279. this.intensity = source.intensity;
  33280. return this;
  33281. }
  33282. toJSON( meta ) {
  33283. const data = super.toJSON( meta );
  33284. data.object.color = this.color.getHex();
  33285. data.object.intensity = this.intensity;
  33286. return data;
  33287. }
  33288. }
  33289. /**
  33290. * A light source positioned directly above the scene, with color fading from
  33291. * the sky color to the ground color.
  33292. *
  33293. * This light cannot be used to cast shadows.
  33294. *
  33295. * ```js
  33296. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33297. * scene.add( light );
  33298. * ```
  33299. *
  33300. * @augments Light
  33301. */
  33302. class HemisphereLight extends Light {
  33303. /**
  33304. * Constructs a new hemisphere light.
  33305. *
  33306. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33307. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33308. * @param {number} [intensity=1] - The light's strength/intensity.
  33309. */
  33310. constructor( skyColor, groundColor, intensity ) {
  33311. super( skyColor, intensity );
  33312. /**
  33313. * This flag can be used for type testing.
  33314. *
  33315. * @type {boolean}
  33316. * @readonly
  33317. * @default true
  33318. */
  33319. this.isHemisphereLight = true;
  33320. this.type = 'HemisphereLight';
  33321. this.position.copy( Object3D.DEFAULT_UP );
  33322. this.updateMatrix();
  33323. /**
  33324. * The light's ground color.
  33325. *
  33326. * @type {Color}
  33327. */
  33328. this.groundColor = new Color( groundColor );
  33329. }
  33330. copy( source, recursive ) {
  33331. super.copy( source, recursive );
  33332. this.groundColor.copy( source.groundColor );
  33333. return this;
  33334. }
  33335. toJSON( meta ) {
  33336. const data = super.toJSON( meta );
  33337. data.object.groundColor = this.groundColor.getHex();
  33338. return data;
  33339. }
  33340. }
  33341. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33342. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33343. const _lookTarget = /*@__PURE__*/ new Vector3();
  33344. /**
  33345. * Abstract base class for light shadow classes. These classes
  33346. * represent the shadow configuration for different light types.
  33347. *
  33348. * @abstract
  33349. */
  33350. class LightShadow {
  33351. /**
  33352. * Constructs a new light shadow.
  33353. *
  33354. * @param {Camera} camera - The light's view of the world.
  33355. */
  33356. constructor( camera ) {
  33357. /**
  33358. * The light's view of the world.
  33359. *
  33360. * @type {Camera}
  33361. */
  33362. this.camera = camera;
  33363. /**
  33364. * The intensity of the shadow. The default is `1`.
  33365. * Valid values are in the range `[0, 1]`.
  33366. *
  33367. * @type {number}
  33368. * @default 1
  33369. */
  33370. this.intensity = 1;
  33371. /**
  33372. * Shadow map bias, how much to add or subtract from the normalized depth
  33373. * when deciding whether a surface is in shadow.
  33374. *
  33375. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33376. * may help reduce artifacts in shadows.
  33377. *
  33378. * @type {number}
  33379. * @default 0
  33380. */
  33381. this.bias = 0;
  33382. /**
  33383. * A node version of `bias`. Only supported with `WebGPURenderer`.
  33384. *
  33385. * If a bias node is defined, `bias` has no effect.
  33386. *
  33387. * @type {?Node<float>}
  33388. * @default null
  33389. */
  33390. this.biasNode = null;
  33391. /**
  33392. * Defines how much the position used to query the shadow map is offset along
  33393. * the object normal. The default is `0`. Increasing this value can be used to
  33394. * reduce shadow acne especially in large scenes where light shines onto
  33395. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33396. *
  33397. * @type {number}
  33398. * @default 0
  33399. */
  33400. this.normalBias = 0;
  33401. /**
  33402. * Setting this to values greater than 1 will blur the edges of the shadow.
  33403. * High values will cause unwanted banding effects in the shadows - a greater
  33404. * map size will allow for a higher value to be used here before these effects
  33405. * become visible.
  33406. *
  33407. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33408. *
  33409. * @type {number}
  33410. * @default 1
  33411. */
  33412. this.radius = 1;
  33413. /**
  33414. * The amount of samples to use when blurring a VSM shadow map.
  33415. *
  33416. * @type {number}
  33417. * @default 8
  33418. */
  33419. this.blurSamples = 8;
  33420. /**
  33421. * Defines the width and height of the shadow map. Higher values give better quality
  33422. * shadows at the cost of computation time. Values must be powers of two.
  33423. *
  33424. * @type {Vector2}
  33425. * @default (512,512)
  33426. */
  33427. this.mapSize = new Vector2( 512, 512 );
  33428. /**
  33429. * The type of shadow texture. The default is `UnsignedByteType`.
  33430. *
  33431. * @type {number}
  33432. * @default UnsignedByteType
  33433. */
  33434. this.mapType = UnsignedByteType;
  33435. /**
  33436. * The depth map generated using the internal camera; a location beyond a
  33437. * pixel's depth is in shadow. Computed internally during rendering.
  33438. *
  33439. * @type {?RenderTarget}
  33440. * @default null
  33441. */
  33442. this.map = null;
  33443. /**
  33444. * The distribution map generated using the internal camera; an occlusion is
  33445. * calculated based on the distribution of depths. Computed internally during
  33446. * rendering.
  33447. *
  33448. * @type {?RenderTarget}
  33449. * @default null
  33450. */
  33451. this.mapPass = null;
  33452. /**
  33453. * Model to shadow camera space, to compute location and depth in shadow map.
  33454. * This is computed internally during rendering.
  33455. *
  33456. * @type {Matrix4}
  33457. */
  33458. this.matrix = new Matrix4();
  33459. /**
  33460. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33461. * lighting / shadows, you may set this to `false`.
  33462. *
  33463. * @type {boolean}
  33464. * @default true
  33465. */
  33466. this.autoUpdate = true;
  33467. /**
  33468. * When set to `true`, shadow maps will be updated in the next `render` call.
  33469. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33470. * set this property to `true` and then make a render call to update the light's shadow.
  33471. *
  33472. * @type {boolean}
  33473. * @default false
  33474. */
  33475. this.needsUpdate = false;
  33476. this._frustum = new Frustum();
  33477. this._frameExtents = new Vector2( 1, 1 );
  33478. this._viewportCount = 1;
  33479. this._viewports = [
  33480. new Vector4( 0, 0, 1, 1 )
  33481. ];
  33482. }
  33483. /**
  33484. * Used internally by the renderer to get the number of viewports that need
  33485. * to be rendered for this shadow.
  33486. *
  33487. * @return {number} The viewport count.
  33488. */
  33489. getViewportCount() {
  33490. return this._viewportCount;
  33491. }
  33492. /**
  33493. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33494. *
  33495. * @return {Frustum} The shadow camera frustum.
  33496. */
  33497. getFrustum() {
  33498. return this._frustum;
  33499. }
  33500. /**
  33501. * Update the matrices for the camera and shadow, used internally by the renderer.
  33502. *
  33503. * @param {Light} light - The light for which the shadow is being rendered.
  33504. */
  33505. updateMatrices( light ) {
  33506. const shadowCamera = this.camera;
  33507. const shadowMatrix = this.matrix;
  33508. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33509. shadowCamera.position.copy( _lightPositionWorld );
  33510. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  33511. shadowCamera.lookAt( _lookTarget );
  33512. shadowCamera.updateMatrixWorld();
  33513. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33514. this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33515. if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) {
  33516. shadowMatrix.set(
  33517. 0.5, 0.0, 0.0, 0.5,
  33518. 0.0, 0.5, 0.0, 0.5,
  33519. 0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix)
  33520. 0.0, 0.0, 0.0, 1.0
  33521. );
  33522. } else {
  33523. shadowMatrix.set(
  33524. 0.5, 0.0, 0.0, 0.5,
  33525. 0.0, 0.5, 0.0, 0.5,
  33526. 0.0, 0.0, 0.5, 0.5,
  33527. 0.0, 0.0, 0.0, 1.0
  33528. );
  33529. }
  33530. shadowMatrix.multiply( _projScreenMatrix );
  33531. }
  33532. /**
  33533. * Returns a viewport definition for the given viewport index.
  33534. *
  33535. * @param {number} viewportIndex - The viewport index.
  33536. * @return {Vector4} The viewport.
  33537. */
  33538. getViewport( viewportIndex ) {
  33539. return this._viewports[ viewportIndex ];
  33540. }
  33541. /**
  33542. * Returns the frame extends.
  33543. *
  33544. * @return {Vector2} The frame extends.
  33545. */
  33546. getFrameExtents() {
  33547. return this._frameExtents;
  33548. }
  33549. /**
  33550. * Frees the GPU-related resources allocated by this instance. Call this
  33551. * method whenever this instance is no longer used in your app.
  33552. */
  33553. dispose() {
  33554. if ( this.map ) {
  33555. this.map.dispose();
  33556. }
  33557. if ( this.mapPass ) {
  33558. this.mapPass.dispose();
  33559. }
  33560. }
  33561. /**
  33562. * Copies the values of the given light shadow instance to this instance.
  33563. *
  33564. * @param {LightShadow} source - The light shadow to copy.
  33565. * @return {LightShadow} A reference to this light shadow instance.
  33566. */
  33567. copy( source ) {
  33568. this.camera = source.camera.clone();
  33569. this.intensity = source.intensity;
  33570. this.bias = source.bias;
  33571. this.radius = source.radius;
  33572. this.autoUpdate = source.autoUpdate;
  33573. this.needsUpdate = source.needsUpdate;
  33574. this.normalBias = source.normalBias;
  33575. this.blurSamples = source.blurSamples;
  33576. this.mapSize.copy( source.mapSize );
  33577. this.biasNode = source.biasNode;
  33578. return this;
  33579. }
  33580. /**
  33581. * Returns a new light shadow instance with copied values from this instance.
  33582. *
  33583. * @return {LightShadow} A clone of this instance.
  33584. */
  33585. clone() {
  33586. return new this.constructor().copy( this );
  33587. }
  33588. /**
  33589. * Serializes the light shadow into JSON.
  33590. *
  33591. * @return {Object} A JSON object representing the serialized light shadow.
  33592. * @see {@link ObjectLoader#parse}
  33593. */
  33594. toJSON() {
  33595. const object = {};
  33596. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33597. if ( this.bias !== 0 ) object.bias = this.bias;
  33598. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33599. if ( this.radius !== 1 ) object.radius = this.radius;
  33600. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33601. object.camera = this.camera.toJSON( false ).object;
  33602. delete object.camera.matrix;
  33603. return object;
  33604. }
  33605. }
  33606. const _position$2 = /*@__PURE__*/ new Vector3();
  33607. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  33608. const _scale$2 = /*@__PURE__*/ new Vector3();
  33609. /**
  33610. * Abstract base class for cameras. This class should always be inherited
  33611. * when you build a new camera.
  33612. *
  33613. * @abstract
  33614. * @augments Object3D
  33615. */
  33616. class Camera extends Object3D {
  33617. /**
  33618. * Constructs a new camera.
  33619. */
  33620. constructor() {
  33621. super();
  33622. /**
  33623. * This flag can be used for type testing.
  33624. *
  33625. * @type {boolean}
  33626. * @readonly
  33627. * @default true
  33628. */
  33629. this.isCamera = true;
  33630. this.type = 'Camera';
  33631. /**
  33632. * The inverse of the camera's world matrix.
  33633. *
  33634. * @type {Matrix4}
  33635. */
  33636. this.matrixWorldInverse = new Matrix4();
  33637. /**
  33638. * The camera's projection matrix.
  33639. *
  33640. * @type {Matrix4}
  33641. */
  33642. this.projectionMatrix = new Matrix4();
  33643. /**
  33644. * The inverse of the camera's projection matrix.
  33645. *
  33646. * @type {Matrix4}
  33647. */
  33648. this.projectionMatrixInverse = new Matrix4();
  33649. /**
  33650. * The coordinate system in which the camera is used.
  33651. *
  33652. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  33653. */
  33654. this.coordinateSystem = WebGLCoordinateSystem;
  33655. this._reversedDepth = false;
  33656. }
  33657. /**
  33658. * The flag that indicates whether the camera uses a reversed depth buffer.
  33659. *
  33660. * @type {boolean}
  33661. * @default false
  33662. */
  33663. get reversedDepth() {
  33664. return this._reversedDepth;
  33665. }
  33666. copy( source, recursive ) {
  33667. super.copy( source, recursive );
  33668. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  33669. this.projectionMatrix.copy( source.projectionMatrix );
  33670. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  33671. this.coordinateSystem = source.coordinateSystem;
  33672. return this;
  33673. }
  33674. /**
  33675. * Returns a vector representing the ("look") direction of the 3D object in world space.
  33676. *
  33677. * This method is overwritten since cameras have a different forward vector compared to other
  33678. * 3D objects. A camera looks down its local, negative z-axis by default.
  33679. *
  33680. * @param {Vector3} target - The target vector the result is stored to.
  33681. * @return {Vector3} The 3D object's direction in world space.
  33682. */
  33683. getWorldDirection( target ) {
  33684. return super.getWorldDirection( target ).negate();
  33685. }
  33686. updateMatrixWorld( force ) {
  33687. super.updateMatrixWorld( force );
  33688. // exclude scale from view matrix to be glTF conform
  33689. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33690. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33691. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33692. } else {
  33693. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33694. }
  33695. }
  33696. updateWorldMatrix( updateParents, updateChildren ) {
  33697. super.updateWorldMatrix( updateParents, updateChildren );
  33698. // exclude scale from view matrix to be glTF conform
  33699. this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 );
  33700. if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) {
  33701. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  33702. } else {
  33703. this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert();
  33704. }
  33705. }
  33706. clone() {
  33707. return new this.constructor().copy( this );
  33708. }
  33709. }
  33710. const _v3$1 = /*@__PURE__*/ new Vector3();
  33711. const _minTarget = /*@__PURE__*/ new Vector2();
  33712. const _maxTarget = /*@__PURE__*/ new Vector2();
  33713. /**
  33714. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  33715. *
  33716. * This projection mode is designed to mimic the way the human eye sees. It
  33717. * is the most common projection mode used for rendering a 3D scene.
  33718. *
  33719. * ```js
  33720. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  33721. * scene.add( camera );
  33722. * ```
  33723. *
  33724. * @augments Camera
  33725. */
  33726. class PerspectiveCamera extends Camera {
  33727. /**
  33728. * Constructs a new perspective camera.
  33729. *
  33730. * @param {number} [fov=50] - The vertical field of view.
  33731. * @param {number} [aspect=1] - The aspect ratio.
  33732. * @param {number} [near=0.1] - The camera's near plane.
  33733. * @param {number} [far=2000] - The camera's far plane.
  33734. */
  33735. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  33736. super();
  33737. /**
  33738. * This flag can be used for type testing.
  33739. *
  33740. * @type {boolean}
  33741. * @readonly
  33742. * @default true
  33743. */
  33744. this.isPerspectiveCamera = true;
  33745. this.type = 'PerspectiveCamera';
  33746. /**
  33747. * The vertical field of view, from bottom to top of view,
  33748. * in degrees.
  33749. *
  33750. * @type {number}
  33751. * @default 50
  33752. */
  33753. this.fov = fov;
  33754. /**
  33755. * The zoom factor of the camera.
  33756. *
  33757. * @type {number}
  33758. * @default 1
  33759. */
  33760. this.zoom = 1;
  33761. /**
  33762. * The camera's near plane. The valid range is greater than `0`
  33763. * and less than the current value of {@link PerspectiveCamera#far}.
  33764. *
  33765. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  33766. * valid value for a perspective camera's near plane.
  33767. *
  33768. * @type {number}
  33769. * @default 0.1
  33770. */
  33771. this.near = near;
  33772. /**
  33773. * The camera's far plane. Must be greater than the
  33774. * current value of {@link PerspectiveCamera#near}.
  33775. *
  33776. * @type {number}
  33777. * @default 2000
  33778. */
  33779. this.far = far;
  33780. /**
  33781. * Object distance used for stereoscopy and depth-of-field effects. This
  33782. * parameter does not influence the projection matrix unless a
  33783. * {@link StereoCamera} is being used.
  33784. *
  33785. * @type {number}
  33786. * @default 10
  33787. */
  33788. this.focus = 10;
  33789. /**
  33790. * The aspect ratio, usually the canvas width / canvas height.
  33791. *
  33792. * @type {number}
  33793. * @default 1
  33794. */
  33795. this.aspect = aspect;
  33796. /**
  33797. * Represents the frustum window specification. This property should not be edited
  33798. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33799. *
  33800. * @type {?Object}
  33801. * @default null
  33802. */
  33803. this.view = null;
  33804. /**
  33805. * Film size used for the larger axis. Default is `35` (millimeters). This
  33806. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  33807. * is set to a nonzero value.
  33808. *
  33809. * @type {number}
  33810. * @default 35
  33811. */
  33812. this.filmGauge = 35;
  33813. /**
  33814. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  33815. *
  33816. * @type {number}
  33817. * @default 0
  33818. */
  33819. this.filmOffset = 0;
  33820. this.updateProjectionMatrix();
  33821. }
  33822. copy( source, recursive ) {
  33823. super.copy( source, recursive );
  33824. this.fov = source.fov;
  33825. this.zoom = source.zoom;
  33826. this.near = source.near;
  33827. this.far = source.far;
  33828. this.focus = source.focus;
  33829. this.aspect = source.aspect;
  33830. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33831. this.filmGauge = source.filmGauge;
  33832. this.filmOffset = source.filmOffset;
  33833. return this;
  33834. }
  33835. /**
  33836. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  33837. *
  33838. * The default film gauge is 35, so that the focal length can be specified for
  33839. * a 35mm (full frame) camera.
  33840. *
  33841. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  33842. */
  33843. setFocalLength( focalLength ) {
  33844. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  33845. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  33846. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  33847. this.updateProjectionMatrix();
  33848. }
  33849. /**
  33850. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  33851. * {@link PerspectiveCamera#filmGauge}.
  33852. *
  33853. * @return {number} The computed focal length.
  33854. */
  33855. getFocalLength() {
  33856. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  33857. return 0.5 * this.getFilmHeight() / vExtentSlope;
  33858. }
  33859. /**
  33860. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  33861. *
  33862. * @return {number} The effective FOV.
  33863. */
  33864. getEffectiveFOV() {
  33865. return RAD2DEG * 2 * Math.atan(
  33866. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  33867. }
  33868. /**
  33869. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33870. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33871. *
  33872. * @return {number} The film width.
  33873. */
  33874. getFilmWidth() {
  33875. // film not completely covered in portrait format (aspect < 1)
  33876. return this.filmGauge * Math.min( this.aspect, 1 );
  33877. }
  33878. /**
  33879. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  33880. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  33881. *
  33882. * @return {number} The film width.
  33883. */
  33884. getFilmHeight() {
  33885. // film not completely covered in landscape format (aspect > 1)
  33886. return this.filmGauge / Math.max( this.aspect, 1 );
  33887. }
  33888. /**
  33889. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  33890. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  33891. *
  33892. * @param {number} distance - The viewing distance.
  33893. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  33894. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  33895. */
  33896. getViewBounds( distance, minTarget, maxTarget ) {
  33897. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33898. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33899. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  33900. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  33901. }
  33902. /**
  33903. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  33904. *
  33905. * @param {number} distance - The viewing distance.
  33906. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  33907. * @returns {Vector2} The view size.
  33908. */
  33909. getViewSize( distance, target ) {
  33910. this.getViewBounds( distance, _minTarget, _maxTarget );
  33911. return target.subVectors( _maxTarget, _minTarget );
  33912. }
  33913. /**
  33914. * Sets an offset in a larger frustum. This is useful for multi-window or
  33915. * multi-monitor/multi-machine setups.
  33916. *
  33917. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  33918. * the monitors are in grid like this
  33919. *```
  33920. * +---+---+---+
  33921. * | A | B | C |
  33922. * +---+---+---+
  33923. * | D | E | F |
  33924. * +---+---+---+
  33925. *```
  33926. * then for each monitor you would call it like this:
  33927. *```js
  33928. * const w = 1920;
  33929. * const h = 1080;
  33930. * const fullWidth = w * 3;
  33931. * const fullHeight = h * 2;
  33932. *
  33933. * // --A--
  33934. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  33935. * // --B--
  33936. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  33937. * // --C--
  33938. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  33939. * // --D--
  33940. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  33941. * // --E--
  33942. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  33943. * // --F--
  33944. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  33945. * ```
  33946. *
  33947. * Note there is no reason monitors have to be the same size or in a grid.
  33948. *
  33949. * @param {number} fullWidth - The full width of multiview setup.
  33950. * @param {number} fullHeight - The full height of multiview setup.
  33951. * @param {number} x - The horizontal offset of the subcamera.
  33952. * @param {number} y - The vertical offset of the subcamera.
  33953. * @param {number} width - The width of subcamera.
  33954. * @param {number} height - The height of subcamera.
  33955. */
  33956. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33957. this.aspect = fullWidth / fullHeight;
  33958. if ( this.view === null ) {
  33959. this.view = {
  33960. enabled: true,
  33961. fullWidth: 1,
  33962. fullHeight: 1,
  33963. offsetX: 0,
  33964. offsetY: 0,
  33965. width: 1,
  33966. height: 1
  33967. };
  33968. }
  33969. this.view.enabled = true;
  33970. this.view.fullWidth = fullWidth;
  33971. this.view.fullHeight = fullHeight;
  33972. this.view.offsetX = x;
  33973. this.view.offsetY = y;
  33974. this.view.width = width;
  33975. this.view.height = height;
  33976. this.updateProjectionMatrix();
  33977. }
  33978. /**
  33979. * Removes the view offset from the projection matrix.
  33980. */
  33981. clearViewOffset() {
  33982. if ( this.view !== null ) {
  33983. this.view.enabled = false;
  33984. }
  33985. this.updateProjectionMatrix();
  33986. }
  33987. /**
  33988. * Updates the camera's projection matrix. Must be called after any change of
  33989. * camera properties.
  33990. */
  33991. updateProjectionMatrix() {
  33992. const near = this.near;
  33993. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  33994. let height = 2 * top;
  33995. let width = this.aspect * height;
  33996. let left = -0.5 * width;
  33997. const view = this.view;
  33998. if ( this.view !== null && this.view.enabled ) {
  33999. const fullWidth = view.fullWidth,
  34000. fullHeight = view.fullHeight;
  34001. left += view.offsetX * width / fullWidth;
  34002. top -= view.offsetY * height / fullHeight;
  34003. width *= view.width / fullWidth;
  34004. height *= view.height / fullHeight;
  34005. }
  34006. const skew = this.filmOffset;
  34007. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  34008. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  34009. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34010. }
  34011. toJSON( meta ) {
  34012. const data = super.toJSON( meta );
  34013. data.object.fov = this.fov;
  34014. data.object.zoom = this.zoom;
  34015. data.object.near = this.near;
  34016. data.object.far = this.far;
  34017. data.object.focus = this.focus;
  34018. data.object.aspect = this.aspect;
  34019. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34020. data.object.filmGauge = this.filmGauge;
  34021. data.object.filmOffset = this.filmOffset;
  34022. return data;
  34023. }
  34024. }
  34025. /**
  34026. * Represents the shadow configuration of directional lights.
  34027. *
  34028. * @augments LightShadow
  34029. */
  34030. class SpotLightShadow extends LightShadow {
  34031. /**
  34032. * Constructs a new spot light shadow.
  34033. */
  34034. constructor() {
  34035. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  34036. /**
  34037. * This flag can be used for type testing.
  34038. *
  34039. * @type {boolean}
  34040. * @readonly
  34041. * @default true
  34042. */
  34043. this.isSpotLightShadow = true;
  34044. /**
  34045. * Used to focus the shadow camera. The camera's field of view is set as a
  34046. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  34047. *
  34048. * @type {number}
  34049. * @default 1
  34050. */
  34051. this.focus = 1;
  34052. /**
  34053. * Texture aspect ratio.
  34054. *
  34055. * @type {number}
  34056. * @default 1
  34057. */
  34058. this.aspect = 1;
  34059. }
  34060. updateMatrices( light ) {
  34061. const camera = this.camera;
  34062. const fov = RAD2DEG * 2 * light.angle * this.focus;
  34063. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  34064. const far = light.distance || camera.far;
  34065. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  34066. camera.fov = fov;
  34067. camera.aspect = aspect;
  34068. camera.far = far;
  34069. camera.updateProjectionMatrix();
  34070. }
  34071. super.updateMatrices( light );
  34072. }
  34073. copy( source ) {
  34074. super.copy( source );
  34075. this.focus = source.focus;
  34076. return this;
  34077. }
  34078. }
  34079. /**
  34080. * This light gets emitted from a single point in one direction, along a cone
  34081. * that increases in size the further from the light it gets.
  34082. *
  34083. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  34084. *
  34085. * ```js
  34086. * // white spotlight shining from the side, modulated by a texture
  34087. * const spotLight = new THREE.SpotLight( 0xffffff );
  34088. * spotLight.position.set( 100, 1000, 100 );
  34089. * spotLight.map = new THREE.TextureLoader().load( url );
  34090. *
  34091. * spotLight.castShadow = true;
  34092. * spotLight.shadow.mapSize.width = 1024;
  34093. * spotLight.shadow.mapSize.height = 1024;
  34094. * spotLight.shadow.camera.near = 500;
  34095. * spotLight.shadow.camera.far = 4000;
  34096. * spotLight.shadow.camera.fov = 30;s
  34097. * ```
  34098. *
  34099. * @augments Light
  34100. */
  34101. class SpotLight extends Light {
  34102. /**
  34103. * Constructs a new spot light.
  34104. *
  34105. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34106. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  34107. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  34108. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  34109. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  34110. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  34111. */
  34112. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  34113. super( color, intensity );
  34114. /**
  34115. * This flag can be used for type testing.
  34116. *
  34117. * @type {boolean}
  34118. * @readonly
  34119. * @default true
  34120. */
  34121. this.isSpotLight = true;
  34122. this.type = 'SpotLight';
  34123. this.position.copy( Object3D.DEFAULT_UP );
  34124. this.updateMatrix();
  34125. /**
  34126. * The spot light points from its position to the
  34127. * target's position.
  34128. *
  34129. * For the target's position to be changed to anything other
  34130. * than the default, it must be added to the scene.
  34131. *
  34132. * It is also possible to set the target to be another 3D object
  34133. * in the scene. The light will now track the target object.
  34134. *
  34135. * @type {Object3D}
  34136. */
  34137. this.target = new Object3D();
  34138. /**
  34139. * Maximum range of the light. `0` means no limit.
  34140. *
  34141. * @type {number}
  34142. * @default 0
  34143. */
  34144. this.distance = distance;
  34145. /**
  34146. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  34147. *
  34148. * @type {number}
  34149. * @default Math.PI/3
  34150. */
  34151. this.angle = angle;
  34152. /**
  34153. * Percent of the spotlight cone that is attenuated due to penumbra.
  34154. * Value range is `[0,1]`.
  34155. *
  34156. * @type {number}
  34157. * @default 0
  34158. */
  34159. this.penumbra = penumbra;
  34160. /**
  34161. * The amount the light dims along the distance of the light. In context of
  34162. * physically-correct rendering the default value should not be changed.
  34163. *
  34164. * @type {number}
  34165. * @default 2
  34166. */
  34167. this.decay = decay;
  34168. /**
  34169. * A texture used to modulate the color of the light. The spot light
  34170. * color is mixed with the RGB value of this texture, with a ratio
  34171. * corresponding to its alpha value. The cookie-like masking effect is
  34172. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  34173. *
  34174. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  34175. *
  34176. * @type {?Texture}
  34177. * @default null
  34178. */
  34179. this.map = null;
  34180. /**
  34181. * This property holds the light's shadow configuration.
  34182. *
  34183. * @type {SpotLightShadow}
  34184. */
  34185. this.shadow = new SpotLightShadow();
  34186. }
  34187. /**
  34188. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34189. * Changing the power will also change the light's intensity.
  34190. *
  34191. * @type {number}
  34192. */
  34193. get power() {
  34194. // compute the light's luminous power (in lumens) from its intensity (in candela)
  34195. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  34196. return this.intensity * Math.PI;
  34197. }
  34198. set power( power ) {
  34199. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  34200. this.intensity = power / Math.PI;
  34201. }
  34202. dispose() {
  34203. super.dispose();
  34204. this.shadow.dispose();
  34205. }
  34206. copy( source, recursive ) {
  34207. super.copy( source, recursive );
  34208. this.distance = source.distance;
  34209. this.angle = source.angle;
  34210. this.penumbra = source.penumbra;
  34211. this.decay = source.decay;
  34212. this.target = source.target.clone();
  34213. this.map = source.map;
  34214. this.shadow = source.shadow.clone();
  34215. return this;
  34216. }
  34217. toJSON( meta ) {
  34218. const data = super.toJSON( meta );
  34219. data.object.distance = this.distance;
  34220. data.object.angle = this.angle;
  34221. data.object.decay = this.decay;
  34222. data.object.penumbra = this.penumbra;
  34223. data.object.target = this.target.uuid;
  34224. if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
  34225. data.object.shadow = this.shadow.toJSON();
  34226. return data;
  34227. }
  34228. }
  34229. /**
  34230. * Represents the shadow configuration of point lights.
  34231. *
  34232. * @augments LightShadow
  34233. */
  34234. class PointLightShadow extends LightShadow {
  34235. /**
  34236. * Constructs a new point light shadow.
  34237. */
  34238. constructor() {
  34239. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  34240. /**
  34241. * This flag can be used for type testing.
  34242. *
  34243. * @type {boolean}
  34244. * @readonly
  34245. * @default true
  34246. */
  34247. this.isPointLightShadow = true;
  34248. }
  34249. }
  34250. /**
  34251. * A light that gets emitted from a single point in all directions. A common
  34252. * use case for this is to replicate the light emitted from a bare
  34253. * lightbulb.
  34254. *
  34255. * This light can cast shadows - see the {@link PointLightShadow} for details.
  34256. *
  34257. * ```js
  34258. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  34259. * light.position.set( 50, 50, 50 );
  34260. * scene.add( light );
  34261. * ```
  34262. *
  34263. * @augments Light
  34264. */
  34265. class PointLight extends Light {
  34266. /**
  34267. * Constructs a new point light.
  34268. *
  34269. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34270. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  34271. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  34272. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  34273. */
  34274. constructor( color, intensity, distance = 0, decay = 2 ) {
  34275. super( color, intensity );
  34276. /**
  34277. * This flag can be used for type testing.
  34278. *
  34279. * @type {boolean}
  34280. * @readonly
  34281. * @default true
  34282. */
  34283. this.isPointLight = true;
  34284. this.type = 'PointLight';
  34285. /**
  34286. * When distance is zero, light will attenuate according to inverse-square
  34287. * law to infinite distance. When distance is non-zero, light will attenuate
  34288. * according to inverse-square law until near the distance cutoff, where it
  34289. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  34290. * physically correct.
  34291. *
  34292. * @type {number}
  34293. * @default 0
  34294. */
  34295. this.distance = distance;
  34296. /**
  34297. * The amount the light dims along the distance of the light. In context of
  34298. * physically-correct rendering the default value should not be changed.
  34299. *
  34300. * @type {number}
  34301. * @default 2
  34302. */
  34303. this.decay = decay;
  34304. /**
  34305. * This property holds the light's shadow configuration.
  34306. *
  34307. * @type {PointLightShadow}
  34308. */
  34309. this.shadow = new PointLightShadow();
  34310. }
  34311. /**
  34312. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34313. * Changing the power will also change the light's intensity.
  34314. *
  34315. * @type {number}
  34316. */
  34317. get power() {
  34318. // compute the light's luminous power (in lumens) from its intensity (in candela)
  34319. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  34320. return this.intensity * 4 * Math.PI;
  34321. }
  34322. set power( power ) {
  34323. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  34324. this.intensity = power / ( 4 * Math.PI );
  34325. }
  34326. dispose() {
  34327. super.dispose();
  34328. this.shadow.dispose();
  34329. }
  34330. copy( source, recursive ) {
  34331. super.copy( source, recursive );
  34332. this.distance = source.distance;
  34333. this.decay = source.decay;
  34334. this.shadow = source.shadow.clone();
  34335. return this;
  34336. }
  34337. toJSON( meta ) {
  34338. const data = super.toJSON( meta );
  34339. data.object.distance = this.distance;
  34340. data.object.decay = this.decay;
  34341. data.object.shadow = this.shadow.toJSON();
  34342. return data;
  34343. }
  34344. }
  34345. /**
  34346. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  34347. *
  34348. * In this projection mode, an object's size in the rendered image stays
  34349. * constant regardless of its distance from the camera. This can be useful
  34350. * for rendering 2D scenes and UI elements, amongst other things.
  34351. *
  34352. * ```js
  34353. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  34354. * scene.add( camera );
  34355. * ```
  34356. *
  34357. * @augments Camera
  34358. */
  34359. class OrthographicCamera extends Camera {
  34360. /**
  34361. * Constructs a new orthographic camera.
  34362. *
  34363. * @param {number} [left=-1] - The left plane of the camera's frustum.
  34364. * @param {number} [right=1] - The right plane of the camera's frustum.
  34365. * @param {number} [top=1] - The top plane of the camera's frustum.
  34366. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  34367. * @param {number} [near=0.1] - The camera's near plane.
  34368. * @param {number} [far=2000] - The camera's far plane.
  34369. */
  34370. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  34371. super();
  34372. /**
  34373. * This flag can be used for type testing.
  34374. *
  34375. * @type {boolean}
  34376. * @readonly
  34377. * @default true
  34378. */
  34379. this.isOrthographicCamera = true;
  34380. this.type = 'OrthographicCamera';
  34381. /**
  34382. * The zoom factor of the camera.
  34383. *
  34384. * @type {number}
  34385. * @default 1
  34386. */
  34387. this.zoom = 1;
  34388. /**
  34389. * Represents the frustum window specification. This property should not be edited
  34390. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  34391. *
  34392. * @type {?Object}
  34393. * @default null
  34394. */
  34395. this.view = null;
  34396. /**
  34397. * The left plane of the camera's frustum.
  34398. *
  34399. * @type {number}
  34400. * @default -1
  34401. */
  34402. this.left = left;
  34403. /**
  34404. * The right plane of the camera's frustum.
  34405. *
  34406. * @type {number}
  34407. * @default 1
  34408. */
  34409. this.right = right;
  34410. /**
  34411. * The top plane of the camera's frustum.
  34412. *
  34413. * @type {number}
  34414. * @default 1
  34415. */
  34416. this.top = top;
  34417. /**
  34418. * The bottom plane of the camera's frustum.
  34419. *
  34420. * @type {number}
  34421. * @default -1
  34422. */
  34423. this.bottom = bottom;
  34424. /**
  34425. * The camera's near plane. The valid range is greater than `0`
  34426. * and less than the current value of {@link OrthographicCamera#far}.
  34427. *
  34428. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  34429. * valid value for an orthographic camera's near plane.
  34430. *
  34431. * @type {number}
  34432. * @default 0.1
  34433. */
  34434. this.near = near;
  34435. /**
  34436. * The camera's far plane. Must be greater than the
  34437. * current value of {@link OrthographicCamera#near}.
  34438. *
  34439. * @type {number}
  34440. * @default 2000
  34441. */
  34442. this.far = far;
  34443. this.updateProjectionMatrix();
  34444. }
  34445. copy( source, recursive ) {
  34446. super.copy( source, recursive );
  34447. this.left = source.left;
  34448. this.right = source.right;
  34449. this.top = source.top;
  34450. this.bottom = source.bottom;
  34451. this.near = source.near;
  34452. this.far = source.far;
  34453. this.zoom = source.zoom;
  34454. this.view = source.view === null ? null : Object.assign( {}, source.view );
  34455. return this;
  34456. }
  34457. /**
  34458. * Sets an offset in a larger frustum. This is useful for multi-window or
  34459. * multi-monitor/multi-machine setups.
  34460. *
  34461. * @param {number} fullWidth - The full width of multiview setup.
  34462. * @param {number} fullHeight - The full height of multiview setup.
  34463. * @param {number} x - The horizontal offset of the subcamera.
  34464. * @param {number} y - The vertical offset of the subcamera.
  34465. * @param {number} width - The width of subcamera.
  34466. * @param {number} height - The height of subcamera.
  34467. * @see {@link PerspectiveCamera#setViewOffset}
  34468. */
  34469. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  34470. if ( this.view === null ) {
  34471. this.view = {
  34472. enabled: true,
  34473. fullWidth: 1,
  34474. fullHeight: 1,
  34475. offsetX: 0,
  34476. offsetY: 0,
  34477. width: 1,
  34478. height: 1
  34479. };
  34480. }
  34481. this.view.enabled = true;
  34482. this.view.fullWidth = fullWidth;
  34483. this.view.fullHeight = fullHeight;
  34484. this.view.offsetX = x;
  34485. this.view.offsetY = y;
  34486. this.view.width = width;
  34487. this.view.height = height;
  34488. this.updateProjectionMatrix();
  34489. }
  34490. /**
  34491. * Removes the view offset from the projection matrix.
  34492. */
  34493. clearViewOffset() {
  34494. if ( this.view !== null ) {
  34495. this.view.enabled = false;
  34496. }
  34497. this.updateProjectionMatrix();
  34498. }
  34499. /**
  34500. * Updates the camera's projection matrix. Must be called after any change of
  34501. * camera properties.
  34502. */
  34503. updateProjectionMatrix() {
  34504. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  34505. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  34506. const cx = ( this.right + this.left ) / 2;
  34507. const cy = ( this.top + this.bottom ) / 2;
  34508. let left = cx - dx;
  34509. let right = cx + dx;
  34510. let top = cy + dy;
  34511. let bottom = cy - dy;
  34512. if ( this.view !== null && this.view.enabled ) {
  34513. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34514. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34515. left += scaleW * this.view.offsetX;
  34516. right = left + scaleW * this.view.width;
  34517. top -= scaleH * this.view.offsetY;
  34518. bottom = top - scaleH * this.view.height;
  34519. }
  34520. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34521. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34522. }
  34523. toJSON( meta ) {
  34524. const data = super.toJSON( meta );
  34525. data.object.zoom = this.zoom;
  34526. data.object.left = this.left;
  34527. data.object.right = this.right;
  34528. data.object.top = this.top;
  34529. data.object.bottom = this.bottom;
  34530. data.object.near = this.near;
  34531. data.object.far = this.far;
  34532. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34533. return data;
  34534. }
  34535. }
  34536. /**
  34537. * Represents the shadow configuration of directional lights.
  34538. *
  34539. * @augments LightShadow
  34540. */
  34541. class DirectionalLightShadow extends LightShadow {
  34542. /**
  34543. * Constructs a new directional light shadow.
  34544. */
  34545. constructor() {
  34546. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34547. /**
  34548. * This flag can be used for type testing.
  34549. *
  34550. * @type {boolean}
  34551. * @readonly
  34552. * @default true
  34553. */
  34554. this.isDirectionalLightShadow = true;
  34555. }
  34556. }
  34557. /**
  34558. * A light that gets emitted in a specific direction. This light will behave
  34559. * as though it is infinitely far away and the rays produced from it are all
  34560. * parallel. The common use case for this is to simulate daylight; the sun is
  34561. * far enough away that its position can be considered to be infinite, and
  34562. * all light rays coming from it are parallel.
  34563. *
  34564. * A common point of confusion for directional lights is that setting the
  34565. * rotation has no effect. This is because three.js's DirectionalLight is the
  34566. * equivalent to what is often called a 'Target Direct Light' in other
  34567. * applications.
  34568. *
  34569. * This means that its direction is calculated as pointing from the light's
  34570. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34571. * (as opposed to a 'Free Direct Light' that just has a rotation
  34572. * component).
  34573. *
  34574. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34575. *
  34576. * ```js
  34577. * // White directional light at half intensity shining from the top.
  34578. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34579. * scene.add( directionalLight );
  34580. * ```
  34581. *
  34582. * @augments Light
  34583. */
  34584. class DirectionalLight extends Light {
  34585. /**
  34586. * Constructs a new directional light.
  34587. *
  34588. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34589. * @param {number} [intensity=1] - The light's strength/intensity.
  34590. */
  34591. constructor( color, intensity ) {
  34592. super( color, intensity );
  34593. /**
  34594. * This flag can be used for type testing.
  34595. *
  34596. * @type {boolean}
  34597. * @readonly
  34598. * @default true
  34599. */
  34600. this.isDirectionalLight = true;
  34601. this.type = 'DirectionalLight';
  34602. this.position.copy( Object3D.DEFAULT_UP );
  34603. this.updateMatrix();
  34604. /**
  34605. * The directional light points from its position to the
  34606. * target's position.
  34607. *
  34608. * For the target's position to be changed to anything other
  34609. * than the default, it must be added to the scene.
  34610. *
  34611. * It is also possible to set the target to be another 3D object
  34612. * in the scene. The light will now track the target object.
  34613. *
  34614. * @type {Object3D}
  34615. */
  34616. this.target = new Object3D();
  34617. /**
  34618. * This property holds the light's shadow configuration.
  34619. *
  34620. * @type {DirectionalLightShadow}
  34621. */
  34622. this.shadow = new DirectionalLightShadow();
  34623. }
  34624. dispose() {
  34625. super.dispose();
  34626. this.shadow.dispose();
  34627. }
  34628. copy( source ) {
  34629. super.copy( source );
  34630. this.target = source.target.clone();
  34631. this.shadow = source.shadow.clone();
  34632. return this;
  34633. }
  34634. toJSON( meta ) {
  34635. const data = super.toJSON( meta );
  34636. data.object.shadow = this.shadow.toJSON();
  34637. data.object.target = this.target.uuid;
  34638. return data;
  34639. }
  34640. }
  34641. /**
  34642. * This light globally illuminates all objects in the scene equally.
  34643. *
  34644. * It cannot be used to cast shadows as it does not have a direction.
  34645. *
  34646. * ```js
  34647. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34648. * scene.add( light );
  34649. * ```
  34650. *
  34651. * @augments Light
  34652. */
  34653. class AmbientLight extends Light {
  34654. /**
  34655. * Constructs a new ambient light.
  34656. *
  34657. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34658. * @param {number} [intensity=1] - The light's strength/intensity.
  34659. */
  34660. constructor( color, intensity ) {
  34661. super( color, intensity );
  34662. /**
  34663. * This flag can be used for type testing.
  34664. *
  34665. * @type {boolean}
  34666. * @readonly
  34667. * @default true
  34668. */
  34669. this.isAmbientLight = true;
  34670. this.type = 'AmbientLight';
  34671. }
  34672. }
  34673. /**
  34674. * This class emits light uniformly across the face a rectangular plane.
  34675. * This light type can be used to simulate light sources such as bright
  34676. * windows or strip lighting.
  34677. *
  34678. * Important Notes:
  34679. *
  34680. * - There is no shadow support.
  34681. * - Only PBR materials are supported.
  34682. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34683. * into your app and init the uniforms/textures.
  34684. *
  34685. * ```js
  34686. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34687. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34688. *
  34689. * const intensity = 1; const width = 10; const height = 10;
  34690. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34691. * rectLight.position.set( 5, 5, 0 );
  34692. * rectLight.lookAt( 0, 0, 0 );
  34693. * scene.add( rectLight )
  34694. * ```
  34695. *
  34696. * @augments Light
  34697. */
  34698. class RectAreaLight extends Light {
  34699. /**
  34700. * Constructs a new area light.
  34701. *
  34702. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34703. * @param {number} [intensity=1] - The light's strength/intensity.
  34704. * @param {number} [width=10] - The width of the light.
  34705. * @param {number} [height=10] - The height of the light.
  34706. */
  34707. constructor( color, intensity, width = 10, height = 10 ) {
  34708. super( color, intensity );
  34709. /**
  34710. * This flag can be used for type testing.
  34711. *
  34712. * @type {boolean}
  34713. * @readonly
  34714. * @default true
  34715. */
  34716. this.isRectAreaLight = true;
  34717. this.type = 'RectAreaLight';
  34718. /**
  34719. * The width of the light.
  34720. *
  34721. * @type {number}
  34722. * @default 10
  34723. */
  34724. this.width = width;
  34725. /**
  34726. * The height of the light.
  34727. *
  34728. * @type {number}
  34729. * @default 10
  34730. */
  34731. this.height = height;
  34732. }
  34733. /**
  34734. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34735. * Changing the power will also change the light's intensity.
  34736. *
  34737. * @type {number}
  34738. */
  34739. get power() {
  34740. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34741. return this.intensity * this.width * this.height * Math.PI;
  34742. }
  34743. set power( power ) {
  34744. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34745. this.intensity = power / ( this.width * this.height * Math.PI );
  34746. }
  34747. copy( source ) {
  34748. super.copy( source );
  34749. this.width = source.width;
  34750. this.height = source.height;
  34751. return this;
  34752. }
  34753. toJSON( meta ) {
  34754. const data = super.toJSON( meta );
  34755. data.object.width = this.width;
  34756. data.object.height = this.height;
  34757. return data;
  34758. }
  34759. }
  34760. /**
  34761. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34762. * to encode lighting information.
  34763. *
  34764. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34765. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34766. */
  34767. class SphericalHarmonics3 {
  34768. /**
  34769. * Constructs a new spherical harmonics.
  34770. */
  34771. constructor() {
  34772. /**
  34773. * This flag can be used for type testing.
  34774. *
  34775. * @type {boolean}
  34776. * @readonly
  34777. * @default true
  34778. */
  34779. this.isSphericalHarmonics3 = true;
  34780. /**
  34781. * An array holding the (9) SH coefficients.
  34782. *
  34783. * @type {Array<Vector3>}
  34784. */
  34785. this.coefficients = [];
  34786. for ( let i = 0; i < 9; i ++ ) {
  34787. this.coefficients.push( new Vector3() );
  34788. }
  34789. }
  34790. /**
  34791. * Sets the given SH coefficients to this instance by copying
  34792. * the values.
  34793. *
  34794. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34795. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34796. */
  34797. set( coefficients ) {
  34798. for ( let i = 0; i < 9; i ++ ) {
  34799. this.coefficients[ i ].copy( coefficients[ i ] );
  34800. }
  34801. return this;
  34802. }
  34803. /**
  34804. * Sets all SH coefficients to `0`.
  34805. *
  34806. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34807. */
  34808. zero() {
  34809. for ( let i = 0; i < 9; i ++ ) {
  34810. this.coefficients[ i ].set( 0, 0, 0 );
  34811. }
  34812. return this;
  34813. }
  34814. /**
  34815. * Returns the radiance in the direction of the given normal.
  34816. *
  34817. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34818. * @param {Vector3} target - The target vector that is used to store the method's result.
  34819. * @return {Vector3} The radiance.
  34820. */
  34821. getAt( normal, target ) {
  34822. // normal is assumed to be unit length
  34823. const x = normal.x, y = normal.y, z = normal.z;
  34824. const coeff = this.coefficients;
  34825. // band 0
  34826. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34827. // band 1
  34828. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34829. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34830. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34831. // band 2
  34832. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34833. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34834. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34835. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34836. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34837. return target;
  34838. }
  34839. /**
  34840. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34841. * direction of the given normal.
  34842. *
  34843. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34844. * @param {Vector3} target - The target vector that is used to store the method's result.
  34845. * @return {Vector3} The irradiance.
  34846. */
  34847. getIrradianceAt( normal, target ) {
  34848. // normal is assumed to be unit length
  34849. const x = normal.x, y = normal.y, z = normal.z;
  34850. const coeff = this.coefficients;
  34851. // band 0
  34852. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34853. // band 1
  34854. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34855. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34856. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34857. // band 2
  34858. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34859. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34860. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34861. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34862. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34863. return target;
  34864. }
  34865. /**
  34866. * Adds the given SH to this instance.
  34867. *
  34868. * @param {SphericalHarmonics3} sh - The SH to add.
  34869. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34870. */
  34871. add( sh ) {
  34872. for ( let i = 0; i < 9; i ++ ) {
  34873. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34874. }
  34875. return this;
  34876. }
  34877. /**
  34878. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34879. * {@link SphericalHarmonics3#scale} at once.
  34880. *
  34881. * @param {SphericalHarmonics3} sh - The SH to add.
  34882. * @param {number} s - The scale factor.
  34883. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34884. */
  34885. addScaledSH( sh, s ) {
  34886. for ( let i = 0; i < 9; i ++ ) {
  34887. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34888. }
  34889. return this;
  34890. }
  34891. /**
  34892. * Scales this SH by the given scale factor.
  34893. *
  34894. * @param {number} s - The scale factor.
  34895. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34896. */
  34897. scale( s ) {
  34898. for ( let i = 0; i < 9; i ++ ) {
  34899. this.coefficients[ i ].multiplyScalar( s );
  34900. }
  34901. return this;
  34902. }
  34903. /**
  34904. * Linear interpolates between the given SH and this instance by the given
  34905. * alpha factor.
  34906. *
  34907. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34908. * @param {number} alpha - The alpha factor.
  34909. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34910. */
  34911. lerp( sh, alpha ) {
  34912. for ( let i = 0; i < 9; i ++ ) {
  34913. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34914. }
  34915. return this;
  34916. }
  34917. /**
  34918. * Returns `true` if this spherical harmonics is equal with the given one.
  34919. *
  34920. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34921. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34922. */
  34923. equals( sh ) {
  34924. for ( let i = 0; i < 9; i ++ ) {
  34925. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34926. return false;
  34927. }
  34928. }
  34929. return true;
  34930. }
  34931. /**
  34932. * Copies the values of the given spherical harmonics to this instance.
  34933. *
  34934. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34935. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34936. */
  34937. copy( sh ) {
  34938. return this.set( sh.coefficients );
  34939. }
  34940. /**
  34941. * Returns a new spherical harmonics with copied values from this instance.
  34942. *
  34943. * @return {SphericalHarmonics3} A clone of this instance.
  34944. */
  34945. clone() {
  34946. return new this.constructor().copy( this );
  34947. }
  34948. /**
  34949. * Sets the SH coefficients of this instance from the given array.
  34950. *
  34951. * @param {Array<number>} array - An array holding the SH coefficients.
  34952. * @param {number} [offset=0] - The array offset where to start copying.
  34953. * @return {SphericalHarmonics3} A clone of this instance.
  34954. */
  34955. fromArray( array, offset = 0 ) {
  34956. const coefficients = this.coefficients;
  34957. for ( let i = 0; i < 9; i ++ ) {
  34958. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34959. }
  34960. return this;
  34961. }
  34962. /**
  34963. * Returns an array with the SH coefficients, or copies them into the provided
  34964. * array. The coefficients are represented as numbers.
  34965. *
  34966. * @param {Array<number>} [array=[]] - The target array.
  34967. * @param {number} [offset=0] - The array offset where to start copying.
  34968. * @return {Array<number>} An array with flat SH coefficients.
  34969. */
  34970. toArray( array = [], offset = 0 ) {
  34971. const coefficients = this.coefficients;
  34972. for ( let i = 0; i < 9; i ++ ) {
  34973. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34974. }
  34975. return array;
  34976. }
  34977. /**
  34978. * Computes the SH basis for the given normal vector.
  34979. *
  34980. * @param {Vector3} normal - The normal.
  34981. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34982. */
  34983. static getBasisAt( normal, shBasis ) {
  34984. // normal is assumed to be unit length
  34985. const x = normal.x, y = normal.y, z = normal.z;
  34986. // band 0
  34987. shBasis[ 0 ] = 0.282095;
  34988. // band 1
  34989. shBasis[ 1 ] = 0.488603 * y;
  34990. shBasis[ 2 ] = 0.488603 * z;
  34991. shBasis[ 3 ] = 0.488603 * x;
  34992. // band 2
  34993. shBasis[ 4 ] = 1.092548 * x * y;
  34994. shBasis[ 5 ] = 1.092548 * y * z;
  34995. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34996. shBasis[ 7 ] = 1.092548 * x * z;
  34997. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34998. }
  34999. }
  35000. /**
  35001. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  35002. * classical light sources (e.g. directional, point or spot lights), light
  35003. * probes do not emit light. Instead they store information about light
  35004. * passing through 3D space. During rendering, the light that hits a 3D
  35005. * object is approximated by using the data from the light probe.
  35006. *
  35007. * Light probes are usually created from (radiance) environment maps. The
  35008. * class {@link LightProbeGenerator} can be used to create light probes from
  35009. * cube textures or render targets. However, light estimation data could also
  35010. * be provided in other forms e.g. by WebXR. This enables the rendering of
  35011. * augmented reality content that reacts to real world lighting.
  35012. *
  35013. * The current probe implementation in three.js supports so-called diffuse
  35014. * light probes. This type of light probe is functionally equivalent to an
  35015. * irradiance environment map.
  35016. *
  35017. * @augments Light
  35018. */
  35019. class LightProbe extends Light {
  35020. /**
  35021. * Constructs a new light probe.
  35022. *
  35023. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  35024. * @param {number} [intensity=1] - The light's strength/intensity.
  35025. */
  35026. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  35027. super( undefined, intensity );
  35028. /**
  35029. * This flag can be used for type testing.
  35030. *
  35031. * @type {boolean}
  35032. * @readonly
  35033. * @default true
  35034. */
  35035. this.isLightProbe = true;
  35036. /**
  35037. * A light probe uses spherical harmonics to encode lighting information.
  35038. *
  35039. * @type {SphericalHarmonics3}
  35040. */
  35041. this.sh = sh;
  35042. }
  35043. copy( source ) {
  35044. super.copy( source );
  35045. this.sh.copy( source.sh );
  35046. return this;
  35047. }
  35048. toJSON( meta ) {
  35049. const data = super.toJSON( meta );
  35050. data.object.sh = this.sh.toArray();
  35051. return data;
  35052. }
  35053. }
  35054. /**
  35055. * Class for loading materials. The files are internally
  35056. * loaded via {@link FileLoader}.
  35057. *
  35058. * ```js
  35059. * const loader = new THREE.MaterialLoader();
  35060. * const material = await loader.loadAsync( 'material.json' );
  35061. * ```
  35062. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  35063. *
  35064. * @augments Loader
  35065. */
  35066. class MaterialLoader extends Loader {
  35067. /**
  35068. * Constructs a new material loader.
  35069. *
  35070. * @param {LoadingManager} [manager] - The loading manager.
  35071. */
  35072. constructor( manager ) {
  35073. super( manager );
  35074. /**
  35075. * A dictionary holding textures used by the material.
  35076. *
  35077. * @type {Object<string,Texture>}
  35078. */
  35079. this.textures = {};
  35080. }
  35081. /**
  35082. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  35083. *
  35084. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35085. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  35086. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35087. * @param {onErrorCallback} onError - Executed when errors occur.
  35088. */
  35089. load( url, onLoad, onProgress, onError ) {
  35090. const scope = this;
  35091. const loader = new FileLoader( scope.manager );
  35092. loader.setPath( scope.path );
  35093. loader.setRequestHeader( scope.requestHeader );
  35094. loader.setWithCredentials( scope.withCredentials );
  35095. loader.load( url, function ( text ) {
  35096. try {
  35097. onLoad( scope.parse( JSON.parse( text ) ) );
  35098. } catch ( e ) {
  35099. if ( onError ) {
  35100. onError( e );
  35101. } else {
  35102. error( e );
  35103. }
  35104. scope.manager.itemError( url );
  35105. }
  35106. }, onProgress, onError );
  35107. }
  35108. /**
  35109. * Parses the given JSON object and returns a material.
  35110. *
  35111. * @param {Object} json - The serialized material.
  35112. * @return {Material} The parsed material.
  35113. */
  35114. parse( json ) {
  35115. const textures = this.textures;
  35116. function getTexture( name ) {
  35117. if ( textures[ name ] === undefined ) {
  35118. warn( 'MaterialLoader: Undefined texture', name );
  35119. }
  35120. return textures[ name ];
  35121. }
  35122. const material = this.createMaterialFromType( json.type );
  35123. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  35124. if ( json.name !== undefined ) material.name = json.name;
  35125. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  35126. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  35127. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  35128. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  35129. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  35130. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  35131. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  35132. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  35133. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  35134. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  35135. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  35136. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  35137. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  35138. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  35139. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  35140. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  35141. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  35142. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  35143. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  35144. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  35145. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  35146. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  35147. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  35148. if ( json.fog !== undefined ) material.fog = json.fog;
  35149. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  35150. if ( json.blending !== undefined ) material.blending = json.blending;
  35151. if ( json.combine !== undefined ) material.combine = json.combine;
  35152. if ( json.side !== undefined ) material.side = json.side;
  35153. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  35154. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  35155. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  35156. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  35157. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  35158. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  35159. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  35160. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  35161. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  35162. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  35163. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  35164. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  35165. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  35166. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  35167. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  35168. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  35169. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  35170. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  35171. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  35172. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  35173. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  35174. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  35175. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  35176. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  35177. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  35178. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  35179. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  35180. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  35181. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  35182. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  35183. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  35184. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  35185. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  35186. if ( json.scale !== undefined ) material.scale = json.scale;
  35187. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  35188. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  35189. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  35190. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  35191. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  35192. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  35193. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  35194. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  35195. if ( json.visible !== undefined ) material.visible = json.visible;
  35196. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  35197. if ( json.userData !== undefined ) material.userData = json.userData;
  35198. if ( json.vertexColors !== undefined ) {
  35199. if ( typeof json.vertexColors === 'number' ) {
  35200. material.vertexColors = json.vertexColors > 0;
  35201. } else {
  35202. material.vertexColors = json.vertexColors;
  35203. }
  35204. }
  35205. // Shader Material
  35206. if ( json.uniforms !== undefined ) {
  35207. for ( const name in json.uniforms ) {
  35208. const uniform = json.uniforms[ name ];
  35209. material.uniforms[ name ] = {};
  35210. switch ( uniform.type ) {
  35211. case 't':
  35212. material.uniforms[ name ].value = getTexture( uniform.value );
  35213. break;
  35214. case 'c':
  35215. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  35216. break;
  35217. case 'v2':
  35218. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  35219. break;
  35220. case 'v3':
  35221. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  35222. break;
  35223. case 'v4':
  35224. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  35225. break;
  35226. case 'm3':
  35227. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  35228. break;
  35229. case 'm4':
  35230. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  35231. break;
  35232. default:
  35233. material.uniforms[ name ].value = uniform.value;
  35234. }
  35235. }
  35236. }
  35237. if ( json.defines !== undefined ) material.defines = json.defines;
  35238. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  35239. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  35240. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  35241. if ( json.extensions !== undefined ) {
  35242. for ( const key in json.extensions ) {
  35243. material.extensions[ key ] = json.extensions[ key ];
  35244. }
  35245. }
  35246. if ( json.lights !== undefined ) material.lights = json.lights;
  35247. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  35248. // for PointsMaterial
  35249. if ( json.size !== undefined ) material.size = json.size;
  35250. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  35251. // maps
  35252. if ( json.map !== undefined ) material.map = getTexture( json.map );
  35253. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  35254. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  35255. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  35256. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  35257. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  35258. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  35259. if ( json.normalScale !== undefined ) {
  35260. let normalScale = json.normalScale;
  35261. if ( Array.isArray( normalScale ) === false ) {
  35262. // Blender exporter used to export a scalar. See #7459
  35263. normalScale = [ normalScale, normalScale ];
  35264. }
  35265. material.normalScale = new Vector2().fromArray( normalScale );
  35266. }
  35267. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  35268. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  35269. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  35270. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  35271. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  35272. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  35273. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  35274. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  35275. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  35276. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  35277. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  35278. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  35279. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  35280. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  35281. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  35282. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  35283. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  35284. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  35285. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  35286. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  35287. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  35288. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  35289. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  35290. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  35291. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  35292. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  35293. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  35294. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  35295. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  35296. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  35297. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  35298. return material;
  35299. }
  35300. /**
  35301. * Textures are not embedded in the material JSON so they have
  35302. * to be injected before the loading process starts.
  35303. *
  35304. * @param {Object} value - A dictionary holding textures for material properties.
  35305. * @return {MaterialLoader} A reference to this material loader.
  35306. */
  35307. setTextures( value ) {
  35308. this.textures = value;
  35309. return this;
  35310. }
  35311. /**
  35312. * Creates a material for the given type.
  35313. *
  35314. * @param {string} type - The material type.
  35315. * @return {Material} The new material.
  35316. */
  35317. createMaterialFromType( type ) {
  35318. return MaterialLoader.createMaterialFromType( type );
  35319. }
  35320. /**
  35321. * Creates a material for the given type.
  35322. *
  35323. * @static
  35324. * @param {string} type - The material type.
  35325. * @return {Material} The new material.
  35326. */
  35327. static createMaterialFromType( type ) {
  35328. const materialLib = {
  35329. ShadowMaterial,
  35330. SpriteMaterial,
  35331. RawShaderMaterial,
  35332. ShaderMaterial,
  35333. PointsMaterial,
  35334. MeshPhysicalMaterial,
  35335. MeshStandardMaterial,
  35336. MeshPhongMaterial,
  35337. MeshToonMaterial,
  35338. MeshNormalMaterial,
  35339. MeshLambertMaterial,
  35340. MeshDepthMaterial,
  35341. MeshDistanceMaterial,
  35342. MeshBasicMaterial,
  35343. MeshMatcapMaterial,
  35344. LineDashedMaterial,
  35345. LineBasicMaterial,
  35346. Material
  35347. };
  35348. return new materialLib[ type ]();
  35349. }
  35350. }
  35351. /**
  35352. * A class with loader utility functions.
  35353. */
  35354. class LoaderUtils {
  35355. /**
  35356. * Extracts the base URL from the given URL.
  35357. *
  35358. * @param {string} url -The URL to extract the base URL from.
  35359. * @return {string} The extracted base URL.
  35360. */
  35361. static extractUrlBase( url ) {
  35362. const index = url.lastIndexOf( '/' );
  35363. if ( index === -1 ) return './';
  35364. return url.slice( 0, index + 1 );
  35365. }
  35366. /**
  35367. * Resolves relative URLs against the given path. Absolute paths, data urls,
  35368. * and blob URLs will be returned as is. Invalid URLs will return an empty
  35369. * string.
  35370. *
  35371. * @param {string} url -The URL to resolve.
  35372. * @param {string} path - The base path for relative URLs to be resolved against.
  35373. * @return {string} The resolved URL.
  35374. */
  35375. static resolveURL( url, path ) {
  35376. // Invalid URL
  35377. if ( typeof url !== 'string' || url === '' ) return '';
  35378. // Host Relative URL
  35379. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  35380. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  35381. }
  35382. // Absolute URL http://,https://,//
  35383. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  35384. // Data URI
  35385. if ( /^data:.*,.*$/i.test( url ) ) return url;
  35386. // Blob URL
  35387. if ( /^blob:.*$/i.test( url ) ) return url;
  35388. // Relative URL
  35389. return path + url;
  35390. }
  35391. }
  35392. /**
  35393. * An instanced version of a geometry.
  35394. */
  35395. class InstancedBufferGeometry extends BufferGeometry {
  35396. /**
  35397. * Constructs a new instanced buffer geometry.
  35398. */
  35399. constructor() {
  35400. super();
  35401. /**
  35402. * This flag can be used for type testing.
  35403. *
  35404. * @type {boolean}
  35405. * @readonly
  35406. * @default true
  35407. */
  35408. this.isInstancedBufferGeometry = true;
  35409. this.type = 'InstancedBufferGeometry';
  35410. /**
  35411. * The instance count.
  35412. *
  35413. * @type {number}
  35414. * @default Infinity
  35415. */
  35416. this.instanceCount = Infinity;
  35417. }
  35418. copy( source ) {
  35419. super.copy( source );
  35420. this.instanceCount = source.instanceCount;
  35421. return this;
  35422. }
  35423. toJSON() {
  35424. const data = super.toJSON();
  35425. data.instanceCount = this.instanceCount;
  35426. data.isInstancedBufferGeometry = true;
  35427. return data;
  35428. }
  35429. }
  35430. /**
  35431. * Class for loading geometries. The files are internally
  35432. * loaded via {@link FileLoader}.
  35433. *
  35434. * ```js
  35435. * const loader = new THREE.BufferGeometryLoader();
  35436. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  35437. *
  35438. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  35439. * const object = new THREE.Mesh( geometry, material );
  35440. * scene.add( object );
  35441. * ```
  35442. *
  35443. * @augments Loader
  35444. */
  35445. class BufferGeometryLoader extends Loader {
  35446. /**
  35447. * Constructs a new geometry loader.
  35448. *
  35449. * @param {LoadingManager} [manager] - The loading manager.
  35450. */
  35451. constructor( manager ) {
  35452. super( manager );
  35453. }
  35454. /**
  35455. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  35456. *
  35457. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35458. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  35459. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35460. * @param {onErrorCallback} onError - Executed when errors occur.
  35461. */
  35462. load( url, onLoad, onProgress, onError ) {
  35463. const scope = this;
  35464. const loader = new FileLoader( scope.manager );
  35465. loader.setPath( scope.path );
  35466. loader.setRequestHeader( scope.requestHeader );
  35467. loader.setWithCredentials( scope.withCredentials );
  35468. loader.load( url, function ( text ) {
  35469. try {
  35470. onLoad( scope.parse( JSON.parse( text ) ) );
  35471. } catch ( e ) {
  35472. if ( onError ) {
  35473. onError( e );
  35474. } else {
  35475. error( e );
  35476. }
  35477. scope.manager.itemError( url );
  35478. }
  35479. }, onProgress, onError );
  35480. }
  35481. /**
  35482. * Parses the given JSON object and returns a geometry.
  35483. *
  35484. * @param {Object} json - The serialized geometry.
  35485. * @return {BufferGeometry} The parsed geometry.
  35486. */
  35487. parse( json ) {
  35488. const interleavedBufferMap = {};
  35489. const arrayBufferMap = {};
  35490. function getInterleavedBuffer( json, uuid ) {
  35491. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  35492. const interleavedBuffers = json.interleavedBuffers;
  35493. const interleavedBuffer = interleavedBuffers[ uuid ];
  35494. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  35495. const array = getTypedArray( interleavedBuffer.type, buffer );
  35496. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  35497. ib.uuid = interleavedBuffer.uuid;
  35498. interleavedBufferMap[ uuid ] = ib;
  35499. return ib;
  35500. }
  35501. function getArrayBuffer( json, uuid ) {
  35502. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  35503. const arrayBuffers = json.arrayBuffers;
  35504. const arrayBuffer = arrayBuffers[ uuid ];
  35505. const ab = new Uint32Array( arrayBuffer ).buffer;
  35506. arrayBufferMap[ uuid ] = ab;
  35507. return ab;
  35508. }
  35509. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  35510. const index = json.data.index;
  35511. if ( index !== undefined ) {
  35512. const typedArray = getTypedArray( index.type, index.array );
  35513. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35514. }
  35515. const attributes = json.data.attributes;
  35516. for ( const key in attributes ) {
  35517. const attribute = attributes[ key ];
  35518. let bufferAttribute;
  35519. if ( attribute.isInterleavedBufferAttribute ) {
  35520. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35521. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35522. } else {
  35523. const typedArray = getTypedArray( attribute.type, attribute.array );
  35524. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35525. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35526. }
  35527. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35528. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35529. geometry.setAttribute( key, bufferAttribute );
  35530. }
  35531. const morphAttributes = json.data.morphAttributes;
  35532. if ( morphAttributes ) {
  35533. for ( const key in morphAttributes ) {
  35534. const attributeArray = morphAttributes[ key ];
  35535. const array = [];
  35536. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35537. const attribute = attributeArray[ i ];
  35538. let bufferAttribute;
  35539. if ( attribute.isInterleavedBufferAttribute ) {
  35540. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35541. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35542. } else {
  35543. const typedArray = getTypedArray( attribute.type, attribute.array );
  35544. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35545. }
  35546. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35547. array.push( bufferAttribute );
  35548. }
  35549. geometry.morphAttributes[ key ] = array;
  35550. }
  35551. }
  35552. const morphTargetsRelative = json.data.morphTargetsRelative;
  35553. if ( morphTargetsRelative ) {
  35554. geometry.morphTargetsRelative = true;
  35555. }
  35556. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35557. if ( groups !== undefined ) {
  35558. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35559. const group = groups[ i ];
  35560. geometry.addGroup( group.start, group.count, group.materialIndex );
  35561. }
  35562. }
  35563. const boundingSphere = json.data.boundingSphere;
  35564. if ( boundingSphere !== undefined ) {
  35565. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35566. }
  35567. if ( json.name ) geometry.name = json.name;
  35568. if ( json.userData ) geometry.userData = json.userData;
  35569. return geometry;
  35570. }
  35571. }
  35572. const _customGeometries = {};
  35573. /**
  35574. * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4).
  35575. * The files are internally loaded via {@link FileLoader}.
  35576. *
  35577. * ```js
  35578. * const loader = new THREE.ObjectLoader();
  35579. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35580. * scene.add( obj );
  35581. *
  35582. * // Alternatively, to parse a previously loaded JSON structure
  35583. * const object = await loader.parseAsync( a_json_object );
  35584. * scene.add( object );
  35585. * ```
  35586. *
  35587. * @augments Loader
  35588. */
  35589. class ObjectLoader extends Loader {
  35590. /**
  35591. * Constructs a new object loader.
  35592. *
  35593. * @param {LoadingManager} [manager] - The loading manager.
  35594. */
  35595. constructor( manager ) {
  35596. super( manager );
  35597. }
  35598. /**
  35599. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35600. *
  35601. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35602. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35603. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35604. * @param {onErrorCallback} onError - Executed when errors occur.
  35605. */
  35606. load( url, onLoad, onProgress, onError ) {
  35607. const scope = this;
  35608. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35609. this.resourcePath = this.resourcePath || path;
  35610. const loader = new FileLoader( this.manager );
  35611. loader.setPath( this.path );
  35612. loader.setRequestHeader( this.requestHeader );
  35613. loader.setWithCredentials( this.withCredentials );
  35614. loader.load( url, function ( text ) {
  35615. let json = null;
  35616. try {
  35617. json = JSON.parse( text );
  35618. } catch ( e ) {
  35619. if ( onError !== undefined ) onError( e );
  35620. error( 'ObjectLoader: Can\'t parse ' + url + '.', e.message );
  35621. return;
  35622. }
  35623. const metadata = json.metadata;
  35624. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35625. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35626. error( 'ObjectLoader: Can\'t load ' + url );
  35627. return;
  35628. }
  35629. scope.parse( json, onLoad );
  35630. }, onProgress, onError );
  35631. }
  35632. /**
  35633. * Async version of {@link ObjectLoader#load}.
  35634. *
  35635. * @async
  35636. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35637. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35638. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35639. */
  35640. async loadAsync( url, onProgress ) {
  35641. const scope = this;
  35642. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35643. this.resourcePath = this.resourcePath || path;
  35644. const loader = new FileLoader( this.manager );
  35645. loader.setPath( this.path );
  35646. loader.setRequestHeader( this.requestHeader );
  35647. loader.setWithCredentials( this.withCredentials );
  35648. const text = await loader.loadAsync( url, onProgress );
  35649. let json;
  35650. try {
  35651. json = JSON.parse( text );
  35652. } catch ( e ) {
  35653. throw new Error( 'THREE.ObjectLoader: Can\'t parse ' + url + '. ' + e.message );
  35654. }
  35655. const metadata = json.metadata;
  35656. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35657. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35658. }
  35659. return await scope.parseAsync( json );
  35660. }
  35661. /**
  35662. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35663. * but can also be used directly to parse a previously loaded JSON structure.
  35664. *
  35665. * @param {Object} json - The serialized 3D object.
  35666. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35667. * @return {Object3D} The parsed 3D object.
  35668. */
  35669. parse( json, onLoad ) {
  35670. const animations = this.parseAnimations( json.animations );
  35671. const shapes = this.parseShapes( json.shapes );
  35672. const geometries = this.parseGeometries( json.geometries, shapes );
  35673. const images = this.parseImages( json.images, function () {
  35674. if ( onLoad !== undefined ) onLoad( object );
  35675. } );
  35676. const textures = this.parseTextures( json.textures, images );
  35677. const materials = this.parseMaterials( json.materials, textures );
  35678. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35679. const skeletons = this.parseSkeletons( json.skeletons, object );
  35680. this.bindSkeletons( object, skeletons );
  35681. this.bindLightTargets( object );
  35682. //
  35683. if ( onLoad !== undefined ) {
  35684. let hasImages = false;
  35685. for ( const uuid in images ) {
  35686. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35687. hasImages = true;
  35688. break;
  35689. }
  35690. }
  35691. if ( hasImages === false ) onLoad( object );
  35692. }
  35693. return object;
  35694. }
  35695. /**
  35696. * Async version of {@link ObjectLoader#parse}.
  35697. *
  35698. * @param {Object} json - The serialized 3D object.
  35699. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35700. */
  35701. async parseAsync( json ) {
  35702. const animations = this.parseAnimations( json.animations );
  35703. const shapes = this.parseShapes( json.shapes );
  35704. const geometries = this.parseGeometries( json.geometries, shapes );
  35705. const images = await this.parseImagesAsync( json.images );
  35706. const textures = this.parseTextures( json.textures, images );
  35707. const materials = this.parseMaterials( json.materials, textures );
  35708. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35709. const skeletons = this.parseSkeletons( json.skeletons, object );
  35710. this.bindSkeletons( object, skeletons );
  35711. this.bindLightTargets( object );
  35712. return object;
  35713. }
  35714. /**
  35715. * Registers the given geometry at the internal
  35716. * geometry library.
  35717. *
  35718. * @static
  35719. * @param {string} type - The geometry type.
  35720. * @param {BufferGeometry.constructor} geometryClass - The geometry class.
  35721. */
  35722. static registerGeometry( type, geometryClass ) {
  35723. _customGeometries[ type ] = geometryClass;
  35724. }
  35725. // internals
  35726. parseShapes( json ) {
  35727. const shapes = {};
  35728. if ( json !== undefined ) {
  35729. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35730. const shape = new Shape().fromJSON( json[ i ] );
  35731. shapes[ shape.uuid ] = shape;
  35732. }
  35733. }
  35734. return shapes;
  35735. }
  35736. parseSkeletons( json, object ) {
  35737. const skeletons = {};
  35738. const bones = {};
  35739. // generate bone lookup table
  35740. object.traverse( function ( child ) {
  35741. if ( child.isBone ) bones[ child.uuid ] = child;
  35742. } );
  35743. // create skeletons
  35744. if ( json !== undefined ) {
  35745. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35746. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35747. skeletons[ skeleton.uuid ] = skeleton;
  35748. }
  35749. }
  35750. return skeletons;
  35751. }
  35752. parseGeometries( json, shapes ) {
  35753. const geometries = {};
  35754. if ( json !== undefined ) {
  35755. const bufferGeometryLoader = new BufferGeometryLoader();
  35756. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35757. let geometry;
  35758. const data = json[ i ];
  35759. switch ( data.type ) {
  35760. case 'BufferGeometry':
  35761. case 'InstancedBufferGeometry':
  35762. geometry = bufferGeometryLoader.parse( data );
  35763. break;
  35764. default:
  35765. if ( data.type in Geometries ) {
  35766. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35767. } else if ( data.type in _customGeometries ) {
  35768. geometry = _customGeometries[ data.type ].fromJSON( data, shapes );
  35769. } else {
  35770. warn( `ObjectLoader: Unknown geometry type "${ data.type }". Use .registerGeometry() before starting the deserialization process.` );
  35771. }
  35772. }
  35773. geometry.uuid = data.uuid;
  35774. if ( data.name !== undefined ) geometry.name = data.name;
  35775. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35776. geometries[ data.uuid ] = geometry;
  35777. }
  35778. }
  35779. return geometries;
  35780. }
  35781. parseMaterials( json, textures ) {
  35782. const cache = {}; // MultiMaterial
  35783. const materials = {};
  35784. if ( json !== undefined ) {
  35785. const loader = new MaterialLoader();
  35786. loader.setTextures( textures );
  35787. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35788. const data = json[ i ];
  35789. if ( cache[ data.uuid ] === undefined ) {
  35790. cache[ data.uuid ] = loader.parse( data );
  35791. }
  35792. materials[ data.uuid ] = cache[ data.uuid ];
  35793. }
  35794. }
  35795. return materials;
  35796. }
  35797. parseAnimations( json ) {
  35798. const animations = {};
  35799. if ( json !== undefined ) {
  35800. for ( let i = 0; i < json.length; i ++ ) {
  35801. const data = json[ i ];
  35802. const clip = AnimationClip.parse( data );
  35803. animations[ clip.uuid ] = clip;
  35804. }
  35805. }
  35806. return animations;
  35807. }
  35808. parseImages( json, onLoad ) {
  35809. const scope = this;
  35810. const images = {};
  35811. let loader;
  35812. function loadImage( url ) {
  35813. scope.manager.itemStart( url );
  35814. return loader.load( url, function () {
  35815. scope.manager.itemEnd( url );
  35816. }, undefined, function () {
  35817. scope.manager.itemError( url );
  35818. scope.manager.itemEnd( url );
  35819. } );
  35820. }
  35821. function deserializeImage( image ) {
  35822. if ( typeof image === 'string' ) {
  35823. const url = image;
  35824. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35825. return loadImage( path );
  35826. } else {
  35827. if ( image.data ) {
  35828. return {
  35829. data: getTypedArray( image.type, image.data ),
  35830. width: image.width,
  35831. height: image.height
  35832. };
  35833. } else {
  35834. return null;
  35835. }
  35836. }
  35837. }
  35838. if ( json !== undefined && json.length > 0 ) {
  35839. const manager = new LoadingManager( onLoad );
  35840. loader = new ImageLoader( manager );
  35841. loader.setCrossOrigin( this.crossOrigin );
  35842. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35843. const image = json[ i ];
  35844. const url = image.url;
  35845. if ( Array.isArray( url ) ) {
  35846. // load array of images e.g CubeTexture
  35847. const imageArray = [];
  35848. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35849. const currentUrl = url[ j ];
  35850. const deserializedImage = deserializeImage( currentUrl );
  35851. if ( deserializedImage !== null ) {
  35852. if ( deserializedImage instanceof HTMLImageElement ) {
  35853. imageArray.push( deserializedImage );
  35854. } else {
  35855. // special case: handle array of data textures for cube textures
  35856. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35857. }
  35858. }
  35859. }
  35860. images[ image.uuid ] = new Source( imageArray );
  35861. } else {
  35862. // load single image
  35863. const deserializedImage = deserializeImage( image.url );
  35864. images[ image.uuid ] = new Source( deserializedImage );
  35865. }
  35866. }
  35867. }
  35868. return images;
  35869. }
  35870. async parseImagesAsync( json ) {
  35871. const scope = this;
  35872. const images = {};
  35873. let loader;
  35874. async function deserializeImage( image ) {
  35875. if ( typeof image === 'string' ) {
  35876. const url = image;
  35877. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35878. return await loader.loadAsync( path );
  35879. } else {
  35880. if ( image.data ) {
  35881. return {
  35882. data: getTypedArray( image.type, image.data ),
  35883. width: image.width,
  35884. height: image.height
  35885. };
  35886. } else {
  35887. return null;
  35888. }
  35889. }
  35890. }
  35891. if ( json !== undefined && json.length > 0 ) {
  35892. loader = new ImageLoader( this.manager );
  35893. loader.setCrossOrigin( this.crossOrigin );
  35894. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35895. const image = json[ i ];
  35896. const url = image.url;
  35897. if ( Array.isArray( url ) ) {
  35898. // load array of images e.g CubeTexture
  35899. const imageArray = [];
  35900. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35901. const currentUrl = url[ j ];
  35902. const deserializedImage = await deserializeImage( currentUrl );
  35903. if ( deserializedImage !== null ) {
  35904. if ( deserializedImage instanceof HTMLImageElement ) {
  35905. imageArray.push( deserializedImage );
  35906. } else {
  35907. // special case: handle array of data textures for cube textures
  35908. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35909. }
  35910. }
  35911. }
  35912. images[ image.uuid ] = new Source( imageArray );
  35913. } else {
  35914. // load single image
  35915. const deserializedImage = await deserializeImage( image.url );
  35916. images[ image.uuid ] = new Source( deserializedImage );
  35917. }
  35918. }
  35919. }
  35920. return images;
  35921. }
  35922. parseTextures( json, images ) {
  35923. function parseConstant( value, type ) {
  35924. if ( typeof value === 'number' ) return value;
  35925. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35926. return type[ value ];
  35927. }
  35928. const textures = {};
  35929. if ( json !== undefined ) {
  35930. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35931. const data = json[ i ];
  35932. if ( data.image === undefined ) {
  35933. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35934. }
  35935. if ( images[ data.image ] === undefined ) {
  35936. warn( 'ObjectLoader: Undefined image', data.image );
  35937. }
  35938. const source = images[ data.image ];
  35939. const image = source.data;
  35940. let texture;
  35941. if ( Array.isArray( image ) ) {
  35942. texture = new CubeTexture();
  35943. if ( image.length === 6 ) texture.needsUpdate = true;
  35944. } else {
  35945. if ( image && image.data ) {
  35946. texture = new DataTexture();
  35947. } else {
  35948. texture = new Texture();
  35949. }
  35950. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35951. }
  35952. texture.source = source;
  35953. texture.uuid = data.uuid;
  35954. if ( data.name !== undefined ) texture.name = data.name;
  35955. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35956. if ( data.channel !== undefined ) texture.channel = data.channel;
  35957. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35958. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35959. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35960. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35961. if ( data.wrap !== undefined ) {
  35962. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35963. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35964. }
  35965. if ( data.format !== undefined ) texture.format = data.format;
  35966. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35967. if ( data.type !== undefined ) texture.type = data.type;
  35968. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35969. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35970. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35971. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35972. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35973. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35974. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35975. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35976. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35977. if ( data.normalized !== undefined ) texture.normalized = data.normalized;
  35978. if ( data.userData !== undefined ) texture.userData = data.userData;
  35979. textures[ data.uuid ] = texture;
  35980. }
  35981. }
  35982. return textures;
  35983. }
  35984. parseObject( data, geometries, materials, textures, animations ) {
  35985. let object;
  35986. function getGeometry( name ) {
  35987. if ( geometries[ name ] === undefined ) {
  35988. warn( 'ObjectLoader: Undefined geometry', name );
  35989. }
  35990. return geometries[ name ];
  35991. }
  35992. function getMaterial( name ) {
  35993. if ( name === undefined ) return undefined;
  35994. if ( Array.isArray( name ) ) {
  35995. const array = [];
  35996. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35997. const uuid = name[ i ];
  35998. if ( materials[ uuid ] === undefined ) {
  35999. warn( 'ObjectLoader: Undefined material', uuid );
  36000. }
  36001. array.push( materials[ uuid ] );
  36002. }
  36003. return array;
  36004. }
  36005. if ( materials[ name ] === undefined ) {
  36006. warn( 'ObjectLoader: Undefined material', name );
  36007. }
  36008. return materials[ name ];
  36009. }
  36010. function getTexture( uuid ) {
  36011. if ( textures[ uuid ] === undefined ) {
  36012. warn( 'ObjectLoader: Undefined texture', uuid );
  36013. }
  36014. return textures[ uuid ];
  36015. }
  36016. let geometry, material;
  36017. switch ( data.type ) {
  36018. case 'Scene':
  36019. object = new Scene();
  36020. if ( data.background !== undefined ) {
  36021. if ( Number.isInteger( data.background ) ) {
  36022. object.background = new Color( data.background );
  36023. } else {
  36024. object.background = getTexture( data.background );
  36025. }
  36026. }
  36027. if ( data.environment !== undefined ) {
  36028. object.environment = getTexture( data.environment );
  36029. }
  36030. if ( data.fog !== undefined ) {
  36031. if ( data.fog.type === 'Fog' ) {
  36032. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  36033. } else if ( data.fog.type === 'FogExp2' ) {
  36034. object.fog = new FogExp2( data.fog.color, data.fog.density );
  36035. }
  36036. if ( data.fog.name !== '' ) {
  36037. object.fog.name = data.fog.name;
  36038. }
  36039. }
  36040. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  36041. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  36042. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  36043. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  36044. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  36045. break;
  36046. case 'PerspectiveCamera':
  36047. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  36048. if ( data.focus !== undefined ) object.focus = data.focus;
  36049. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  36050. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  36051. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  36052. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  36053. break;
  36054. case 'OrthographicCamera':
  36055. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  36056. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  36057. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  36058. break;
  36059. case 'AmbientLight':
  36060. object = new AmbientLight( data.color, data.intensity );
  36061. break;
  36062. case 'DirectionalLight':
  36063. object = new DirectionalLight( data.color, data.intensity );
  36064. object.target = data.target || '';
  36065. break;
  36066. case 'PointLight':
  36067. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  36068. break;
  36069. case 'RectAreaLight':
  36070. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  36071. break;
  36072. case 'SpotLight':
  36073. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  36074. object.target = data.target || '';
  36075. break;
  36076. case 'HemisphereLight':
  36077. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  36078. break;
  36079. case 'LightProbe':
  36080. const sh = new SphericalHarmonics3().fromArray( data.sh );
  36081. object = new LightProbe( sh, data.intensity );
  36082. break;
  36083. case 'SkinnedMesh':
  36084. geometry = getGeometry( data.geometry );
  36085. material = getMaterial( data.material );
  36086. object = new SkinnedMesh( geometry, material );
  36087. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  36088. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  36089. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  36090. break;
  36091. case 'Mesh':
  36092. geometry = getGeometry( data.geometry );
  36093. material = getMaterial( data.material );
  36094. object = new Mesh( geometry, material );
  36095. break;
  36096. case 'InstancedMesh':
  36097. geometry = getGeometry( data.geometry );
  36098. material = getMaterial( data.material );
  36099. const count = data.count;
  36100. const instanceMatrix = data.instanceMatrix;
  36101. const instanceColor = data.instanceColor;
  36102. object = new InstancedMesh( geometry, material, count );
  36103. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  36104. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  36105. break;
  36106. case 'BatchedMesh':
  36107. geometry = getGeometry( data.geometry );
  36108. material = getMaterial( data.material );
  36109. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  36110. object.geometry = geometry;
  36111. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  36112. object.sortObjects = data.sortObjects;
  36113. object._drawRanges = data.drawRanges;
  36114. object._reservedRanges = data.reservedRanges;
  36115. object._geometryInfo = data.geometryInfo.map( info => {
  36116. let box = null;
  36117. let sphere = null;
  36118. if ( info.boundingBox !== undefined ) {
  36119. box = new Box3().fromJSON( info.boundingBox );
  36120. }
  36121. if ( info.boundingSphere !== undefined ) {
  36122. sphere = new Sphere().fromJSON( info.boundingSphere );
  36123. }
  36124. return {
  36125. ...info,
  36126. boundingBox: box,
  36127. boundingSphere: sphere
  36128. };
  36129. } );
  36130. object._instanceInfo = data.instanceInfo;
  36131. object._availableInstanceIds = data._availableInstanceIds;
  36132. object._availableGeometryIds = data._availableGeometryIds;
  36133. object._nextIndexStart = data.nextIndexStart;
  36134. object._nextVertexStart = data.nextVertexStart;
  36135. object._geometryCount = data.geometryCount;
  36136. object._maxInstanceCount = data.maxInstanceCount;
  36137. object._maxVertexCount = data.maxVertexCount;
  36138. object._maxIndexCount = data.maxIndexCount;
  36139. object._geometryInitialized = data.geometryInitialized;
  36140. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  36141. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  36142. if ( data.colorsTexture !== undefined ) {
  36143. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  36144. }
  36145. if ( data.boundingSphere !== undefined ) {
  36146. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  36147. }
  36148. if ( data.boundingBox !== undefined ) {
  36149. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  36150. }
  36151. break;
  36152. case 'LOD':
  36153. object = new LOD();
  36154. break;
  36155. case 'Line':
  36156. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  36157. break;
  36158. case 'LineLoop':
  36159. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  36160. break;
  36161. case 'LineSegments':
  36162. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  36163. break;
  36164. case 'PointCloud':
  36165. case 'Points':
  36166. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  36167. break;
  36168. case 'Sprite':
  36169. object = new Sprite( getMaterial( data.material ) );
  36170. break;
  36171. case 'Group':
  36172. object = new Group();
  36173. break;
  36174. case 'Bone':
  36175. object = new Bone();
  36176. break;
  36177. default:
  36178. object = new Object3D();
  36179. }
  36180. object.uuid = data.uuid;
  36181. if ( data.name !== undefined ) object.name = data.name;
  36182. if ( data.matrix !== undefined ) {
  36183. object.matrix.fromArray( data.matrix );
  36184. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  36185. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  36186. } else {
  36187. if ( data.position !== undefined ) object.position.fromArray( data.position );
  36188. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  36189. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  36190. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  36191. }
  36192. if ( data.up !== undefined ) object.up.fromArray( data.up );
  36193. if ( data.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot );
  36194. if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary );
  36195. if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice();
  36196. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  36197. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  36198. if ( data.shadow ) {
  36199. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  36200. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  36201. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  36202. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  36203. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  36204. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  36205. }
  36206. if ( data.visible !== undefined ) object.visible = data.visible;
  36207. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  36208. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  36209. if ( data.static !== undefined ) object.static = data.static;
  36210. if ( data.userData !== undefined ) object.userData = data.userData;
  36211. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  36212. if ( data.children !== undefined ) {
  36213. const children = data.children;
  36214. for ( let i = 0; i < children.length; i ++ ) {
  36215. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  36216. }
  36217. }
  36218. if ( data.animations !== undefined ) {
  36219. const objectAnimations = data.animations;
  36220. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  36221. const uuid = objectAnimations[ i ];
  36222. object.animations.push( animations[ uuid ] );
  36223. }
  36224. }
  36225. if ( data.type === 'LOD' ) {
  36226. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  36227. const levels = data.levels;
  36228. for ( let l = 0; l < levels.length; l ++ ) {
  36229. const level = levels[ l ];
  36230. const child = object.getObjectByProperty( 'uuid', level.object );
  36231. if ( child !== undefined ) {
  36232. object.addLevel( child, level.distance, level.hysteresis );
  36233. }
  36234. }
  36235. }
  36236. return object;
  36237. }
  36238. bindSkeletons( object, skeletons ) {
  36239. if ( Object.keys( skeletons ).length === 0 ) return;
  36240. object.traverse( function ( child ) {
  36241. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  36242. const skeleton = skeletons[ child.skeleton ];
  36243. if ( skeleton === undefined ) {
  36244. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  36245. } else {
  36246. child.bind( skeleton, child.bindMatrix );
  36247. }
  36248. }
  36249. } );
  36250. }
  36251. bindLightTargets( object ) {
  36252. object.traverse( function ( child ) {
  36253. if ( child.isDirectionalLight || child.isSpotLight ) {
  36254. const uuid = child.target;
  36255. const target = object.getObjectByProperty( 'uuid', uuid );
  36256. if ( target !== undefined ) {
  36257. child.target = target;
  36258. } else {
  36259. child.target = new Object3D();
  36260. }
  36261. }
  36262. } );
  36263. }
  36264. }
  36265. const TEXTURE_MAPPING = {
  36266. UVMapping: UVMapping,
  36267. CubeReflectionMapping: CubeReflectionMapping,
  36268. CubeRefractionMapping: CubeRefractionMapping,
  36269. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  36270. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  36271. CubeUVReflectionMapping: CubeUVReflectionMapping
  36272. };
  36273. const TEXTURE_WRAPPING = {
  36274. RepeatWrapping: RepeatWrapping,
  36275. ClampToEdgeWrapping: ClampToEdgeWrapping,
  36276. MirroredRepeatWrapping: MirroredRepeatWrapping
  36277. };
  36278. const TEXTURE_FILTER = {
  36279. NearestFilter: NearestFilter,
  36280. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  36281. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  36282. LinearFilter: LinearFilter,
  36283. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  36284. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  36285. };
  36286. const _errorMap = new WeakMap();
  36287. /**
  36288. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  36289. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  36290. * textures for rendering.
  36291. *
  36292. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  36293. * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading,
  36294. * unlike regular images which can be configured on the Texture to set these options on GPU upload instead.
  36295. *
  36296. * To match the default behaviour of {@link Texture}, the following options are needed:
  36297. *
  36298. * ```js
  36299. * { imageOrientation: 'flipY', premultiplyAlpha: 'none' }
  36300. * ```
  36301. *
  36302. * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled.
  36303. *
  36304. * ```js
  36305. * const loader = new THREE.ImageBitmapLoader();
  36306. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  36307. * const imageBitmap = await loader.loadAsync( 'image.png' );
  36308. *
  36309. * const texture = new THREE.Texture( imageBitmap );
  36310. * texture.needsUpdate = true;
  36311. * ```
  36312. *
  36313. * @augments Loader
  36314. */
  36315. class ImageBitmapLoader extends Loader {
  36316. /**
  36317. * Constructs a new image bitmap loader.
  36318. *
  36319. * @param {LoadingManager} [manager] - The loading manager.
  36320. */
  36321. constructor( manager ) {
  36322. super( manager );
  36323. /**
  36324. * This flag can be used for type testing.
  36325. *
  36326. * @type {boolean}
  36327. * @readonly
  36328. * @default true
  36329. */
  36330. this.isImageBitmapLoader = true;
  36331. if ( typeof createImageBitmap === 'undefined' ) {
  36332. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  36333. }
  36334. if ( typeof fetch === 'undefined' ) {
  36335. warn( 'ImageBitmapLoader: fetch() not supported.' );
  36336. }
  36337. /**
  36338. * Represents the loader options.
  36339. *
  36340. * @type {Object}
  36341. * @default {premultiplyAlpha:'none'}
  36342. */
  36343. this.options = { premultiplyAlpha: 'none' };
  36344. /**
  36345. * Used for aborting requests.
  36346. *
  36347. * @private
  36348. * @type {AbortController}
  36349. */
  36350. this._abortController = new AbortController();
  36351. }
  36352. /**
  36353. * Sets the given loader options. The structure of the object must match the `options` parameter of
  36354. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  36355. *
  36356. * Note: When caching is enabled, the cache key is based on the URL only. Loading the same URL with
  36357. * different options will return the cached result of the first request.
  36358. *
  36359. * @param {Object} options - The loader options to set.
  36360. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  36361. */
  36362. setOptions( options ) {
  36363. this.options = options;
  36364. return this;
  36365. }
  36366. /**
  36367. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  36368. *
  36369. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36370. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  36371. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  36372. * @param {onErrorCallback} onError - Executed when errors occur.
  36373. */
  36374. load( url, onLoad, onProgress, onError ) {
  36375. if ( url === undefined ) url = '';
  36376. if ( this.path !== undefined ) url = this.path + url;
  36377. url = this.manager.resolveURL( url );
  36378. const scope = this;
  36379. const cached = Cache.get( `image-bitmap:${url}` );
  36380. if ( cached !== undefined ) {
  36381. scope.manager.itemStart( url );
  36382. // If cached is a promise, wait for it to resolve
  36383. if ( cached.then ) {
  36384. cached.then( imageBitmap => {
  36385. // check if there is an error for the cached promise
  36386. if ( _errorMap.has( cached ) === true ) {
  36387. if ( onError ) onError( _errorMap.get( cached ) );
  36388. scope.manager.itemError( url );
  36389. scope.manager.itemEnd( url );
  36390. } else {
  36391. if ( onLoad ) onLoad( imageBitmap );
  36392. scope.manager.itemEnd( url );
  36393. }
  36394. } );
  36395. return;
  36396. }
  36397. // If cached is not a promise (i.e., it's already an imageBitmap)
  36398. setTimeout( function () {
  36399. if ( onLoad ) onLoad( cached );
  36400. scope.manager.itemEnd( url );
  36401. }, 0 );
  36402. return;
  36403. }
  36404. const fetchOptions = {};
  36405. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  36406. fetchOptions.headers = this.requestHeader;
  36407. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  36408. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  36409. return res.blob();
  36410. } ).then( function ( blob ) {
  36411. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  36412. } ).then( function ( imageBitmap ) {
  36413. Cache.add( `image-bitmap:${url}`, imageBitmap );
  36414. if ( onLoad ) onLoad( imageBitmap );
  36415. scope.manager.itemEnd( url );
  36416. } ).catch( function ( e ) {
  36417. if ( onError ) onError( e );
  36418. _errorMap.set( promise, e );
  36419. Cache.remove( `image-bitmap:${url}` );
  36420. scope.manager.itemError( url );
  36421. scope.manager.itemEnd( url );
  36422. } );
  36423. Cache.add( `image-bitmap:${url}`, promise );
  36424. scope.manager.itemStart( url );
  36425. }
  36426. /**
  36427. * Aborts ongoing fetch requests.
  36428. *
  36429. * @return {ImageBitmapLoader} A reference to this instance.
  36430. */
  36431. abort() {
  36432. this._abortController.abort();
  36433. this._abortController = new AbortController();
  36434. return this;
  36435. }
  36436. }
  36437. let _context;
  36438. /**
  36439. * Manages the global audio context in the engine.
  36440. *
  36441. * @hideconstructor
  36442. */
  36443. class AudioContext {
  36444. /**
  36445. * Returns the global native audio context.
  36446. *
  36447. * @return {Window.AudioContext} The native audio context.
  36448. */
  36449. static getContext() {
  36450. if ( _context === undefined ) {
  36451. _context = new ( window.AudioContext || window.webkitAudioContext )();
  36452. }
  36453. return _context;
  36454. }
  36455. /**
  36456. * Allows to set the global native audio context from outside.
  36457. *
  36458. * @param {Window.AudioContext} value - The native context to set.
  36459. */
  36460. static setContext( value ) {
  36461. _context = value;
  36462. }
  36463. }
  36464. /**
  36465. * Class for loading audio buffers. Audios are internally
  36466. * loaded via {@link FileLoader}.
  36467. *
  36468. * ```js
  36469. * const audioListener = new THREE.AudioListener();
  36470. * const ambientSound = new THREE.Audio( audioListener );
  36471. *
  36472. * const loader = new THREE.AudioLoader();
  36473. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  36474. *
  36475. * ambientSound.setBuffer( audioBuffer );
  36476. * ambientSound.play();
  36477. * ```
  36478. *
  36479. * @augments Loader
  36480. */
  36481. class AudioLoader extends Loader {
  36482. /**
  36483. * Constructs a new audio loader.
  36484. *
  36485. * @param {LoadingManager} [manager] - The loading manager.
  36486. */
  36487. constructor( manager ) {
  36488. super( manager );
  36489. }
  36490. /**
  36491. * Starts loading from the given URL and passes the loaded audio buffer
  36492. * to the `onLoad()` callback.
  36493. *
  36494. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  36495. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  36496. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  36497. * @param {onErrorCallback} onError - Executed when errors occur.
  36498. */
  36499. load( url, onLoad, onProgress, onError ) {
  36500. const scope = this;
  36501. const loader = new FileLoader( this.manager );
  36502. loader.setResponseType( 'arraybuffer' );
  36503. loader.setPath( this.path );
  36504. loader.setRequestHeader( this.requestHeader );
  36505. loader.setWithCredentials( this.withCredentials );
  36506. loader.load( url, function ( buffer ) {
  36507. try {
  36508. // Create a copy of the buffer. The `decodeAudioData` method
  36509. // detaches the buffer when complete, preventing reuse.
  36510. const bufferCopy = buffer.slice( 0 );
  36511. const context = AudioContext.getContext();
  36512. const decodeUrl = url + '#decode';
  36513. scope.manager.itemStart( decodeUrl ); // prevent loading manager from completing too early, see #33378
  36514. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  36515. onLoad( audioBuffer );
  36516. scope.manager.itemEnd( decodeUrl );
  36517. } ).catch( function ( e ) {
  36518. handleError( e );
  36519. scope.manager.itemEnd( decodeUrl );
  36520. } );
  36521. } catch ( e ) {
  36522. handleError( e );
  36523. }
  36524. }, onProgress, onError );
  36525. function handleError( e ) {
  36526. if ( onError ) {
  36527. onError( e );
  36528. } else {
  36529. error( e );
  36530. }
  36531. scope.manager.itemError( url );
  36532. }
  36533. }
  36534. }
  36535. const _eyeRight = /*@__PURE__*/ new Matrix4();
  36536. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  36537. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  36538. /**
  36539. * A special type of camera that uses two perspective cameras with
  36540. * stereoscopic projection. Can be used for rendering stereo effects
  36541. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  36542. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  36543. */
  36544. class StereoCamera {
  36545. /**
  36546. * Constructs a new stereo camera.
  36547. */
  36548. constructor() {
  36549. /**
  36550. * The type property is used for detecting the object type
  36551. * in context of serialization/deserialization.
  36552. *
  36553. * @type {string}
  36554. * @readonly
  36555. */
  36556. this.type = 'StereoCamera';
  36557. /**
  36558. * The aspect.
  36559. *
  36560. * @type {number}
  36561. * @default 1
  36562. */
  36563. this.aspect = 1;
  36564. /**
  36565. * The eye separation which represents the distance
  36566. * between the left and right camera.
  36567. *
  36568. * @type {number}
  36569. * @default 0.064
  36570. */
  36571. this.eyeSep = 0.064;
  36572. /**
  36573. * The camera representing the left eye. This is added to layer `1` so objects to be
  36574. * rendered by the left camera must also be added to this layer.
  36575. *
  36576. * @type {PerspectiveCamera}
  36577. */
  36578. this.cameraL = new PerspectiveCamera();
  36579. this.cameraL.layers.enable( 1 );
  36580. this.cameraL.matrixAutoUpdate = false;
  36581. /**
  36582. * The camera representing the right eye. This is added to layer `2` so objects to be
  36583. * rendered by the right camera must also be added to this layer.
  36584. *
  36585. * @type {PerspectiveCamera}
  36586. */
  36587. this.cameraR = new PerspectiveCamera();
  36588. this.cameraR.layers.enable( 2 );
  36589. this.cameraR.matrixAutoUpdate = false;
  36590. this._cache = {
  36591. focus: null,
  36592. fov: null,
  36593. aspect: null,
  36594. near: null,
  36595. far: null,
  36596. zoom: null,
  36597. eyeSep: null
  36598. };
  36599. }
  36600. /**
  36601. * Updates the stereo camera based on the given perspective camera.
  36602. *
  36603. * @param {PerspectiveCamera} camera - The perspective camera.
  36604. */
  36605. update( camera ) {
  36606. const cache = this._cache;
  36607. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36608. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36609. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36610. if ( needsUpdate ) {
  36611. cache.focus = camera.focus;
  36612. cache.fov = camera.fov;
  36613. cache.aspect = camera.aspect * this.aspect;
  36614. cache.near = camera.near;
  36615. cache.far = camera.far;
  36616. cache.zoom = camera.zoom;
  36617. cache.eyeSep = this.eyeSep;
  36618. // Off-axis stereoscopic effect based on
  36619. // http://paulbourke.net/stereographics/stereorender/
  36620. _projectionMatrix.copy( camera.projectionMatrix );
  36621. const eyeSepHalf = cache.eyeSep / 2;
  36622. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36623. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36624. let xmin, xmax;
  36625. // translate xOffset
  36626. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36627. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36628. // for left eye
  36629. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36630. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36631. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36632. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36633. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36634. // for right eye
  36635. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36636. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36637. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36638. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36639. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36640. }
  36641. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36642. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36643. }
  36644. }
  36645. const fov = -90; // negative fov is not an error
  36646. const aspect = 1;
  36647. /**
  36648. * A special type of camera that is positioned in 3D space to render its surroundings into a
  36649. * cube render target. The render target can then be used as an environment map for rendering
  36650. * realtime reflections in your scene.
  36651. *
  36652. * ```js
  36653. * // Create cube render target
  36654. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  36655. *
  36656. * // Create cube camera
  36657. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  36658. * scene.add( cubeCamera );
  36659. *
  36660. * // Create car
  36661. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  36662. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  36663. * scene.add( car );
  36664. *
  36665. * // Update the render target cube
  36666. * car.visible = false;
  36667. * cubeCamera.position.copy( car.position );
  36668. * cubeCamera.update( renderer, scene );
  36669. *
  36670. * // Render the scene
  36671. * car.visible = true;
  36672. * renderer.render( scene, camera );
  36673. * ```
  36674. *
  36675. * @augments Object3D
  36676. */
  36677. class CubeCamera extends Object3D {
  36678. /**
  36679. * Constructs a new cube camera.
  36680. *
  36681. * @param {number} near - The camera's near plane.
  36682. * @param {number} far - The camera's far plane.
  36683. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  36684. */
  36685. constructor( near, far, renderTarget ) {
  36686. super();
  36687. this.type = 'CubeCamera';
  36688. /**
  36689. * A reference to the cube render target.
  36690. *
  36691. * @type {WebGLCubeRenderTarget}
  36692. */
  36693. this.renderTarget = renderTarget;
  36694. /**
  36695. * The current active coordinate system.
  36696. *
  36697. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  36698. * @default null
  36699. */
  36700. this.coordinateSystem = null;
  36701. /**
  36702. * The current active mipmap level
  36703. *
  36704. * @type {number}
  36705. * @default 0
  36706. */
  36707. this.activeMipmapLevel = 0;
  36708. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  36709. cameraPX.layers = this.layers;
  36710. this.add( cameraPX );
  36711. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  36712. cameraNX.layers = this.layers;
  36713. this.add( cameraNX );
  36714. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  36715. cameraPY.layers = this.layers;
  36716. this.add( cameraPY );
  36717. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  36718. cameraNY.layers = this.layers;
  36719. this.add( cameraNY );
  36720. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  36721. cameraPZ.layers = this.layers;
  36722. this.add( cameraPZ );
  36723. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  36724. cameraNZ.layers = this.layers;
  36725. this.add( cameraNZ );
  36726. }
  36727. /**
  36728. * Must be called when the coordinate system of the cube camera is changed.
  36729. */
  36730. updateCoordinateSystem() {
  36731. const coordinateSystem = this.coordinateSystem;
  36732. const cameras = this.children.concat();
  36733. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  36734. for ( const camera of cameras ) this.remove( camera );
  36735. if ( coordinateSystem === WebGLCoordinateSystem ) {
  36736. cameraPX.up.set( 0, 1, 0 );
  36737. cameraPX.lookAt( 1, 0, 0 );
  36738. cameraNX.up.set( 0, 1, 0 );
  36739. cameraNX.lookAt( -1, 0, 0 );
  36740. cameraPY.up.set( 0, 0, -1 );
  36741. cameraPY.lookAt( 0, 1, 0 );
  36742. cameraNY.up.set( 0, 0, 1 );
  36743. cameraNY.lookAt( 0, -1, 0 );
  36744. cameraPZ.up.set( 0, 1, 0 );
  36745. cameraPZ.lookAt( 0, 0, 1 );
  36746. cameraNZ.up.set( 0, 1, 0 );
  36747. cameraNZ.lookAt( 0, 0, -1 );
  36748. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  36749. cameraPX.up.set( 0, -1, 0 );
  36750. cameraPX.lookAt( -1, 0, 0 );
  36751. cameraNX.up.set( 0, -1, 0 );
  36752. cameraNX.lookAt( 1, 0, 0 );
  36753. cameraPY.up.set( 0, 0, 1 );
  36754. cameraPY.lookAt( 0, 1, 0 );
  36755. cameraNY.up.set( 0, 0, -1 );
  36756. cameraNY.lookAt( 0, -1, 0 );
  36757. cameraPZ.up.set( 0, -1, 0 );
  36758. cameraPZ.lookAt( 0, 0, 1 );
  36759. cameraNZ.up.set( 0, -1, 0 );
  36760. cameraNZ.lookAt( 0, 0, -1 );
  36761. } else {
  36762. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  36763. }
  36764. for ( const camera of cameras ) {
  36765. this.add( camera );
  36766. camera.updateMatrixWorld();
  36767. }
  36768. }
  36769. /**
  36770. * Calling this method will render the given scene with the given renderer
  36771. * into the cube render target of the camera.
  36772. *
  36773. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  36774. * @param {Scene} scene - The scene to render.
  36775. */
  36776. update( renderer, scene ) {
  36777. if ( this.parent === null ) this.updateMatrixWorld();
  36778. const { renderTarget, activeMipmapLevel } = this;
  36779. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  36780. this.coordinateSystem = renderer.coordinateSystem;
  36781. this.updateCoordinateSystem();
  36782. }
  36783. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  36784. const currentRenderTarget = renderer.getRenderTarget();
  36785. const currentActiveCubeFace = renderer.getActiveCubeFace();
  36786. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  36787. const currentXrEnabled = renderer.xr.enabled;
  36788. renderer.xr.enabled = false;
  36789. const generateMipmaps = renderTarget.texture.generateMipmaps;
  36790. renderTarget.texture.generateMipmaps = false;
  36791. // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812
  36792. let reversedDepthBuffer = false;
  36793. if ( renderer.isWebGLRenderer === true ) {
  36794. reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
  36795. } else {
  36796. reversedDepthBuffer = renderer.reversedDepthBuffer;
  36797. }
  36798. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  36799. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36800. renderer.render( scene, cameraPX );
  36801. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  36802. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36803. renderer.render( scene, cameraNX );
  36804. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  36805. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36806. renderer.render( scene, cameraPY );
  36807. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  36808. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36809. renderer.render( scene, cameraNY );
  36810. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  36811. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36812. renderer.render( scene, cameraPZ );
  36813. // mipmaps are generated during the last call of render()
  36814. // at this point, all sides of the cube render target are defined
  36815. renderTarget.texture.generateMipmaps = generateMipmaps;
  36816. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  36817. if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth();
  36818. renderer.render( scene, cameraNZ );
  36819. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  36820. renderer.xr.enabled = currentXrEnabled;
  36821. renderTarget.texture.needsPMREMUpdate = true;
  36822. }
  36823. }
  36824. /**
  36825. * This type of camera can be used in order to efficiently render a scene with a
  36826. * predefined set of cameras. This is an important performance aspect for
  36827. * rendering VR scenes.
  36828. *
  36829. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36830. * to define for each sub camera the `viewport` property which determines the
  36831. * part of the viewport that is rendered with this camera.
  36832. *
  36833. * @augments PerspectiveCamera
  36834. */
  36835. class ArrayCamera extends PerspectiveCamera {
  36836. /**
  36837. * Constructs a new array camera.
  36838. *
  36839. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36840. */
  36841. constructor( array = [] ) {
  36842. super();
  36843. /**
  36844. * This flag can be used for type testing.
  36845. *
  36846. * @type {boolean}
  36847. * @readonly
  36848. * @default true
  36849. */
  36850. this.isArrayCamera = true;
  36851. /**
  36852. * Whether this camera is used with multiview rendering or not.
  36853. *
  36854. * @type {boolean}
  36855. * @readonly
  36856. * @default false
  36857. */
  36858. this.isMultiViewCamera = false;
  36859. /**
  36860. * An array of perspective sub cameras.
  36861. *
  36862. * @type {Array<PerspectiveCamera>}
  36863. */
  36864. this.cameras = array;
  36865. }
  36866. }
  36867. /**
  36868. * This class is an alternative to {@link Clock} with a different API design and behavior.
  36869. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  36870. *
  36871. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  36872. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  36873. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  36874. * is inactive (e.g. tab switched or browser hidden).
  36875. *
  36876. * ```js
  36877. * const timer = new Timer();
  36878. * timer.connect( document ); // use Page Visibility API
  36879. * ```
  36880. */
  36881. class Timer {
  36882. /**
  36883. * Constructs a new timer.
  36884. */
  36885. constructor() {
  36886. this._previousTime = 0;
  36887. this._currentTime = 0;
  36888. this._startTime = performance.now();
  36889. this._delta = 0;
  36890. this._elapsed = 0;
  36891. this._timescale = 1;
  36892. this._document = null;
  36893. this._pageVisibilityHandler = null;
  36894. }
  36895. /**
  36896. * Connect the timer to the given document.Calling this method is not mandatory to
  36897. * use the timer but enables the usage of the Page Visibility API to avoid large time
  36898. * delta values.
  36899. *
  36900. * @param {Document} document - The document.
  36901. */
  36902. connect( document ) {
  36903. this._document = document;
  36904. // use Page Visibility API to avoid large time delta values
  36905. if ( document.hidden !== undefined ) {
  36906. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  36907. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  36908. }
  36909. }
  36910. /**
  36911. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  36912. */
  36913. disconnect() {
  36914. if ( this._pageVisibilityHandler !== null ) {
  36915. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  36916. this._pageVisibilityHandler = null;
  36917. }
  36918. this._document = null;
  36919. }
  36920. /**
  36921. * Returns the time delta in seconds.
  36922. *
  36923. * @return {number} The time delta in second.
  36924. */
  36925. getDelta() {
  36926. return this._delta / 1000;
  36927. }
  36928. /**
  36929. * Returns the elapsed time in seconds.
  36930. *
  36931. * @return {number} The elapsed time in second.
  36932. */
  36933. getElapsed() {
  36934. return this._elapsed / 1000;
  36935. }
  36936. /**
  36937. * Returns the timescale.
  36938. *
  36939. * @return {number} The timescale.
  36940. */
  36941. getTimescale() {
  36942. return this._timescale;
  36943. }
  36944. /**
  36945. * Sets the given timescale which scale the time delta computation
  36946. * in `update()`.
  36947. *
  36948. * @param {number} timescale - The timescale to set.
  36949. * @return {Timer} A reference to this timer.
  36950. */
  36951. setTimescale( timescale ) {
  36952. this._timescale = timescale;
  36953. return this;
  36954. }
  36955. /**
  36956. * Resets the time computation for the current simulation step.
  36957. *
  36958. * @return {Timer} A reference to this timer.
  36959. */
  36960. reset() {
  36961. this._currentTime = performance.now() - this._startTime;
  36962. return this;
  36963. }
  36964. /**
  36965. * Can be used to free all internal resources. Usually called when
  36966. * the timer instance isn't required anymore.
  36967. */
  36968. dispose() {
  36969. this.disconnect();
  36970. }
  36971. /**
  36972. * Updates the internal state of the timer. This method should be called
  36973. * once per simulation step and before you perform queries against the timer
  36974. * (e.g. via `getDelta()`).
  36975. *
  36976. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  36977. * from the `requestAnimationFrame` callback argument. If not provided, the current
  36978. * time will be determined with `performance.now`.
  36979. * @return {Timer} A reference to this timer.
  36980. */
  36981. update( timestamp ) {
  36982. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  36983. this._delta = 0;
  36984. } else {
  36985. this._previousTime = this._currentTime;
  36986. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  36987. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  36988. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  36989. }
  36990. return this;
  36991. }
  36992. }
  36993. function handleVisibilityChange() {
  36994. if ( this._document.hidden === false ) this.reset();
  36995. }
  36996. const _position$1 = /*@__PURE__*/ new Vector3();
  36997. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36998. const _scale$1 = /*@__PURE__*/ new Vector3();
  36999. const _forward = /*@__PURE__*/ new Vector3();
  37000. const _up = /*@__PURE__*/ new Vector3();
  37001. /**
  37002. * The class represents a virtual listener of the all positional and non-positional audio effects
  37003. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  37004. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  37005. *
  37006. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  37007. * camera represents the 3D transformation of the listener.
  37008. *
  37009. * @augments Object3D
  37010. */
  37011. class AudioListener extends Object3D {
  37012. /**
  37013. * Constructs a new audio listener.
  37014. */
  37015. constructor() {
  37016. super();
  37017. this.type = 'AudioListener';
  37018. /**
  37019. * The native audio context.
  37020. *
  37021. * @type {AudioContext}
  37022. * @readonly
  37023. */
  37024. this.context = AudioContext.getContext();
  37025. /**
  37026. * The gain node used for volume control.
  37027. *
  37028. * @type {GainNode}
  37029. * @readonly
  37030. */
  37031. this.gain = this.context.createGain();
  37032. this.gain.connect( this.context.destination );
  37033. /**
  37034. * An optional filter.
  37035. *
  37036. * Defined via {@link AudioListener#setFilter}.
  37037. *
  37038. * @type {?AudioNode}
  37039. * @default null
  37040. * @readonly
  37041. */
  37042. this.filter = null;
  37043. /**
  37044. * Time delta values required for `linearRampToValueAtTime()` usage.
  37045. *
  37046. * @type {number}
  37047. * @default 0
  37048. * @readonly
  37049. */
  37050. this.timeDelta = 0;
  37051. // private
  37052. this._timer = new Timer();
  37053. }
  37054. /**
  37055. * Returns the listener's input node.
  37056. *
  37057. * This method is used by other audio nodes to connect to this listener.
  37058. *
  37059. * @return {GainNode} The input node.
  37060. */
  37061. getInput() {
  37062. return this.gain;
  37063. }
  37064. /**
  37065. * Removes the current filter from this listener.
  37066. *
  37067. * @return {AudioListener} A reference to this listener.
  37068. */
  37069. removeFilter() {
  37070. if ( this.filter !== null ) {
  37071. this.gain.disconnect( this.filter );
  37072. this.filter.disconnect( this.context.destination );
  37073. this.gain.connect( this.context.destination );
  37074. this.filter = null;
  37075. }
  37076. return this;
  37077. }
  37078. /**
  37079. * Returns the current set filter.
  37080. *
  37081. * @return {?AudioNode} The filter.
  37082. */
  37083. getFilter() {
  37084. return this.filter;
  37085. }
  37086. /**
  37087. * Sets the given filter to this listener.
  37088. *
  37089. * @param {AudioNode} value - The filter to set.
  37090. * @return {AudioListener} A reference to this listener.
  37091. */
  37092. setFilter( value ) {
  37093. if ( this.filter !== null ) {
  37094. this.gain.disconnect( this.filter );
  37095. this.filter.disconnect( this.context.destination );
  37096. } else {
  37097. this.gain.disconnect( this.context.destination );
  37098. }
  37099. this.filter = value;
  37100. this.gain.connect( this.filter );
  37101. this.filter.connect( this.context.destination );
  37102. return this;
  37103. }
  37104. /**
  37105. * Returns the applications master volume.
  37106. *
  37107. * @return {number} The master volume.
  37108. */
  37109. getMasterVolume() {
  37110. return this.gain.gain.value;
  37111. }
  37112. /**
  37113. * Sets the applications master volume. This volume setting affects
  37114. * all audio nodes in the scene.
  37115. *
  37116. * @param {number} value - The master volume to set.
  37117. * @return {AudioListener} A reference to this listener.
  37118. */
  37119. setMasterVolume( value ) {
  37120. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  37121. return this;
  37122. }
  37123. updateMatrixWorld( force ) {
  37124. super.updateMatrixWorld( force );
  37125. this._timer.update();
  37126. const listener = this.context.listener;
  37127. this.timeDelta = this._timer.getDelta();
  37128. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  37129. // the initial forward and up directions must be orthogonal
  37130. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  37131. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  37132. if ( listener.positionX ) {
  37133. // code path for Chrome (see #14393)
  37134. const endTime = this.context.currentTime + this.timeDelta;
  37135. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  37136. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  37137. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  37138. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  37139. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  37140. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  37141. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  37142. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  37143. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  37144. } else {
  37145. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  37146. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  37147. }
  37148. }
  37149. }
  37150. /**
  37151. * Represents a non-positional ( global ) audio object.
  37152. *
  37153. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  37154. *
  37155. * ```js
  37156. * // create an AudioListener and add it to the camera
  37157. * const listener = new THREE.AudioListener();
  37158. * camera.add( listener );
  37159. *
  37160. * // create a global audio source
  37161. * const sound = new THREE.Audio( listener );
  37162. *
  37163. * // load a sound and set it as the Audio object's buffer
  37164. * const audioLoader = new THREE.AudioLoader();
  37165. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37166. * sound.setBuffer( buffer );
  37167. * sound.setLoop( true );
  37168. * sound.setVolume( 0.5 );
  37169. * sound.play();
  37170. * });
  37171. * ```
  37172. *
  37173. * @augments Object3D
  37174. */
  37175. class Audio extends Object3D {
  37176. /**
  37177. * Constructs a new audio.
  37178. *
  37179. * @param {AudioListener} listener - The global audio listener.
  37180. */
  37181. constructor( listener ) {
  37182. super();
  37183. this.type = 'Audio';
  37184. /**
  37185. * The global audio listener.
  37186. *
  37187. * @type {AudioListener}
  37188. * @readonly
  37189. */
  37190. this.listener = listener;
  37191. /**
  37192. * The audio context.
  37193. *
  37194. * @type {AudioContext}
  37195. * @readonly
  37196. */
  37197. this.context = listener.context;
  37198. /**
  37199. * The gain node used for volume control.
  37200. *
  37201. * @type {GainNode}
  37202. * @readonly
  37203. */
  37204. this.gain = this.context.createGain();
  37205. this.gain.connect( listener.getInput() );
  37206. /**
  37207. * Whether to start playback automatically or not.
  37208. *
  37209. * @type {boolean}
  37210. * @default false
  37211. */
  37212. this.autoplay = false;
  37213. /**
  37214. * A reference to an audio buffer.
  37215. *
  37216. * Defined via {@link Audio#setBuffer}.
  37217. *
  37218. * @type {?AudioBuffer}
  37219. * @default null
  37220. * @readonly
  37221. */
  37222. this.buffer = null;
  37223. /**
  37224. * Modify pitch, measured in cents. +/- 100 is a semitone.
  37225. * +/- 1200 is an octave.
  37226. *
  37227. * Defined via {@link Audio#setDetune}.
  37228. *
  37229. * @type {number}
  37230. * @default 0
  37231. * @readonly
  37232. */
  37233. this.detune = 0;
  37234. /**
  37235. * Whether the audio should loop or not.
  37236. *
  37237. * Defined via {@link Audio#setLoop}.
  37238. *
  37239. * @type {boolean}
  37240. * @default false
  37241. * @readonly
  37242. */
  37243. this.loop = false;
  37244. /**
  37245. * Defines where in the audio buffer the replay should
  37246. * start, in seconds.
  37247. *
  37248. * @type {number}
  37249. * @default 0
  37250. */
  37251. this.loopStart = 0;
  37252. /**
  37253. * Defines where in the audio buffer the replay should
  37254. * stop, in seconds.
  37255. *
  37256. * @type {number}
  37257. * @default 0
  37258. */
  37259. this.loopEnd = 0;
  37260. /**
  37261. * An offset to the time within the audio buffer the playback
  37262. * should begin, in seconds.
  37263. *
  37264. * @type {number}
  37265. * @default 0
  37266. */
  37267. this.offset = 0;
  37268. /**
  37269. * Overrides the default duration of the audio.
  37270. *
  37271. * @type {undefined|number}
  37272. * @default undefined
  37273. */
  37274. this.duration = undefined;
  37275. /**
  37276. * The playback speed.
  37277. *
  37278. * Defined via {@link Audio#setPlaybackRate}.
  37279. *
  37280. * @type {number}
  37281. * @readonly
  37282. * @default 1
  37283. */
  37284. this.playbackRate = 1;
  37285. /**
  37286. * Indicates whether the audio is playing or not.
  37287. *
  37288. * This flag will be automatically set when using {@link Audio#play},
  37289. * {@link Audio#pause}, {@link Audio#stop}.
  37290. *
  37291. * @type {boolean}
  37292. * @readonly
  37293. * @default false
  37294. */
  37295. this.isPlaying = false;
  37296. /**
  37297. * Indicates whether the audio playback can be controlled
  37298. * with method like {@link Audio#play} or {@link Audio#pause}.
  37299. *
  37300. * This flag will be automatically set when audio sources are
  37301. * defined.
  37302. *
  37303. * @type {boolean}
  37304. * @readonly
  37305. * @default true
  37306. */
  37307. this.hasPlaybackControl = true;
  37308. /**
  37309. * Holds a reference to the current audio source.
  37310. *
  37311. * The property is automatically by one of the `set*()` methods.
  37312. *
  37313. * @type {?AudioNode}
  37314. * @readonly
  37315. * @default null
  37316. */
  37317. this.source = null;
  37318. /**
  37319. * Defines the source type.
  37320. *
  37321. * The property is automatically set by one of the `set*()` methods.
  37322. *
  37323. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  37324. * @readonly
  37325. * @default 'empty'
  37326. */
  37327. this.sourceType = 'empty';
  37328. this._startedAt = 0;
  37329. this._progress = 0;
  37330. this._connected = false;
  37331. /**
  37332. * Can be used to apply a variety of low-order filters to create
  37333. * more complex sound effects e.g. via `BiquadFilterNode`.
  37334. *
  37335. * The property is automatically set by {@link Audio#setFilters}.
  37336. *
  37337. * @type {Array<AudioNode>}
  37338. * @readonly
  37339. */
  37340. this.filters = [];
  37341. }
  37342. /**
  37343. * Returns the output audio node.
  37344. *
  37345. * @return {GainNode} The output node.
  37346. */
  37347. getOutput() {
  37348. return this.gain;
  37349. }
  37350. /**
  37351. * Sets the given audio node as the source of this instance.
  37352. *
  37353. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  37354. *
  37355. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  37356. * @return {Audio} A reference to this instance.
  37357. */
  37358. setNodeSource( audioNode ) {
  37359. this.hasPlaybackControl = false;
  37360. this.sourceType = 'audioNode';
  37361. this.source = audioNode;
  37362. this.connect();
  37363. return this;
  37364. }
  37365. /**
  37366. * Sets the given media element as the source of this instance.
  37367. *
  37368. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  37369. *
  37370. * @param {HTMLMediaElement} mediaElement - The media element.
  37371. * @return {Audio} A reference to this instance.
  37372. */
  37373. setMediaElementSource( mediaElement ) {
  37374. this.hasPlaybackControl = false;
  37375. this.sourceType = 'mediaNode';
  37376. this.source = this.context.createMediaElementSource( mediaElement );
  37377. this.connect();
  37378. return this;
  37379. }
  37380. /**
  37381. * Sets the given media stream as the source of this instance.
  37382. *
  37383. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  37384. *
  37385. * @param {MediaStream} mediaStream - The media stream.
  37386. * @return {Audio} A reference to this instance.
  37387. */
  37388. setMediaStreamSource( mediaStream ) {
  37389. this.hasPlaybackControl = false;
  37390. this.sourceType = 'mediaStreamNode';
  37391. this.source = this.context.createMediaStreamSource( mediaStream );
  37392. this.connect();
  37393. return this;
  37394. }
  37395. /**
  37396. * Sets the given audio buffer as the source of this instance.
  37397. *
  37398. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  37399. *
  37400. * @param {AudioBuffer} audioBuffer - The audio buffer.
  37401. * @return {Audio} A reference to this instance.
  37402. */
  37403. setBuffer( audioBuffer ) {
  37404. this.buffer = audioBuffer;
  37405. this.sourceType = 'buffer';
  37406. if ( this.autoplay ) this.play();
  37407. return this;
  37408. }
  37409. /**
  37410. * Starts the playback of the audio.
  37411. *
  37412. * Can only be used with compatible audio sources that allow playback control.
  37413. *
  37414. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  37415. * @return {Audio|undefined} A reference to this instance.
  37416. */
  37417. play( delay = 0 ) {
  37418. if ( this.isPlaying === true ) {
  37419. warn( 'Audio: Audio is already playing.' );
  37420. return;
  37421. }
  37422. if ( this.hasPlaybackControl === false ) {
  37423. warn( 'Audio: this Audio has no playback control.' );
  37424. return;
  37425. }
  37426. this._startedAt = this.context.currentTime + delay;
  37427. const source = this.context.createBufferSource();
  37428. source.buffer = this.buffer;
  37429. source.loop = this.loop;
  37430. source.loopStart = this.loopStart;
  37431. source.loopEnd = this.loopEnd;
  37432. source.onended = this.onEnded.bind( this );
  37433. source.start( this._startedAt, this._progress + this.offset, this.duration );
  37434. this.isPlaying = true;
  37435. this.source = source;
  37436. this.setDetune( this.detune );
  37437. this.setPlaybackRate( this.playbackRate );
  37438. return this.connect();
  37439. }
  37440. /**
  37441. * Pauses the playback of the audio.
  37442. *
  37443. * Can only be used with compatible audio sources that allow playback control.
  37444. *
  37445. * @return {Audio|undefined} A reference to this instance.
  37446. */
  37447. pause() {
  37448. if ( this.hasPlaybackControl === false ) {
  37449. warn( 'Audio: this Audio has no playback control.' );
  37450. return;
  37451. }
  37452. if ( this.isPlaying === true ) {
  37453. // update current progress
  37454. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  37455. if ( this.loop === true ) {
  37456. // ensure _progress does not exceed duration with looped audios
  37457. this._progress = this._progress % ( this.duration || this.buffer.duration );
  37458. }
  37459. this.source.stop();
  37460. this.source.onended = null;
  37461. this.isPlaying = false;
  37462. }
  37463. return this;
  37464. }
  37465. /**
  37466. * Stops the playback of the audio.
  37467. *
  37468. * Can only be used with compatible audio sources that allow playback control.
  37469. *
  37470. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  37471. * @return {Audio|undefined} A reference to this instance.
  37472. */
  37473. stop( delay = 0 ) {
  37474. if ( this.hasPlaybackControl === false ) {
  37475. warn( 'Audio: this Audio has no playback control.' );
  37476. return;
  37477. }
  37478. this._progress = 0;
  37479. if ( this.source !== null ) {
  37480. this.source.stop( this.context.currentTime + delay );
  37481. this.source.onended = null;
  37482. }
  37483. this.isPlaying = false;
  37484. return this;
  37485. }
  37486. /**
  37487. * Connects to the audio source. This is used internally on
  37488. * initialisation and when setting / removing filters.
  37489. *
  37490. * @return {Audio} A reference to this instance.
  37491. */
  37492. connect() {
  37493. if ( this.filters.length > 0 ) {
  37494. this.source.connect( this.filters[ 0 ] );
  37495. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37496. this.filters[ i - 1 ].connect( this.filters[ i ] );
  37497. }
  37498. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  37499. } else {
  37500. this.source.connect( this.getOutput() );
  37501. }
  37502. this._connected = true;
  37503. return this;
  37504. }
  37505. /**
  37506. * Disconnects to the audio source. This is used internally on
  37507. * initialisation and when setting / removing filters.
  37508. *
  37509. * @return {Audio|undefined} A reference to this instance.
  37510. */
  37511. disconnect() {
  37512. if ( this._connected === false ) {
  37513. return;
  37514. }
  37515. if ( this.filters.length > 0 ) {
  37516. this.source.disconnect( this.filters[ 0 ] );
  37517. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  37518. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  37519. }
  37520. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  37521. } else {
  37522. this.source.disconnect( this.getOutput() );
  37523. }
  37524. this._connected = false;
  37525. return this;
  37526. }
  37527. /**
  37528. * Returns the current set filters.
  37529. *
  37530. * @return {Array<AudioNode>} The list of filters.
  37531. */
  37532. getFilters() {
  37533. return this.filters;
  37534. }
  37535. /**
  37536. * Sets an array of filters and connects them with the audio source.
  37537. *
  37538. * @param {Array<AudioNode>} [value] - A list of filters.
  37539. * @return {Audio} A reference to this instance.
  37540. */
  37541. setFilters( value ) {
  37542. if ( ! value ) value = [];
  37543. if ( this._connected === true ) {
  37544. this.disconnect();
  37545. this.filters = value.slice();
  37546. this.connect();
  37547. } else {
  37548. this.filters = value.slice();
  37549. }
  37550. return this;
  37551. }
  37552. /**
  37553. * Defines the detuning of oscillation in cents.
  37554. *
  37555. * @param {number} value - The detuning of oscillation in cents.
  37556. * @return {Audio} A reference to this instance.
  37557. */
  37558. setDetune( value ) {
  37559. this.detune = value;
  37560. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  37561. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  37562. }
  37563. return this;
  37564. }
  37565. /**
  37566. * Returns the detuning of oscillation in cents.
  37567. *
  37568. * @return {number} The detuning of oscillation in cents.
  37569. */
  37570. getDetune() {
  37571. return this.detune;
  37572. }
  37573. /**
  37574. * Returns the first filter in the list of filters.
  37575. *
  37576. * @return {AudioNode|undefined} The first filter in the list of filters.
  37577. */
  37578. getFilter() {
  37579. return this.getFilters()[ 0 ];
  37580. }
  37581. /**
  37582. * Applies a single filter node to the audio.
  37583. *
  37584. * @param {AudioNode} [filter] - The filter to set.
  37585. * @return {Audio} A reference to this instance.
  37586. */
  37587. setFilter( filter ) {
  37588. return this.setFilters( filter ? [ filter ] : [] );
  37589. }
  37590. /**
  37591. * Sets the playback rate.
  37592. *
  37593. * Can only be used with compatible audio sources that allow playback control.
  37594. *
  37595. * @param {number} [value] - The playback rate to set.
  37596. * @return {Audio|undefined} A reference to this instance.
  37597. */
  37598. setPlaybackRate( value ) {
  37599. if ( this.hasPlaybackControl === false ) {
  37600. warn( 'Audio: this Audio has no playback control.' );
  37601. return;
  37602. }
  37603. this.playbackRate = value;
  37604. if ( this.isPlaying === true ) {
  37605. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  37606. }
  37607. return this;
  37608. }
  37609. /**
  37610. * Returns the current playback rate.
  37611. * @return {number} The playback rate.
  37612. */
  37613. getPlaybackRate() {
  37614. return this.playbackRate;
  37615. }
  37616. /**
  37617. * Automatically called when playback finished.
  37618. */
  37619. onEnded() {
  37620. this.isPlaying = false;
  37621. this._progress = 0;
  37622. }
  37623. /**
  37624. * Returns the loop flag.
  37625. *
  37626. * Can only be used with compatible audio sources that allow playback control.
  37627. *
  37628. * @return {boolean} Whether the audio should loop or not.
  37629. */
  37630. getLoop() {
  37631. if ( this.hasPlaybackControl === false ) {
  37632. warn( 'Audio: this Audio has no playback control.' );
  37633. return false;
  37634. }
  37635. return this.loop;
  37636. }
  37637. /**
  37638. * Sets the loop flag.
  37639. *
  37640. * Can only be used with compatible audio sources that allow playback control.
  37641. *
  37642. * @param {boolean} value - Whether the audio should loop or not.
  37643. * @return {Audio|undefined} A reference to this instance.
  37644. */
  37645. setLoop( value ) {
  37646. if ( this.hasPlaybackControl === false ) {
  37647. warn( 'Audio: this Audio has no playback control.' );
  37648. return;
  37649. }
  37650. this.loop = value;
  37651. if ( this.isPlaying === true ) {
  37652. this.source.loop = this.loop;
  37653. }
  37654. return this;
  37655. }
  37656. /**
  37657. * Sets the loop start value which defines where in the audio buffer the replay should
  37658. * start, in seconds.
  37659. *
  37660. * @param {number} value - The loop start value.
  37661. * @return {Audio} A reference to this instance.
  37662. */
  37663. setLoopStart( value ) {
  37664. this.loopStart = value;
  37665. return this;
  37666. }
  37667. /**
  37668. * Sets the loop end value which defines where in the audio buffer the replay should
  37669. * stop, in seconds.
  37670. *
  37671. * @param {number} value - The loop end value.
  37672. * @return {Audio} A reference to this instance.
  37673. */
  37674. setLoopEnd( value ) {
  37675. this.loopEnd = value;
  37676. return this;
  37677. }
  37678. /**
  37679. * Returns the volume.
  37680. *
  37681. * @return {number} The volume.
  37682. */
  37683. getVolume() {
  37684. return this.gain.gain.value;
  37685. }
  37686. /**
  37687. * Sets the volume.
  37688. *
  37689. * @param {number} value - The volume to set.
  37690. * @return {Audio} A reference to this instance.
  37691. */
  37692. setVolume( value ) {
  37693. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  37694. return this;
  37695. }
  37696. copy( source, recursive ) {
  37697. super.copy( source, recursive );
  37698. if ( source.sourceType !== 'buffer' ) {
  37699. warn( 'Audio: Audio source type cannot be copied.' );
  37700. return this;
  37701. }
  37702. this.autoplay = source.autoplay;
  37703. this.buffer = source.buffer;
  37704. this.detune = source.detune;
  37705. this.loop = source.loop;
  37706. this.loopStart = source.loopStart;
  37707. this.loopEnd = source.loopEnd;
  37708. this.offset = source.offset;
  37709. this.duration = source.duration;
  37710. this.playbackRate = source.playbackRate;
  37711. this.hasPlaybackControl = source.hasPlaybackControl;
  37712. this.sourceType = source.sourceType;
  37713. this.filters = source.filters.slice();
  37714. return this;
  37715. }
  37716. clone( recursive ) {
  37717. return new this.constructor( this.listener ).copy( this, recursive );
  37718. }
  37719. }
  37720. const _position = /*@__PURE__*/ new Vector3();
  37721. const _quaternion = /*@__PURE__*/ new Quaternion();
  37722. const _scale = /*@__PURE__*/ new Vector3();
  37723. const _orientation = /*@__PURE__*/ new Vector3();
  37724. /**
  37725. * Represents a positional audio object.
  37726. *
  37727. * ```js
  37728. * // create an AudioListener and add it to the camera
  37729. * const listener = new THREE.AudioListener();
  37730. * camera.add( listener );
  37731. *
  37732. * // create the PositionalAudio object (passing in the listener)
  37733. * const sound = new THREE.PositionalAudio( listener );
  37734. *
  37735. * // load a sound and set it as the PositionalAudio object's buffer
  37736. * const audioLoader = new THREE.AudioLoader();
  37737. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  37738. * sound.setBuffer( buffer );
  37739. * sound.setRefDistance( 20 );
  37740. * sound.play();
  37741. * });
  37742. *
  37743. * // create an object for the sound to play from
  37744. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  37745. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  37746. * const mesh = new THREE.Mesh( sphere, material );
  37747. * scene.add( mesh );
  37748. *
  37749. * // finally add the sound to the mesh
  37750. * mesh.add( sound );
  37751. *
  37752. * @augments Audio
  37753. */
  37754. class PositionalAudio extends Audio {
  37755. /**
  37756. * Constructs a positional audio.
  37757. *
  37758. * @param {AudioListener} listener - The global audio listener.
  37759. */
  37760. constructor( listener ) {
  37761. super( listener );
  37762. /**
  37763. * The panner node represents the location, direction, and behavior of an audio
  37764. * source in 3D space.
  37765. *
  37766. * @type {PannerNode}
  37767. * @readonly
  37768. */
  37769. this.panner = this.context.createPanner();
  37770. this.panner.panningModel = 'HRTF';
  37771. this.panner.connect( this.gain );
  37772. }
  37773. connect() {
  37774. super.connect();
  37775. this.panner.connect( this.gain );
  37776. return this;
  37777. }
  37778. disconnect() {
  37779. super.disconnect();
  37780. this.panner.disconnect( this.gain );
  37781. return this;
  37782. }
  37783. getOutput() {
  37784. return this.panner;
  37785. }
  37786. /**
  37787. * Returns the current reference distance.
  37788. *
  37789. * @return {number} The reference distance.
  37790. */
  37791. getRefDistance() {
  37792. return this.panner.refDistance;
  37793. }
  37794. /**
  37795. * Defines the reference distance for reducing volume as the audio source moves
  37796. * further from the listener – i.e. the distance at which the volume reduction
  37797. * starts taking effect.
  37798. *
  37799. * @param {number} value - The reference distance to set.
  37800. * @return {PositionalAudio} A reference to this instance.
  37801. */
  37802. setRefDistance( value ) {
  37803. this.panner.refDistance = value;
  37804. return this;
  37805. }
  37806. /**
  37807. * Returns the current rolloff factor.
  37808. *
  37809. * @return {number} The rolloff factor.
  37810. */
  37811. getRolloffFactor() {
  37812. return this.panner.rolloffFactor;
  37813. }
  37814. /**
  37815. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37816. *
  37817. * @param {number} value - The rolloff factor.
  37818. * @return {PositionalAudio} A reference to this instance.
  37819. */
  37820. setRolloffFactor( value ) {
  37821. this.panner.rolloffFactor = value;
  37822. return this;
  37823. }
  37824. /**
  37825. * Returns the current distance model.
  37826. *
  37827. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37828. */
  37829. getDistanceModel() {
  37830. return this.panner.distanceModel;
  37831. }
  37832. /**
  37833. * Defines which algorithm to use to reduce the volume of the audio source
  37834. * as it moves away from the listener.
  37835. *
  37836. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37837. * for more details.
  37838. *
  37839. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37840. * @return {PositionalAudio} A reference to this instance.
  37841. */
  37842. setDistanceModel( value ) {
  37843. this.panner.distanceModel = value;
  37844. return this;
  37845. }
  37846. /**
  37847. * Returns the current max distance.
  37848. *
  37849. * @return {number} The max distance.
  37850. */
  37851. getMaxDistance() {
  37852. return this.panner.maxDistance;
  37853. }
  37854. /**
  37855. * Defines the maximum distance between the audio source and the listener,
  37856. * after which the volume is not reduced any further.
  37857. *
  37858. * This value is used only by the `linear` distance model.
  37859. *
  37860. * @param {number} value - The max distance.
  37861. * @return {PositionalAudio} A reference to this instance.
  37862. */
  37863. setMaxDistance( value ) {
  37864. this.panner.maxDistance = value;
  37865. return this;
  37866. }
  37867. /**
  37868. * Sets the directional cone in which the audio can be listened.
  37869. *
  37870. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37871. * @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.
  37872. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37873. * @return {PositionalAudio} A reference to this instance.
  37874. */
  37875. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37876. this.panner.coneInnerAngle = coneInnerAngle;
  37877. this.panner.coneOuterAngle = coneOuterAngle;
  37878. this.panner.coneOuterGain = coneOuterGain;
  37879. return this;
  37880. }
  37881. updateMatrixWorld( force ) {
  37882. super.updateMatrixWorld( force );
  37883. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37884. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37885. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37886. const panner = this.panner;
  37887. if ( panner.positionX ) {
  37888. // code path for Chrome and Firefox (see #14393)
  37889. const endTime = this.context.currentTime + this.listener.timeDelta;
  37890. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37891. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37892. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37893. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37894. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37895. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37896. } else {
  37897. panner.setPosition( _position.x, _position.y, _position.z );
  37898. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37899. }
  37900. }
  37901. }
  37902. /**
  37903. * This class can be used to analyse audio data.
  37904. *
  37905. * ```js
  37906. * // create an AudioListener and add it to the camera
  37907. * const listener = new THREE.AudioListener();
  37908. * camera.add( listener );
  37909. *
  37910. * // create an Audio source
  37911. * const sound = new THREE.Audio( listener );
  37912. *
  37913. * // load a sound and set it as the Audio object's buffer
  37914. * const audioLoader = new THREE.AudioLoader();
  37915. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37916. * sound.setBuffer( buffer );
  37917. * sound.setLoop(true);
  37918. * sound.setVolume(0.5);
  37919. * sound.play();
  37920. * });
  37921. *
  37922. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37923. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37924. *
  37925. * // get the average frequency of the sound
  37926. * const data = analyser.getAverageFrequency();
  37927. * ```
  37928. */
  37929. class AudioAnalyser {
  37930. /**
  37931. * Constructs a new audio analyzer.
  37932. *
  37933. * @param {Audio} audio - The audio to analyze.
  37934. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37935. */
  37936. constructor( audio, fftSize = 2048 ) {
  37937. /**
  37938. * The global audio listener.
  37939. *
  37940. * @type {AnalyserNode}
  37941. */
  37942. this.analyser = audio.context.createAnalyser();
  37943. this.analyser.fftSize = fftSize;
  37944. /**
  37945. * Holds the analyzed data.
  37946. *
  37947. * @type {Uint8Array}
  37948. */
  37949. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37950. audio.getOutput().connect( this.analyser );
  37951. }
  37952. /**
  37953. * Returns an array with frequency data of the audio.
  37954. *
  37955. * Each item in the array represents the decibel value for a specific frequency.
  37956. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37957. * For example, for 48000 sample rate, the last item of the array will represent
  37958. * the decibel value for 24000 Hz.
  37959. *
  37960. * @return {Uint8Array} The frequency data.
  37961. */
  37962. getFrequencyData() {
  37963. this.analyser.getByteFrequencyData( this.data );
  37964. return this.data;
  37965. }
  37966. /**
  37967. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37968. *
  37969. * @return {number} The average frequency.
  37970. */
  37971. getAverageFrequency() {
  37972. let value = 0;
  37973. const data = this.getFrequencyData();
  37974. for ( let i = 0; i < data.length; i ++ ) {
  37975. value += data[ i ];
  37976. }
  37977. return value / data.length;
  37978. }
  37979. }
  37980. /**
  37981. * Buffered scene graph property that allows weighted accumulation; used internally.
  37982. */
  37983. class PropertyMixer {
  37984. /**
  37985. * Constructs a new property mixer.
  37986. *
  37987. * @param {PropertyBinding} binding - The property binding.
  37988. * @param {string} typeName - The keyframe track type name.
  37989. * @param {number} valueSize - The keyframe track value size.
  37990. */
  37991. constructor( binding, typeName, valueSize ) {
  37992. /**
  37993. * The property binding.
  37994. *
  37995. * @type {PropertyBinding}
  37996. */
  37997. this.binding = binding;
  37998. /**
  37999. * The keyframe track value size.
  38000. *
  38001. * @type {number}
  38002. */
  38003. this.valueSize = valueSize;
  38004. let mixFunction,
  38005. mixFunctionAdditive,
  38006. setIdentity;
  38007. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  38008. //
  38009. // interpolators can use .buffer as their .result
  38010. // the data then goes to 'incoming'
  38011. //
  38012. // 'accu0' and 'accu1' are used frame-interleaved for
  38013. // the cumulative result and are compared to detect
  38014. // changes
  38015. //
  38016. // 'orig' stores the original state of the property
  38017. //
  38018. // 'add' is used for additive cumulative results
  38019. //
  38020. // 'work' is optional and is only present for quaternion types. It is used
  38021. // to store intermediate quaternion multiplication results
  38022. switch ( typeName ) {
  38023. case 'quaternion':
  38024. mixFunction = this._slerp;
  38025. mixFunctionAdditive = this._slerpAdditive;
  38026. setIdentity = this._setAdditiveIdentityQuaternion;
  38027. this.buffer = new Float64Array( valueSize * 6 );
  38028. this._workIndex = 5;
  38029. break;
  38030. case 'string':
  38031. case 'bool':
  38032. mixFunction = this._select;
  38033. // Use the regular mix function and for additive on these types,
  38034. // additive is not relevant for non-numeric types
  38035. mixFunctionAdditive = this._select;
  38036. setIdentity = this._setAdditiveIdentityOther;
  38037. this.buffer = new Array( valueSize * 5 );
  38038. break;
  38039. default:
  38040. mixFunction = this._lerp;
  38041. mixFunctionAdditive = this._lerpAdditive;
  38042. setIdentity = this._setAdditiveIdentityNumeric;
  38043. this.buffer = new Float64Array( valueSize * 5 );
  38044. }
  38045. this._mixBufferRegion = mixFunction;
  38046. this._mixBufferRegionAdditive = mixFunctionAdditive;
  38047. this._setIdentity = setIdentity;
  38048. this._origIndex = 3;
  38049. this._addIndex = 4;
  38050. /**
  38051. * Accumulated weight of the property binding.
  38052. *
  38053. * @type {number}
  38054. * @default 0
  38055. */
  38056. this.cumulativeWeight = 0;
  38057. /**
  38058. * Accumulated additive weight of the property binding.
  38059. *
  38060. * @type {number}
  38061. * @default 0
  38062. */
  38063. this.cumulativeWeightAdditive = 0;
  38064. /**
  38065. * Number of active keyframe tracks currently using this property binding.
  38066. *
  38067. * @type {number}
  38068. * @default 0
  38069. */
  38070. this.useCount = 0;
  38071. /**
  38072. * Number of keyframe tracks referencing this property binding.
  38073. *
  38074. * @type {number}
  38075. * @default 0
  38076. */
  38077. this.referenceCount = 0;
  38078. }
  38079. /**
  38080. * Accumulates data in the `incoming` region into `accu<i>`.
  38081. *
  38082. * @param {number} accuIndex - The accumulation index.
  38083. * @param {number} weight - The weight.
  38084. */
  38085. accumulate( accuIndex, weight ) {
  38086. // note: happily accumulating nothing when weight = 0, the caller knows
  38087. // the weight and shouldn't have made the call in the first place
  38088. const buffer = this.buffer,
  38089. stride = this.valueSize,
  38090. offset = accuIndex * stride + stride;
  38091. let currentWeight = this.cumulativeWeight;
  38092. if ( currentWeight === 0 ) {
  38093. // accuN := incoming * weight
  38094. for ( let i = 0; i !== stride; ++ i ) {
  38095. buffer[ offset + i ] = buffer[ i ];
  38096. }
  38097. currentWeight = weight;
  38098. } else {
  38099. // accuN := accuN + incoming * weight
  38100. currentWeight += weight;
  38101. const mix = weight / currentWeight;
  38102. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  38103. }
  38104. this.cumulativeWeight = currentWeight;
  38105. }
  38106. /**
  38107. * Accumulates data in the `incoming` region into `add`.
  38108. *
  38109. * @param {number} weight - The weight.
  38110. */
  38111. accumulateAdditive( weight ) {
  38112. const buffer = this.buffer,
  38113. stride = this.valueSize,
  38114. offset = stride * this._addIndex;
  38115. if ( this.cumulativeWeightAdditive === 0 ) {
  38116. // add = identity
  38117. this._setIdentity();
  38118. }
  38119. // add := add + incoming * weight
  38120. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  38121. this.cumulativeWeightAdditive += weight;
  38122. }
  38123. /**
  38124. * Applies the state of `accu<i>` to the binding when accus differ.
  38125. *
  38126. * @param {number} accuIndex - The accumulation index.
  38127. */
  38128. apply( accuIndex ) {
  38129. const stride = this.valueSize,
  38130. buffer = this.buffer,
  38131. offset = accuIndex * stride + stride,
  38132. weight = this.cumulativeWeight,
  38133. weightAdditive = this.cumulativeWeightAdditive,
  38134. binding = this.binding;
  38135. this.cumulativeWeight = 0;
  38136. this.cumulativeWeightAdditive = 0;
  38137. if ( weight < 1 ) {
  38138. // accuN := accuN + original * ( 1 - cumulativeWeight )
  38139. const originalValueOffset = stride * this._origIndex;
  38140. this._mixBufferRegion(
  38141. buffer, offset, originalValueOffset, 1 - weight, stride );
  38142. }
  38143. if ( weightAdditive > 0 ) {
  38144. // accuN := accuN + additive accuN
  38145. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  38146. }
  38147. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  38148. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  38149. // value has changed -> update scene graph
  38150. binding.setValue( buffer, offset );
  38151. break;
  38152. }
  38153. }
  38154. }
  38155. /**
  38156. * Remembers the state of the bound property and copy it to both accus.
  38157. */
  38158. saveOriginalState() {
  38159. const binding = this.binding;
  38160. const buffer = this.buffer,
  38161. stride = this.valueSize,
  38162. originalValueOffset = stride * this._origIndex;
  38163. binding.getValue( buffer, originalValueOffset );
  38164. // accu[0..1] := orig -- initially detect changes against the original
  38165. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  38166. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  38167. }
  38168. // Add to identity for additive
  38169. this._setIdentity();
  38170. this.cumulativeWeight = 0;
  38171. this.cumulativeWeightAdditive = 0;
  38172. }
  38173. /**
  38174. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  38175. */
  38176. restoreOriginalState() {
  38177. const originalValueOffset = this.valueSize * 3;
  38178. this.binding.setValue( this.buffer, originalValueOffset );
  38179. }
  38180. // internals
  38181. _setAdditiveIdentityNumeric() {
  38182. const startIndex = this._addIndex * this.valueSize;
  38183. const endIndex = startIndex + this.valueSize;
  38184. for ( let i = startIndex; i < endIndex; i ++ ) {
  38185. this.buffer[ i ] = 0;
  38186. }
  38187. }
  38188. _setAdditiveIdentityQuaternion() {
  38189. this._setAdditiveIdentityNumeric();
  38190. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  38191. }
  38192. _setAdditiveIdentityOther() {
  38193. const startIndex = this._origIndex * this.valueSize;
  38194. const targetIndex = this._addIndex * this.valueSize;
  38195. for ( let i = 0; i < this.valueSize; i ++ ) {
  38196. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  38197. }
  38198. }
  38199. // mix functions
  38200. _select( buffer, dstOffset, srcOffset, t, stride ) {
  38201. if ( t >= 0.5 ) {
  38202. for ( let i = 0; i !== stride; ++ i ) {
  38203. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  38204. }
  38205. }
  38206. }
  38207. _slerp( buffer, dstOffset, srcOffset, t ) {
  38208. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  38209. }
  38210. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  38211. const workOffset = this._workIndex * stride;
  38212. // Store result in intermediate buffer offset
  38213. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  38214. // Slerp to the intermediate result
  38215. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  38216. }
  38217. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  38218. const s = 1 - t;
  38219. for ( let i = 0; i !== stride; ++ i ) {
  38220. const j = dstOffset + i;
  38221. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  38222. }
  38223. }
  38224. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  38225. for ( let i = 0; i !== stride; ++ i ) {
  38226. const j = dstOffset + i;
  38227. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  38228. }
  38229. }
  38230. }
  38231. // Characters [].:/ are reserved for track binding syntax.
  38232. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  38233. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  38234. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  38235. // only latin characters, and the unicode \p{L} is not yet supported. So
  38236. // instead, we exclude reserved characters and match everything else.
  38237. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  38238. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  38239. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  38240. // be matched to parse the rest of the track name.
  38241. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  38242. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  38243. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  38244. // Object on target node, and accessor. May not contain reserved
  38245. // characters. Accessor may contain any character except closing bracket.
  38246. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  38247. // Property and accessor. May not contain reserved characters. Accessor may
  38248. // contain any non-bracket characters.
  38249. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  38250. const _trackRe = new RegExp( ''
  38251. + '^'
  38252. + _directoryRe
  38253. + _nodeRe
  38254. + _objectRe
  38255. + _propertyRe
  38256. + '$'
  38257. );
  38258. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  38259. class Composite {
  38260. constructor( targetGroup, path, optionalParsedPath ) {
  38261. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  38262. this._targetGroup = targetGroup;
  38263. this._bindings = targetGroup.subscribe_( path, parsedPath );
  38264. }
  38265. getValue( array, offset ) {
  38266. this.bind(); // bind all binding
  38267. const firstValidIndex = this._targetGroup.nCachedObjects_,
  38268. binding = this._bindings[ firstValidIndex ];
  38269. // and only call .getValue on the first
  38270. if ( binding !== undefined ) binding.getValue( array, offset );
  38271. }
  38272. setValue( array, offset ) {
  38273. const bindings = this._bindings;
  38274. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38275. bindings[ i ].setValue( array, offset );
  38276. }
  38277. }
  38278. bind() {
  38279. const bindings = this._bindings;
  38280. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38281. bindings[ i ].bind();
  38282. }
  38283. }
  38284. unbind() {
  38285. const bindings = this._bindings;
  38286. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  38287. bindings[ i ].unbind();
  38288. }
  38289. }
  38290. }
  38291. // Note: This class uses a State pattern on a per-method basis:
  38292. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  38293. // prototype version of these methods with one that represents
  38294. // the bound state. When the property is not found, the methods
  38295. // become no-ops.
  38296. /**
  38297. * This holds a reference to a real property in the scene graph; used internally.
  38298. */
  38299. class PropertyBinding {
  38300. /**
  38301. * Constructs a new property binding.
  38302. *
  38303. * @param {Object} rootNode - The root node.
  38304. * @param {string} path - The path.
  38305. * @param {?Object} [parsedPath] - The parsed path.
  38306. */
  38307. constructor( rootNode, path, parsedPath ) {
  38308. /**
  38309. * The object path to the animated property.
  38310. *
  38311. * @type {string}
  38312. */
  38313. this.path = path;
  38314. /**
  38315. * An object holding information about the path.
  38316. *
  38317. * @type {Object}
  38318. */
  38319. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  38320. /**
  38321. * The object owns the animated property.
  38322. *
  38323. * @type {?Object}
  38324. */
  38325. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  38326. /**
  38327. * The root node.
  38328. *
  38329. * @type {Object3D|Skeleton}
  38330. */
  38331. this.rootNode = rootNode;
  38332. // initial state of these methods that calls 'bind'
  38333. this.getValue = this._getValue_unbound;
  38334. this.setValue = this._setValue_unbound;
  38335. }
  38336. /**
  38337. * Factory method for creating a property binding from the given parameters.
  38338. *
  38339. * @static
  38340. * @param {Object} root - The root node.
  38341. * @param {string} path - The path.
  38342. * @param {?Object} [parsedPath] - The parsed path.
  38343. * @return {PropertyBinding|Composite} The created property binding or composite.
  38344. */
  38345. static create( root, path, parsedPath ) {
  38346. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  38347. return new PropertyBinding( root, path, parsedPath );
  38348. } else {
  38349. return new PropertyBinding.Composite( root, path, parsedPath );
  38350. }
  38351. }
  38352. /**
  38353. * Replaces spaces with underscores and removes unsupported characters from
  38354. * node names, to ensure compatibility with parseTrackName().
  38355. *
  38356. * @param {string} name - Node name to be sanitized.
  38357. * @return {string} The sanitized node name.
  38358. */
  38359. static sanitizeNodeName( name ) {
  38360. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  38361. }
  38362. /**
  38363. * Parses the given track name (an object path to an animated property) and
  38364. * returns an object with information about the path. Matches strings in the following forms:
  38365. *
  38366. * - nodeName.property
  38367. * - nodeName.property[accessor]
  38368. * - nodeName.material.property[accessor]
  38369. * - uuid.property[accessor]
  38370. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  38371. * - parentName/nodeName.property
  38372. * - parentName/parentName/nodeName.property[index]
  38373. * - .bone[Armature.DEF_cog].position
  38374. * - scene:helium_balloon_model:helium_balloon_model.position
  38375. *
  38376. * @static
  38377. * @param {string} trackName - The track name to parse.
  38378. * @return {Object} The parsed track name as an object.
  38379. */
  38380. static parseTrackName( trackName ) {
  38381. const matches = _trackRe.exec( trackName );
  38382. if ( matches === null ) {
  38383. throw new Error( 'THREE.PropertyBinding: Cannot parse trackName: ' + trackName );
  38384. }
  38385. const results = {
  38386. // directoryName: matches[ 1 ], // (tschw) currently unused
  38387. nodeName: matches[ 2 ],
  38388. objectName: matches[ 3 ],
  38389. objectIndex: matches[ 4 ],
  38390. propertyName: matches[ 5 ], // required
  38391. propertyIndex: matches[ 6 ]
  38392. };
  38393. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  38394. if ( lastDot !== undefined && lastDot !== -1 ) {
  38395. const objectName = results.nodeName.substring( lastDot + 1 );
  38396. // Object names must be checked against an allowlist. Otherwise, there
  38397. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  38398. // 'bar' could be the objectName, or part of a nodeName (which can
  38399. // include '.' characters).
  38400. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  38401. results.nodeName = results.nodeName.substring( 0, lastDot );
  38402. results.objectName = objectName;
  38403. }
  38404. }
  38405. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  38406. throw new Error( 'THREE.PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  38407. }
  38408. return results;
  38409. }
  38410. /**
  38411. * Searches for a node in the hierarchy of the given root object by the given
  38412. * node name.
  38413. *
  38414. * @static
  38415. * @param {Object} root - The root object.
  38416. * @param {string|number} nodeName - The name of the node.
  38417. * @return {?Object} The found node. Returns `null` if no object was found.
  38418. */
  38419. static findNode( root, nodeName ) {
  38420. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  38421. return root;
  38422. }
  38423. // search into skeleton bones.
  38424. if ( root.skeleton ) {
  38425. const bone = root.skeleton.getBoneByName( nodeName );
  38426. if ( bone !== undefined ) {
  38427. return bone;
  38428. }
  38429. }
  38430. // search into node subtree.
  38431. if ( root.children ) {
  38432. const searchNodeSubtree = function ( children ) {
  38433. for ( let i = 0; i < children.length; i ++ ) {
  38434. const childNode = children[ i ];
  38435. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  38436. return childNode;
  38437. }
  38438. const result = searchNodeSubtree( childNode.children );
  38439. if ( result ) return result;
  38440. }
  38441. return null;
  38442. };
  38443. const subTreeNode = searchNodeSubtree( root.children );
  38444. if ( subTreeNode ) {
  38445. return subTreeNode;
  38446. }
  38447. }
  38448. return null;
  38449. }
  38450. // these are used to "bind" a nonexistent property
  38451. _getValue_unavailable() {}
  38452. _setValue_unavailable() {}
  38453. // Getters
  38454. _getValue_direct( buffer, offset ) {
  38455. buffer[ offset ] = this.targetObject[ this.propertyName ];
  38456. }
  38457. _getValue_array( buffer, offset ) {
  38458. const source = this.resolvedProperty;
  38459. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  38460. buffer[ offset ++ ] = source[ i ];
  38461. }
  38462. }
  38463. _getValue_arrayElement( buffer, offset ) {
  38464. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  38465. }
  38466. _getValue_toArray( buffer, offset ) {
  38467. this.resolvedProperty.toArray( buffer, offset );
  38468. }
  38469. // Direct
  38470. _setValue_direct( buffer, offset ) {
  38471. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38472. }
  38473. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  38474. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38475. this.targetObject.needsUpdate = true;
  38476. }
  38477. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38478. this.targetObject[ this.propertyName ] = buffer[ offset ];
  38479. this.targetObject.matrixWorldNeedsUpdate = true;
  38480. }
  38481. // EntireArray
  38482. _setValue_array( buffer, offset ) {
  38483. const dest = this.resolvedProperty;
  38484. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38485. dest[ i ] = buffer[ offset ++ ];
  38486. }
  38487. }
  38488. _setValue_array_setNeedsUpdate( buffer, offset ) {
  38489. const dest = this.resolvedProperty;
  38490. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38491. dest[ i ] = buffer[ offset ++ ];
  38492. }
  38493. this.targetObject.needsUpdate = true;
  38494. }
  38495. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38496. const dest = this.resolvedProperty;
  38497. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  38498. dest[ i ] = buffer[ offset ++ ];
  38499. }
  38500. this.targetObject.matrixWorldNeedsUpdate = true;
  38501. }
  38502. // ArrayElement
  38503. _setValue_arrayElement( buffer, offset ) {
  38504. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38505. }
  38506. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  38507. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38508. this.targetObject.needsUpdate = true;
  38509. }
  38510. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38511. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  38512. this.targetObject.matrixWorldNeedsUpdate = true;
  38513. }
  38514. // HasToFromArray
  38515. _setValue_fromArray( buffer, offset ) {
  38516. this.resolvedProperty.fromArray( buffer, offset );
  38517. }
  38518. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  38519. this.resolvedProperty.fromArray( buffer, offset );
  38520. this.targetObject.needsUpdate = true;
  38521. }
  38522. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  38523. this.resolvedProperty.fromArray( buffer, offset );
  38524. this.targetObject.matrixWorldNeedsUpdate = true;
  38525. }
  38526. _getValue_unbound( targetArray, offset ) {
  38527. this.bind();
  38528. this.getValue( targetArray, offset );
  38529. }
  38530. _setValue_unbound( sourceArray, offset ) {
  38531. this.bind();
  38532. this.setValue( sourceArray, offset );
  38533. }
  38534. /**
  38535. * Creates a getter / setter pair for the property tracked by this binding.
  38536. */
  38537. bind() {
  38538. let targetObject = this.node;
  38539. const parsedPath = this.parsedPath;
  38540. const objectName = parsedPath.objectName;
  38541. const propertyName = parsedPath.propertyName;
  38542. let propertyIndex = parsedPath.propertyIndex;
  38543. if ( ! targetObject ) {
  38544. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  38545. this.node = targetObject;
  38546. }
  38547. // set fail state so we can just 'return' on error
  38548. this.getValue = this._getValue_unavailable;
  38549. this.setValue = this._setValue_unavailable;
  38550. // ensure there is a value node
  38551. if ( ! targetObject ) {
  38552. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  38553. return;
  38554. }
  38555. if ( objectName ) {
  38556. let objectIndex = parsedPath.objectIndex;
  38557. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  38558. switch ( objectName ) {
  38559. case 'materials':
  38560. if ( ! targetObject.material ) {
  38561. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38562. return;
  38563. }
  38564. if ( ! targetObject.material.materials ) {
  38565. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  38566. return;
  38567. }
  38568. targetObject = targetObject.material.materials;
  38569. break;
  38570. case 'bones':
  38571. if ( ! targetObject.skeleton ) {
  38572. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  38573. return;
  38574. }
  38575. // potential future optimization: skip this if propertyIndex is already an integer
  38576. // and convert the integer string to a true integer.
  38577. targetObject = targetObject.skeleton.bones;
  38578. // support resolving morphTarget names into indices.
  38579. for ( let i = 0; i < targetObject.length; i ++ ) {
  38580. if ( targetObject[ i ].name === objectIndex ) {
  38581. objectIndex = i;
  38582. break;
  38583. }
  38584. }
  38585. break;
  38586. case 'map':
  38587. if ( 'map' in targetObject ) {
  38588. targetObject = targetObject.map;
  38589. break;
  38590. }
  38591. if ( ! targetObject.material ) {
  38592. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  38593. return;
  38594. }
  38595. if ( ! targetObject.material.map ) {
  38596. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  38597. return;
  38598. }
  38599. targetObject = targetObject.material.map;
  38600. break;
  38601. default:
  38602. if ( targetObject[ objectName ] === undefined ) {
  38603. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  38604. return;
  38605. }
  38606. targetObject = targetObject[ objectName ];
  38607. }
  38608. if ( objectIndex !== undefined ) {
  38609. if ( targetObject[ objectIndex ] === undefined ) {
  38610. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  38611. return;
  38612. }
  38613. targetObject = targetObject[ objectIndex ];
  38614. }
  38615. }
  38616. // resolve property
  38617. const nodeProperty = targetObject[ propertyName ];
  38618. if ( nodeProperty === undefined ) {
  38619. const nodeName = parsedPath.nodeName;
  38620. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  38621. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  38622. return;
  38623. }
  38624. // determine versioning scheme
  38625. let versioning = this.Versioning.None;
  38626. this.targetObject = targetObject;
  38627. if ( targetObject.isMaterial === true ) {
  38628. versioning = this.Versioning.NeedsUpdate;
  38629. } else if ( targetObject.isObject3D === true ) {
  38630. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  38631. }
  38632. // determine how the property gets bound
  38633. let bindingType = this.BindingType.Direct;
  38634. if ( propertyIndex !== undefined ) {
  38635. // access a sub element of the property array (only primitives are supported right now)
  38636. if ( propertyName === 'morphTargetInfluences' ) {
  38637. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  38638. // support resolving morphTarget names into indices.
  38639. if ( ! targetObject.geometry ) {
  38640. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  38641. return;
  38642. }
  38643. if ( ! targetObject.geometry.morphAttributes ) {
  38644. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  38645. return;
  38646. }
  38647. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  38648. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  38649. }
  38650. }
  38651. bindingType = this.BindingType.ArrayElement;
  38652. this.resolvedProperty = nodeProperty;
  38653. this.propertyIndex = propertyIndex;
  38654. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  38655. // must use copy for Object3D.Euler/Quaternion
  38656. bindingType = this.BindingType.HasFromToArray;
  38657. this.resolvedProperty = nodeProperty;
  38658. } else if ( Array.isArray( nodeProperty ) ) {
  38659. bindingType = this.BindingType.EntireArray;
  38660. this.resolvedProperty = nodeProperty;
  38661. } else {
  38662. this.propertyName = propertyName;
  38663. }
  38664. // select getter / setter
  38665. this.getValue = this.GetterByBindingType[ bindingType ];
  38666. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  38667. }
  38668. /**
  38669. * Unbinds the property.
  38670. */
  38671. unbind() {
  38672. this.node = null;
  38673. // back to the prototype version of getValue / setValue
  38674. // note: avoiding to mutate the shape of 'this' via 'delete'
  38675. this.getValue = this._getValue_unbound;
  38676. this.setValue = this._setValue_unbound;
  38677. }
  38678. }
  38679. PropertyBinding.Composite = Composite;
  38680. PropertyBinding.prototype.BindingType = {
  38681. Direct: 0,
  38682. EntireArray: 1,
  38683. ArrayElement: 2,
  38684. HasFromToArray: 3
  38685. };
  38686. PropertyBinding.prototype.Versioning = {
  38687. None: 0,
  38688. NeedsUpdate: 1,
  38689. MatrixWorldNeedsUpdate: 2
  38690. };
  38691. PropertyBinding.prototype.GetterByBindingType = [
  38692. PropertyBinding.prototype._getValue_direct,
  38693. PropertyBinding.prototype._getValue_array,
  38694. PropertyBinding.prototype._getValue_arrayElement,
  38695. PropertyBinding.prototype._getValue_toArray,
  38696. ];
  38697. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  38698. [
  38699. // Direct
  38700. PropertyBinding.prototype._setValue_direct,
  38701. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  38702. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  38703. ], [
  38704. // EntireArray
  38705. PropertyBinding.prototype._setValue_array,
  38706. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  38707. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  38708. ], [
  38709. // ArrayElement
  38710. PropertyBinding.prototype._setValue_arrayElement,
  38711. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  38712. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  38713. ], [
  38714. // HasToFromArray
  38715. PropertyBinding.prototype._setValue_fromArray,
  38716. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  38717. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  38718. ]
  38719. ];
  38720. /**
  38721. * A group of objects that receives a shared animation state.
  38722. *
  38723. * Usage:
  38724. *
  38725. * - Add objects you would otherwise pass as 'root' to the
  38726. * constructor or the .clipAction method of AnimationMixer.
  38727. * - Instead pass this object as 'root'.
  38728. * - You can also add and remove objects later when the mixer is running.
  38729. *
  38730. * Note:
  38731. *
  38732. * - Objects of this class appear as one object to the mixer,
  38733. * so cache control of the individual objects must be done on the group.
  38734. *
  38735. * Limitation:
  38736. *
  38737. * - The animated properties must be compatible among the all objects in the group.
  38738. * - A single property can either be controlled through a target group or directly, but not both.
  38739. */
  38740. class AnimationObjectGroup {
  38741. /**
  38742. * Constructs a new animation group.
  38743. *
  38744. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  38745. */
  38746. constructor() {
  38747. /**
  38748. * This flag can be used for type testing.
  38749. *
  38750. * @type {boolean}
  38751. * @readonly
  38752. * @default true
  38753. */
  38754. this.isAnimationObjectGroup = true;
  38755. /**
  38756. * The UUID of the 3D object.
  38757. *
  38758. * @type {string}
  38759. * @readonly
  38760. */
  38761. this.uuid = generateUUID();
  38762. // cached objects followed by the active ones
  38763. this._objects = Array.prototype.slice.call( arguments );
  38764. this.nCachedObjects_ = 0; // threshold
  38765. // note: read by PropertyBinding.Composite
  38766. const indices = {};
  38767. this._indicesByUUID = indices; // for bookkeeping
  38768. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38769. indices[ arguments[ i ].uuid ] = i;
  38770. }
  38771. this._paths = []; // inside: string
  38772. this._parsedPaths = []; // inside: { we don't care, here }
  38773. this._bindings = []; // inside: Array< PropertyBinding >
  38774. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38775. const scope = this;
  38776. this.stats = {
  38777. objects: {
  38778. get total() {
  38779. return scope._objects.length;
  38780. },
  38781. get inUse() {
  38782. return this.total - scope.nCachedObjects_;
  38783. }
  38784. },
  38785. get bindingsPerObject() {
  38786. return scope._bindings.length;
  38787. }
  38788. };
  38789. }
  38790. /**
  38791. * Adds an arbitrary number of objects to this animation group.
  38792. *
  38793. * @param {...Object3D} arguments - The 3D objects to add.
  38794. */
  38795. add() {
  38796. const objects = this._objects,
  38797. indicesByUUID = this._indicesByUUID,
  38798. paths = this._paths,
  38799. parsedPaths = this._parsedPaths,
  38800. bindings = this._bindings,
  38801. nBindings = bindings.length;
  38802. let knownObject = undefined,
  38803. nObjects = objects.length,
  38804. nCachedObjects = this.nCachedObjects_;
  38805. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38806. const object = arguments[ i ],
  38807. uuid = object.uuid;
  38808. let index = indicesByUUID[ uuid ];
  38809. if ( index === undefined ) {
  38810. // unknown object -> add it to the ACTIVE region
  38811. index = nObjects ++;
  38812. indicesByUUID[ uuid ] = index;
  38813. objects.push( object );
  38814. // accounting is done, now do the same for all bindings
  38815. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38816. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38817. }
  38818. } else if ( index < nCachedObjects ) {
  38819. knownObject = objects[ index ];
  38820. // move existing object to the ACTIVE region
  38821. const firstActiveIndex = -- nCachedObjects,
  38822. lastCachedObject = objects[ firstActiveIndex ];
  38823. indicesByUUID[ lastCachedObject.uuid ] = index;
  38824. objects[ index ] = lastCachedObject;
  38825. indicesByUUID[ uuid ] = firstActiveIndex;
  38826. objects[ firstActiveIndex ] = object;
  38827. // accounting is done, now do the same for all bindings
  38828. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38829. const bindingsForPath = bindings[ j ],
  38830. lastCached = bindingsForPath[ firstActiveIndex ];
  38831. let binding = bindingsForPath[ index ];
  38832. bindingsForPath[ index ] = lastCached;
  38833. if ( binding === undefined ) {
  38834. // since we do not bother to create new bindings
  38835. // for objects that are cached, the binding may
  38836. // or may not exist
  38837. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38838. }
  38839. bindingsForPath[ firstActiveIndex ] = binding;
  38840. }
  38841. } else if ( objects[ index ] !== knownObject ) {
  38842. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38843. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38844. } // else the object is already where we want it to be
  38845. } // for arguments
  38846. this.nCachedObjects_ = nCachedObjects;
  38847. }
  38848. /**
  38849. * Removes an arbitrary number of objects to this animation group
  38850. *
  38851. * @param {...Object3D} arguments - The 3D objects to remove.
  38852. */
  38853. remove() {
  38854. const objects = this._objects,
  38855. indicesByUUID = this._indicesByUUID,
  38856. bindings = this._bindings,
  38857. nBindings = bindings.length;
  38858. let nCachedObjects = this.nCachedObjects_;
  38859. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38860. const object = arguments[ i ],
  38861. uuid = object.uuid,
  38862. index = indicesByUUID[ uuid ];
  38863. if ( index !== undefined && index >= nCachedObjects ) {
  38864. // move existing object into the CACHED region
  38865. const lastCachedIndex = nCachedObjects ++,
  38866. firstActiveObject = objects[ lastCachedIndex ];
  38867. indicesByUUID[ firstActiveObject.uuid ] = index;
  38868. objects[ index ] = firstActiveObject;
  38869. indicesByUUID[ uuid ] = lastCachedIndex;
  38870. objects[ lastCachedIndex ] = object;
  38871. // accounting is done, now do the same for all bindings
  38872. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38873. const bindingsForPath = bindings[ j ],
  38874. firstActive = bindingsForPath[ lastCachedIndex ],
  38875. binding = bindingsForPath[ index ];
  38876. bindingsForPath[ index ] = firstActive;
  38877. bindingsForPath[ lastCachedIndex ] = binding;
  38878. }
  38879. }
  38880. } // for arguments
  38881. this.nCachedObjects_ = nCachedObjects;
  38882. }
  38883. /**
  38884. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38885. *
  38886. * @param {...Object3D} arguments - The 3D objects to uncache.
  38887. */
  38888. uncache() {
  38889. const objects = this._objects,
  38890. indicesByUUID = this._indicesByUUID,
  38891. bindings = this._bindings,
  38892. nBindings = bindings.length;
  38893. let nCachedObjects = this.nCachedObjects_,
  38894. nObjects = objects.length;
  38895. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38896. const object = arguments[ i ],
  38897. uuid = object.uuid,
  38898. index = indicesByUUID[ uuid ];
  38899. if ( index !== undefined ) {
  38900. delete indicesByUUID[ uuid ];
  38901. if ( index < nCachedObjects ) {
  38902. // object is cached, shrink the CACHED region
  38903. const firstActiveIndex = -- nCachedObjects,
  38904. lastCachedObject = objects[ firstActiveIndex ],
  38905. lastIndex = -- nObjects,
  38906. lastObject = objects[ lastIndex ];
  38907. // last cached object takes this object's place
  38908. indicesByUUID[ lastCachedObject.uuid ] = index;
  38909. objects[ index ] = lastCachedObject;
  38910. // last object goes to the activated slot and pop
  38911. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38912. objects[ firstActiveIndex ] = lastObject;
  38913. objects.pop();
  38914. // accounting is done, now do the same for all bindings
  38915. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38916. const bindingsForPath = bindings[ j ],
  38917. lastCached = bindingsForPath[ firstActiveIndex ],
  38918. last = bindingsForPath[ lastIndex ];
  38919. bindingsForPath[ index ] = lastCached;
  38920. bindingsForPath[ firstActiveIndex ] = last;
  38921. bindingsForPath.pop();
  38922. }
  38923. } else {
  38924. // object is active, just swap with the last and pop
  38925. const lastIndex = -- nObjects,
  38926. lastObject = objects[ lastIndex ];
  38927. if ( lastIndex > 0 ) {
  38928. indicesByUUID[ lastObject.uuid ] = index;
  38929. }
  38930. objects[ index ] = lastObject;
  38931. objects.pop();
  38932. // accounting is done, now do the same for all bindings
  38933. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38934. const bindingsForPath = bindings[ j ];
  38935. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38936. bindingsForPath.pop();
  38937. }
  38938. } // cached or active
  38939. } // if object is known
  38940. } // for arguments
  38941. this.nCachedObjects_ = nCachedObjects;
  38942. }
  38943. // Internal interface used by befriended PropertyBinding.Composite:
  38944. subscribe_( path, parsedPath ) {
  38945. // returns an array of bindings for the given path that is changed
  38946. // according to the contained objects in the group
  38947. const indicesByPath = this._bindingsIndicesByPath;
  38948. let index = indicesByPath[ path ];
  38949. const bindings = this._bindings;
  38950. if ( index !== undefined ) return bindings[ index ];
  38951. const paths = this._paths,
  38952. parsedPaths = this._parsedPaths,
  38953. objects = this._objects,
  38954. nObjects = objects.length,
  38955. nCachedObjects = this.nCachedObjects_,
  38956. bindingsForPath = new Array( nObjects );
  38957. index = bindings.length;
  38958. indicesByPath[ path ] = index;
  38959. paths.push( path );
  38960. parsedPaths.push( parsedPath );
  38961. bindings.push( bindingsForPath );
  38962. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38963. const object = objects[ i ];
  38964. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38965. }
  38966. return bindingsForPath;
  38967. }
  38968. unsubscribe_( path ) {
  38969. // tells the group to forget about a property path and no longer
  38970. // update the array previously obtained with 'subscribe_'
  38971. const indicesByPath = this._bindingsIndicesByPath,
  38972. index = indicesByPath[ path ];
  38973. if ( index !== undefined ) {
  38974. const paths = this._paths,
  38975. parsedPaths = this._parsedPaths,
  38976. bindings = this._bindings,
  38977. lastBindingsIndex = bindings.length - 1,
  38978. lastBindings = bindings[ lastBindingsIndex ],
  38979. lastBindingsPath = path[ lastBindingsIndex ];
  38980. indicesByPath[ lastBindingsPath ] = index;
  38981. bindings[ index ] = lastBindings;
  38982. bindings.pop();
  38983. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38984. parsedPaths.pop();
  38985. paths[ index ] = paths[ lastBindingsIndex ];
  38986. paths.pop();
  38987. }
  38988. }
  38989. }
  38990. /**
  38991. * An instance of `AnimationAction` schedules the playback of an animation which is
  38992. * stored in {@link AnimationClip}.
  38993. */
  38994. class AnimationAction {
  38995. /**
  38996. * Constructs a new animation action.
  38997. *
  38998. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38999. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  39000. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  39001. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39002. */
  39003. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  39004. this._mixer = mixer;
  39005. this._clip = clip;
  39006. this._localRoot = localRoot;
  39007. /**
  39008. * Defines how the animation is blended/combined when two or more animations
  39009. * are simultaneously played.
  39010. *
  39011. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  39012. */
  39013. this.blendMode = blendMode;
  39014. const tracks = clip.tracks,
  39015. nTracks = tracks.length,
  39016. interpolants = new Array( nTracks );
  39017. const interpolantSettings = {
  39018. endingStart: ZeroCurvatureEnding,
  39019. endingEnd: ZeroCurvatureEnding
  39020. };
  39021. for ( let i = 0; i !== nTracks; ++ i ) {
  39022. const interpolant = tracks[ i ].createInterpolant( null );
  39023. interpolants[ i ] = interpolant;
  39024. interpolant.settings = interpolantSettings;
  39025. }
  39026. this._interpolantSettings = interpolantSettings;
  39027. this._interpolants = interpolants; // bound by the mixer
  39028. // inside: PropertyMixer (managed by the mixer)
  39029. this._propertyBindings = new Array( nTracks );
  39030. this._cacheIndex = null; // for the memory manager
  39031. this._byClipCacheIndex = null; // for the memory manager
  39032. this._timeScaleInterpolant = null;
  39033. this._restoreTimeScale = null;
  39034. this._weightInterpolant = null;
  39035. /**
  39036. * The loop mode, set via {@link AnimationAction#setLoop}.
  39037. *
  39038. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  39039. * @default LoopRepeat
  39040. */
  39041. this.loop = LoopRepeat;
  39042. this._loopCount = -1;
  39043. // global mixer time when the action is to be started
  39044. // it's set back to 'null' upon start of the action
  39045. this._startTime = null;
  39046. /**
  39047. * The local time of this action (in seconds, starting with `0`).
  39048. *
  39049. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  39050. * loop state).
  39051. *
  39052. * @type {number}
  39053. * @default Infinity
  39054. */
  39055. this.time = 0;
  39056. /**
  39057. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  39058. * animation to pause. Negative values cause the animation to play backwards.
  39059. *
  39060. * @type {number}
  39061. * @default 1
  39062. */
  39063. this.timeScale = 1;
  39064. this._effectiveTimeScale = 1;
  39065. /**
  39066. * The degree of influence of this action (in the interval `[0, 1]`). Values
  39067. * between `0` (no impact) and `1` (full impact) can be used to blend between
  39068. * several actions.
  39069. *
  39070. * @type {number}
  39071. * @default 1
  39072. */
  39073. this.weight = 1;
  39074. this._effectiveWeight = 1;
  39075. /**
  39076. * The number of repetitions of the performed clip over the course of this action.
  39077. * Can be set via {@link AnimationAction#setLoop}.
  39078. *
  39079. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  39080. * `THREE:LoopOnce`.
  39081. *
  39082. * @type {number}
  39083. * @default Infinity
  39084. */
  39085. this.repetitions = Infinity;
  39086. /**
  39087. * If set to `true`, the playback of the action is paused.
  39088. *
  39089. * @type {boolean}
  39090. * @default false
  39091. */
  39092. this.paused = false;
  39093. /**
  39094. * If set to `false`, the action is disabled so it has no impact.
  39095. *
  39096. * When the action is re-enabled, the animation continues from its current
  39097. * time (setting `enabled` to `false` doesn't reset the action).
  39098. *
  39099. * @type {boolean}
  39100. * @default true
  39101. */
  39102. this.enabled = true;
  39103. /**
  39104. * If set to true the animation will automatically be paused on its last frame.
  39105. *
  39106. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  39107. * to `false` when the last loop of the action has finished, so that this action has
  39108. * no further impact.
  39109. *
  39110. * Note: This member has no impact if the action is interrupted (it
  39111. * has only an effect if its last loop has really finished).
  39112. *
  39113. * @type {boolean}
  39114. * @default false
  39115. */
  39116. this.clampWhenFinished = false;
  39117. /**
  39118. * Enables smooth interpolation without separate clips for start, loop and end.
  39119. *
  39120. * @type {boolean}
  39121. * @default true
  39122. */
  39123. this.zeroSlopeAtStart = true;
  39124. /**
  39125. * Enables smooth interpolation without separate clips for start, loop and end.
  39126. *
  39127. * @type {boolean}
  39128. * @default true
  39129. */
  39130. this.zeroSlopeAtEnd = true;
  39131. }
  39132. /**
  39133. * Starts the playback of the animation.
  39134. *
  39135. * @return {AnimationAction} A reference to this animation action.
  39136. */
  39137. play() {
  39138. this._mixer._activateAction( this );
  39139. return this;
  39140. }
  39141. /**
  39142. * Stops the playback of the animation.
  39143. *
  39144. * @return {AnimationAction} A reference to this animation action.
  39145. */
  39146. stop() {
  39147. this._mixer._deactivateAction( this );
  39148. return this.reset();
  39149. }
  39150. /**
  39151. * Resets the playback of the animation.
  39152. *
  39153. * @return {AnimationAction} A reference to this animation action.
  39154. */
  39155. reset() {
  39156. this.paused = false;
  39157. this.enabled = true;
  39158. this.time = 0; // restart clip
  39159. this._loopCount = -1;// forget previous loops
  39160. this._startTime = null;// forget scheduling
  39161. return this.stopFading().stopWarping();
  39162. }
  39163. /**
  39164. * Returns `true` if the animation is running.
  39165. *
  39166. * @return {boolean} Whether the animation is running or not.
  39167. */
  39168. isRunning() {
  39169. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  39170. this._startTime === null && this._mixer._isActiveAction( this );
  39171. }
  39172. /**
  39173. * Returns `true` when {@link AnimationAction#play} has been called.
  39174. *
  39175. * @return {boolean} Whether the animation is scheduled or not.
  39176. */
  39177. isScheduled() {
  39178. return this._mixer._isActiveAction( this );
  39179. }
  39180. /**
  39181. * Defines the time when the animation should start.
  39182. *
  39183. * @param {number} time - The start time in seconds.
  39184. * @return {AnimationAction} A reference to this animation action.
  39185. */
  39186. startAt( time ) {
  39187. this._startTime = time;
  39188. return this;
  39189. }
  39190. /**
  39191. * Configures the loop settings for this action.
  39192. *
  39193. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  39194. * @param {number} repetitions - The number of repetitions.
  39195. * @return {AnimationAction} A reference to this animation action.
  39196. */
  39197. setLoop( mode, repetitions ) {
  39198. this.loop = mode;
  39199. this.repetitions = repetitions;
  39200. return this;
  39201. }
  39202. /**
  39203. * Sets the effective weight of this action.
  39204. *
  39205. * An action has no effect and thus an effective weight of zero when the
  39206. * action is disabled.
  39207. *
  39208. * @param {number} weight - The weight to set.
  39209. * @return {AnimationAction} A reference to this animation action.
  39210. */
  39211. setEffectiveWeight( weight ) {
  39212. this.weight = weight;
  39213. // note: same logic as when updated at runtime
  39214. this._effectiveWeight = this.enabled ? weight : 0;
  39215. return this.stopFading();
  39216. }
  39217. /**
  39218. * Returns the effective weight of this action.
  39219. *
  39220. * @return {number} The effective weight.
  39221. */
  39222. getEffectiveWeight() {
  39223. return this._effectiveWeight;
  39224. }
  39225. /**
  39226. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  39227. * within the passed time interval.
  39228. *
  39229. * @param {number} duration - The duration of the fade.
  39230. * @return {AnimationAction} A reference to this animation action.
  39231. */
  39232. fadeIn( duration ) {
  39233. return this._scheduleFading( duration, 0, 1 );
  39234. }
  39235. /**
  39236. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  39237. * within the passed time interval.
  39238. *
  39239. * @param {number} duration - The duration of the fade.
  39240. * @return {AnimationAction} A reference to this animation action.
  39241. */
  39242. fadeOut( duration ) {
  39243. return this._scheduleFading( duration, 1, 0 );
  39244. }
  39245. /**
  39246. * Causes this action to fade in and the given action to fade out,
  39247. * within the passed time interval.
  39248. *
  39249. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  39250. * @param {number} duration - The duration of the fade.
  39251. * @param {boolean} [warp=false] - Whether warping should be used or not.
  39252. * @return {AnimationAction} A reference to this animation action.
  39253. */
  39254. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  39255. fadeOutAction.fadeOut( duration );
  39256. this.fadeIn( duration );
  39257. if ( warp === true ) {
  39258. const fadeInDuration = this._clip.duration,
  39259. fadeOutDuration = fadeOutAction._clip.duration,
  39260. startEndRatio = fadeOutDuration / fadeInDuration,
  39261. endStartRatio = fadeInDuration / fadeOutDuration;
  39262. fadeOutAction._restoreTimeScale = fadeOutAction.timeScale;
  39263. this._restoreTimeScale = this.timeScale;
  39264. fadeOutAction.warp( 1.0, startEndRatio, duration );
  39265. this.warp( endStartRatio, 1.0, duration );
  39266. }
  39267. return this;
  39268. }
  39269. /**
  39270. * Causes this action to fade out and the given action to fade in,
  39271. * within the passed time interval.
  39272. *
  39273. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  39274. * @param {number} duration - The duration of the fade.
  39275. * @param {boolean} [warp=false] - Whether warping should be used or not.
  39276. * @return {AnimationAction} A reference to this animation action.
  39277. */
  39278. crossFadeTo( fadeInAction, duration, warp = false ) {
  39279. return fadeInAction.crossFadeFrom( this, duration, warp );
  39280. }
  39281. /**
  39282. * Stops any fading which is applied to this action.
  39283. *
  39284. * @return {AnimationAction} A reference to this animation action.
  39285. */
  39286. stopFading() {
  39287. const weightInterpolant = this._weightInterpolant;
  39288. if ( weightInterpolant !== null ) {
  39289. this._weightInterpolant = null;
  39290. this._mixer._takeBackControlInterpolant( weightInterpolant );
  39291. }
  39292. return this;
  39293. }
  39294. /**
  39295. * Sets the effective time scale of this action.
  39296. *
  39297. * An action has no effect and thus an effective time scale of zero when the
  39298. * action is paused.
  39299. *
  39300. * @param {number} timeScale - The time scale to set.
  39301. * @return {AnimationAction} A reference to this animation action.
  39302. */
  39303. setEffectiveTimeScale( timeScale ) {
  39304. this.timeScale = timeScale;
  39305. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  39306. return this.stopWarping();
  39307. }
  39308. /**
  39309. * Returns the effective time scale of this action.
  39310. *
  39311. * @return {number} The effective time scale.
  39312. */
  39313. getEffectiveTimeScale() {
  39314. return this._effectiveTimeScale;
  39315. }
  39316. /**
  39317. * Sets the duration for a single loop of this action.
  39318. *
  39319. * @param {number} duration - The duration to set.
  39320. * @return {AnimationAction} A reference to this animation action.
  39321. */
  39322. setDuration( duration ) {
  39323. this.timeScale = this._clip.duration / duration;
  39324. return this.stopWarping();
  39325. }
  39326. /**
  39327. * Synchronizes this action with the passed other action.
  39328. *
  39329. * @param {AnimationAction} action - The action to sync with.
  39330. * @return {AnimationAction} A reference to this animation action.
  39331. */
  39332. syncWith( action ) {
  39333. this.time = action.time;
  39334. this.timeScale = action.timeScale;
  39335. return this.stopWarping();
  39336. }
  39337. /**
  39338. * Decelerates this animation's speed to `0` within the passed time interval.
  39339. *
  39340. * @param {number} duration - The duration.
  39341. * @return {AnimationAction} A reference to this animation action.
  39342. */
  39343. halt( duration ) {
  39344. return this.warp( this._effectiveTimeScale, 0, duration );
  39345. }
  39346. /**
  39347. * Changes the playback speed, within the passed time interval, by modifying
  39348. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  39349. * `endTimeScale`.
  39350. *
  39351. * @param {number} startTimeScale - The start time scale.
  39352. * @param {number} endTimeScale - The end time scale.
  39353. * @param {number} duration - The duration.
  39354. * @return {AnimationAction} A reference to this animation action.
  39355. */
  39356. warp( startTimeScale, endTimeScale, duration ) {
  39357. const mixer = this._mixer,
  39358. now = mixer.time,
  39359. timeScale = this.timeScale;
  39360. let interpolant = this._timeScaleInterpolant;
  39361. if ( interpolant === null ) {
  39362. interpolant = mixer._lendControlInterpolant();
  39363. this._timeScaleInterpolant = interpolant;
  39364. }
  39365. const times = interpolant.parameterPositions,
  39366. values = interpolant.sampleValues;
  39367. times[ 0 ] = now;
  39368. times[ 1 ] = now + duration;
  39369. values[ 0 ] = startTimeScale / timeScale;
  39370. values[ 1 ] = endTimeScale / timeScale;
  39371. return this;
  39372. }
  39373. /**
  39374. * Stops any scheduled warping which is applied to this action.
  39375. *
  39376. * @return {AnimationAction} A reference to this animation action.
  39377. */
  39378. stopWarping() {
  39379. const timeScaleInterpolant = this._timeScaleInterpolant;
  39380. if ( timeScaleInterpolant !== null ) {
  39381. this._timeScaleInterpolant = null;
  39382. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  39383. }
  39384. this._restoreTimeScale = null;
  39385. return this;
  39386. }
  39387. /**
  39388. * Returns the animation mixer of this animation action.
  39389. *
  39390. * @return {AnimationMixer} The animation mixer.
  39391. */
  39392. getMixer() {
  39393. return this._mixer;
  39394. }
  39395. /**
  39396. * Returns the animation clip of this animation action.
  39397. *
  39398. * @return {AnimationClip} The animation clip.
  39399. */
  39400. getClip() {
  39401. return this._clip;
  39402. }
  39403. /**
  39404. * Returns the root object of this animation action.
  39405. *
  39406. * @return {Object3D} The root object.
  39407. */
  39408. getRoot() {
  39409. return this._localRoot || this._mixer._root;
  39410. }
  39411. // Internal
  39412. _update( time, deltaTime, timeDirection, accuIndex ) {
  39413. // called by the mixer
  39414. if ( ! this.enabled ) {
  39415. // call ._updateWeight() to update ._effectiveWeight
  39416. this._updateWeight( time );
  39417. return;
  39418. }
  39419. const startTime = this._startTime;
  39420. if ( startTime !== null ) {
  39421. // check for scheduled start of action
  39422. const timeRunning = ( time - startTime ) * timeDirection;
  39423. if ( timeRunning < 0 || timeDirection === 0 ) {
  39424. deltaTime = 0;
  39425. } else {
  39426. this._startTime = null; // unschedule
  39427. deltaTime = timeDirection * timeRunning;
  39428. }
  39429. }
  39430. // apply time scale and advance time
  39431. deltaTime *= this._updateTimeScale( time );
  39432. const clipTime = this._updateTime( deltaTime );
  39433. // note: _updateTime may disable the action resulting in
  39434. // an effective weight of 0
  39435. const weight = this._updateWeight( time );
  39436. if ( weight > 0 ) {
  39437. const interpolants = this._interpolants;
  39438. const propertyMixers = this._propertyBindings;
  39439. switch ( this.blendMode ) {
  39440. case AdditiveAnimationBlendMode:
  39441. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39442. interpolants[ j ].evaluate( clipTime );
  39443. propertyMixers[ j ].accumulateAdditive( weight );
  39444. }
  39445. break;
  39446. case NormalAnimationBlendMode:
  39447. default:
  39448. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  39449. interpolants[ j ].evaluate( clipTime );
  39450. propertyMixers[ j ].accumulate( accuIndex, weight );
  39451. }
  39452. }
  39453. }
  39454. }
  39455. _updateWeight( time ) {
  39456. let weight = 0;
  39457. if ( this.enabled ) {
  39458. weight = this.weight;
  39459. const interpolant = this._weightInterpolant;
  39460. if ( interpolant !== null ) {
  39461. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39462. weight *= interpolantValue;
  39463. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39464. this.stopFading();
  39465. if ( interpolantValue === 0 ) {
  39466. // faded out, disable
  39467. this.enabled = false;
  39468. }
  39469. }
  39470. }
  39471. }
  39472. this._effectiveWeight = weight;
  39473. return weight;
  39474. }
  39475. _updateTimeScale( time ) {
  39476. let timeScale = 0;
  39477. if ( ! this.paused ) {
  39478. timeScale = this.timeScale;
  39479. const interpolant = this._timeScaleInterpolant;
  39480. if ( interpolant !== null ) {
  39481. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  39482. timeScale *= interpolantValue;
  39483. if ( time > interpolant.parameterPositions[ 1 ] ) {
  39484. if ( timeScale === 0 ) {
  39485. // motion has halted, pause
  39486. this.paused = true;
  39487. } else {
  39488. if ( this._restoreTimeScale !== null ) {
  39489. timeScale = this._restoreTimeScale;
  39490. }
  39491. // warp done - apply final time scale
  39492. this.timeScale = timeScale;
  39493. }
  39494. this.stopWarping();
  39495. }
  39496. }
  39497. }
  39498. this._effectiveTimeScale = timeScale;
  39499. return timeScale;
  39500. }
  39501. _updateTime( deltaTime ) {
  39502. const duration = this._clip.duration;
  39503. const loop = this.loop;
  39504. let time = this.time + deltaTime;
  39505. let loopCount = this._loopCount;
  39506. const pingPong = ( loop === LoopPingPong );
  39507. if ( deltaTime === 0 ) {
  39508. if ( loopCount === -1 ) return time;
  39509. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  39510. }
  39511. if ( loop === LoopOnce ) {
  39512. if ( loopCount === -1 ) {
  39513. // just started
  39514. this._loopCount = 0;
  39515. this._setEndings( true, true, false );
  39516. }
  39517. handle_stop: {
  39518. if ( time >= duration ) {
  39519. time = duration;
  39520. } else if ( time < 0 ) {
  39521. time = 0;
  39522. } else {
  39523. this.time = time;
  39524. break handle_stop;
  39525. }
  39526. if ( this.clampWhenFinished ) this.paused = true;
  39527. else this.enabled = false;
  39528. this.time = time;
  39529. this._mixer.dispatchEvent( {
  39530. type: 'finished', action: this,
  39531. direction: deltaTime < 0 ? -1 : 1
  39532. } );
  39533. }
  39534. } else { // repetitive Repeat or PingPong
  39535. if ( loopCount === -1 ) {
  39536. // just started
  39537. if ( deltaTime >= 0 ) {
  39538. loopCount = 0;
  39539. this._setEndings( true, this.repetitions === 0, pingPong );
  39540. } else {
  39541. // when looping in reverse direction, the initial
  39542. // transition through zero counts as a repetition,
  39543. // so leave loopCount at -1
  39544. this._setEndings( this.repetitions === 0, true, pingPong );
  39545. }
  39546. }
  39547. if ( time >= duration || time < 0 ) {
  39548. // wrap around
  39549. const loopDelta = Math.floor( time / duration ); // signed
  39550. time -= duration * loopDelta;
  39551. loopCount += Math.abs( loopDelta );
  39552. const pending = this.repetitions - loopCount;
  39553. if ( pending <= 0 ) {
  39554. // have to stop (switch state, clamp time, fire event)
  39555. if ( this.clampWhenFinished ) this.paused = true;
  39556. else this.enabled = false;
  39557. time = deltaTime > 0 ? duration : 0;
  39558. this.time = time;
  39559. this._mixer.dispatchEvent( {
  39560. type: 'finished', action: this,
  39561. direction: deltaTime > 0 ? 1 : -1
  39562. } );
  39563. } else {
  39564. // keep running
  39565. if ( pending === 1 ) {
  39566. // entering the last round
  39567. const atStart = deltaTime < 0;
  39568. this._setEndings( atStart, ! atStart, pingPong );
  39569. } else {
  39570. this._setEndings( false, false, pingPong );
  39571. }
  39572. this._loopCount = loopCount;
  39573. this.time = time;
  39574. this._mixer.dispatchEvent( {
  39575. type: 'loop', action: this, loopDelta: loopDelta
  39576. } );
  39577. }
  39578. } else {
  39579. this._loopCount = loopCount;
  39580. this.time = time;
  39581. }
  39582. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  39583. // invert time for the "pong round"
  39584. return duration - time;
  39585. }
  39586. }
  39587. return time;
  39588. }
  39589. _setEndings( atStart, atEnd, pingPong ) {
  39590. const settings = this._interpolantSettings;
  39591. if ( pingPong ) {
  39592. settings.endingStart = ZeroSlopeEnding;
  39593. settings.endingEnd = ZeroSlopeEnding;
  39594. } else {
  39595. // assuming for LoopOnce atStart == atEnd == true
  39596. if ( atStart ) {
  39597. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39598. } else {
  39599. settings.endingStart = WrapAroundEnding;
  39600. }
  39601. if ( atEnd ) {
  39602. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  39603. } else {
  39604. settings.endingEnd = WrapAroundEnding;
  39605. }
  39606. }
  39607. }
  39608. _scheduleFading( duration, weightNow, weightThen ) {
  39609. const mixer = this._mixer, now = mixer.time;
  39610. let interpolant = this._weightInterpolant;
  39611. if ( interpolant === null ) {
  39612. interpolant = mixer._lendControlInterpolant();
  39613. this._weightInterpolant = interpolant;
  39614. }
  39615. const times = interpolant.parameterPositions,
  39616. values = interpolant.sampleValues;
  39617. times[ 0 ] = now;
  39618. values[ 0 ] = weightNow;
  39619. times[ 1 ] = now + duration;
  39620. values[ 1 ] = weightThen;
  39621. return this;
  39622. }
  39623. }
  39624. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  39625. /**
  39626. * `AnimationMixer` is a player for animations on a particular object in
  39627. * the scene. When multiple objects in the scene are animated independently,
  39628. * one `AnimationMixer` may be used for each object.
  39629. */
  39630. class AnimationMixer extends EventDispatcher {
  39631. /**
  39632. * Constructs a new animation mixer.
  39633. *
  39634. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  39635. */
  39636. constructor( root ) {
  39637. super();
  39638. this._root = root;
  39639. this._initMemoryManager();
  39640. this._accuIndex = 0;
  39641. /**
  39642. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  39643. *
  39644. * @type {number}
  39645. * @default 0
  39646. */
  39647. this.time = 0;
  39648. /**
  39649. * A scaling factor for the global time.
  39650. *
  39651. * Note: Setting this member to `0` and later back to `1` is a
  39652. * possibility to pause/unpause all actions that are controlled by this
  39653. * mixer.
  39654. *
  39655. * @type {number}
  39656. * @default 1
  39657. */
  39658. this.timeScale = 1.0;
  39659. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  39660. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  39661. }
  39662. }
  39663. _bindAction( action, prototypeAction ) {
  39664. const root = action._localRoot || this._root,
  39665. tracks = action._clip.tracks,
  39666. nTracks = tracks.length,
  39667. bindings = action._propertyBindings,
  39668. interpolants = action._interpolants,
  39669. rootUuid = root.uuid,
  39670. bindingsByRoot = this._bindingsByRootAndName;
  39671. let bindingsByName = bindingsByRoot[ rootUuid ];
  39672. if ( bindingsByName === undefined ) {
  39673. bindingsByName = {};
  39674. bindingsByRoot[ rootUuid ] = bindingsByName;
  39675. }
  39676. for ( let i = 0; i !== nTracks; ++ i ) {
  39677. const track = tracks[ i ],
  39678. trackName = track.name;
  39679. let binding = bindingsByName[ trackName ];
  39680. if ( binding !== undefined ) {
  39681. ++ binding.referenceCount;
  39682. bindings[ i ] = binding;
  39683. } else {
  39684. binding = bindings[ i ];
  39685. if ( binding !== undefined ) {
  39686. // existing binding, make sure the cache knows
  39687. if ( binding._cacheIndex === null ) {
  39688. ++ binding.referenceCount;
  39689. this._addInactiveBinding( binding, rootUuid, trackName );
  39690. }
  39691. continue;
  39692. }
  39693. const path = prototypeAction && prototypeAction.
  39694. _propertyBindings[ i ].binding.parsedPath;
  39695. binding = new PropertyMixer(
  39696. PropertyBinding.create( root, trackName, path ),
  39697. track.ValueTypeName, track.getValueSize() );
  39698. ++ binding.referenceCount;
  39699. this._addInactiveBinding( binding, rootUuid, trackName );
  39700. bindings[ i ] = binding;
  39701. }
  39702. interpolants[ i ].resultBuffer = binding.buffer;
  39703. }
  39704. }
  39705. _activateAction( action ) {
  39706. if ( ! this._isActiveAction( action ) ) {
  39707. if ( action._cacheIndex === null ) {
  39708. // this action has been forgotten by the cache, but the user
  39709. // appears to be still using it -> rebind
  39710. const rootUuid = ( action._localRoot || this._root ).uuid,
  39711. clipUuid = action._clip.uuid,
  39712. actionsForClip = this._actionsByClip[ clipUuid ];
  39713. this._bindAction( action,
  39714. actionsForClip && actionsForClip.knownActions[ 0 ] );
  39715. this._addInactiveAction( action, clipUuid, rootUuid );
  39716. }
  39717. const bindings = action._propertyBindings;
  39718. // increment reference counts / sort out state
  39719. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39720. const binding = bindings[ i ];
  39721. if ( binding.useCount ++ === 0 ) {
  39722. this._lendBinding( binding );
  39723. binding.saveOriginalState();
  39724. }
  39725. }
  39726. this._lendAction( action );
  39727. }
  39728. }
  39729. _deactivateAction( action ) {
  39730. if ( this._isActiveAction( action ) ) {
  39731. const bindings = action._propertyBindings;
  39732. // decrement reference counts / sort out state
  39733. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39734. const binding = bindings[ i ];
  39735. if ( -- binding.useCount === 0 ) {
  39736. binding.restoreOriginalState();
  39737. this._takeBackBinding( binding );
  39738. }
  39739. }
  39740. this._takeBackAction( action );
  39741. }
  39742. }
  39743. // Memory manager
  39744. _initMemoryManager() {
  39745. this._actions = []; // 'nActiveActions' followed by inactive ones
  39746. this._nActiveActions = 0;
  39747. this._actionsByClip = {};
  39748. // inside:
  39749. // {
  39750. // knownActions: Array< AnimationAction > - used as prototypes
  39751. // actionByRoot: AnimationAction - lookup
  39752. // }
  39753. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  39754. this._nActiveBindings = 0;
  39755. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  39756. this._controlInterpolants = []; // same game as above
  39757. this._nActiveControlInterpolants = 0;
  39758. const scope = this;
  39759. this.stats = {
  39760. actions: {
  39761. get total() {
  39762. return scope._actions.length;
  39763. },
  39764. get inUse() {
  39765. return scope._nActiveActions;
  39766. }
  39767. },
  39768. bindings: {
  39769. get total() {
  39770. return scope._bindings.length;
  39771. },
  39772. get inUse() {
  39773. return scope._nActiveBindings;
  39774. }
  39775. },
  39776. controlInterpolants: {
  39777. get total() {
  39778. return scope._controlInterpolants.length;
  39779. },
  39780. get inUse() {
  39781. return scope._nActiveControlInterpolants;
  39782. }
  39783. }
  39784. };
  39785. }
  39786. // Memory management for AnimationAction objects
  39787. _isActiveAction( action ) {
  39788. const index = action._cacheIndex;
  39789. return index !== null && index < this._nActiveActions;
  39790. }
  39791. _addInactiveAction( action, clipUuid, rootUuid ) {
  39792. const actions = this._actions,
  39793. actionsByClip = this._actionsByClip;
  39794. let actionsForClip = actionsByClip[ clipUuid ];
  39795. if ( actionsForClip === undefined ) {
  39796. actionsForClip = {
  39797. knownActions: [ action ],
  39798. actionByRoot: {}
  39799. };
  39800. action._byClipCacheIndex = 0;
  39801. actionsByClip[ clipUuid ] = actionsForClip;
  39802. } else {
  39803. const knownActions = actionsForClip.knownActions;
  39804. action._byClipCacheIndex = knownActions.length;
  39805. knownActions.push( action );
  39806. }
  39807. action._cacheIndex = actions.length;
  39808. actions.push( action );
  39809. actionsForClip.actionByRoot[ rootUuid ] = action;
  39810. }
  39811. _removeInactiveAction( action ) {
  39812. const actions = this._actions,
  39813. lastInactiveAction = actions[ actions.length - 1 ],
  39814. cacheIndex = action._cacheIndex;
  39815. lastInactiveAction._cacheIndex = cacheIndex;
  39816. actions[ cacheIndex ] = lastInactiveAction;
  39817. actions.pop();
  39818. action._cacheIndex = null;
  39819. const clipUuid = action._clip.uuid,
  39820. actionsByClip = this._actionsByClip,
  39821. actionsForClip = actionsByClip[ clipUuid ],
  39822. knownActionsForClip = actionsForClip.knownActions,
  39823. lastKnownAction =
  39824. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39825. byClipCacheIndex = action._byClipCacheIndex;
  39826. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39827. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39828. knownActionsForClip.pop();
  39829. action._byClipCacheIndex = null;
  39830. const actionByRoot = actionsForClip.actionByRoot,
  39831. rootUuid = ( action._localRoot || this._root ).uuid;
  39832. delete actionByRoot[ rootUuid ];
  39833. if ( knownActionsForClip.length === 0 ) {
  39834. delete actionsByClip[ clipUuid ];
  39835. }
  39836. this._removeInactiveBindingsForAction( action );
  39837. }
  39838. _removeInactiveBindingsForAction( action ) {
  39839. const bindings = action._propertyBindings;
  39840. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39841. const binding = bindings[ i ];
  39842. if ( -- binding.referenceCount === 0 ) {
  39843. this._removeInactiveBinding( binding );
  39844. }
  39845. }
  39846. }
  39847. _lendAction( action ) {
  39848. // [ active actions | inactive actions ]
  39849. // [ active actions >| inactive actions ]
  39850. // s a
  39851. // <-swap->
  39852. // a s
  39853. const actions = this._actions,
  39854. prevIndex = action._cacheIndex,
  39855. lastActiveIndex = this._nActiveActions ++,
  39856. firstInactiveAction = actions[ lastActiveIndex ];
  39857. action._cacheIndex = lastActiveIndex;
  39858. actions[ lastActiveIndex ] = action;
  39859. firstInactiveAction._cacheIndex = prevIndex;
  39860. actions[ prevIndex ] = firstInactiveAction;
  39861. }
  39862. _takeBackAction( action ) {
  39863. // [ active actions | inactive actions ]
  39864. // [ active actions |< inactive actions ]
  39865. // a s
  39866. // <-swap->
  39867. // s a
  39868. const actions = this._actions,
  39869. prevIndex = action._cacheIndex,
  39870. firstInactiveIndex = -- this._nActiveActions,
  39871. lastActiveAction = actions[ firstInactiveIndex ];
  39872. action._cacheIndex = firstInactiveIndex;
  39873. actions[ firstInactiveIndex ] = action;
  39874. lastActiveAction._cacheIndex = prevIndex;
  39875. actions[ prevIndex ] = lastActiveAction;
  39876. }
  39877. // Memory management for PropertyMixer objects
  39878. _addInactiveBinding( binding, rootUuid, trackName ) {
  39879. const bindingsByRoot = this._bindingsByRootAndName,
  39880. bindings = this._bindings;
  39881. let bindingByName = bindingsByRoot[ rootUuid ];
  39882. if ( bindingByName === undefined ) {
  39883. bindingByName = {};
  39884. bindingsByRoot[ rootUuid ] = bindingByName;
  39885. }
  39886. bindingByName[ trackName ] = binding;
  39887. binding._cacheIndex = bindings.length;
  39888. bindings.push( binding );
  39889. }
  39890. _removeInactiveBinding( binding ) {
  39891. const bindings = this._bindings,
  39892. propBinding = binding.binding,
  39893. rootUuid = propBinding.rootNode.uuid,
  39894. trackName = propBinding.path,
  39895. bindingsByRoot = this._bindingsByRootAndName,
  39896. bindingByName = bindingsByRoot[ rootUuid ],
  39897. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39898. cacheIndex = binding._cacheIndex;
  39899. lastInactiveBinding._cacheIndex = cacheIndex;
  39900. bindings[ cacheIndex ] = lastInactiveBinding;
  39901. bindings.pop();
  39902. delete bindingByName[ trackName ];
  39903. if ( Object.keys( bindingByName ).length === 0 ) {
  39904. delete bindingsByRoot[ rootUuid ];
  39905. }
  39906. }
  39907. _lendBinding( binding ) {
  39908. const bindings = this._bindings,
  39909. prevIndex = binding._cacheIndex,
  39910. lastActiveIndex = this._nActiveBindings ++,
  39911. firstInactiveBinding = bindings[ lastActiveIndex ];
  39912. binding._cacheIndex = lastActiveIndex;
  39913. bindings[ lastActiveIndex ] = binding;
  39914. firstInactiveBinding._cacheIndex = prevIndex;
  39915. bindings[ prevIndex ] = firstInactiveBinding;
  39916. }
  39917. _takeBackBinding( binding ) {
  39918. const bindings = this._bindings,
  39919. prevIndex = binding._cacheIndex,
  39920. firstInactiveIndex = -- this._nActiveBindings,
  39921. lastActiveBinding = bindings[ firstInactiveIndex ];
  39922. binding._cacheIndex = firstInactiveIndex;
  39923. bindings[ firstInactiveIndex ] = binding;
  39924. lastActiveBinding._cacheIndex = prevIndex;
  39925. bindings[ prevIndex ] = lastActiveBinding;
  39926. }
  39927. // Memory management of Interpolants for weight and time scale
  39928. _lendControlInterpolant() {
  39929. const interpolants = this._controlInterpolants,
  39930. lastActiveIndex = this._nActiveControlInterpolants ++;
  39931. let interpolant = interpolants[ lastActiveIndex ];
  39932. if ( interpolant === undefined ) {
  39933. interpolant = new LinearInterpolant(
  39934. new Float32Array( 2 ), new Float32Array( 2 ),
  39935. 1, _controlInterpolantsResultBuffer );
  39936. interpolant.__cacheIndex = lastActiveIndex;
  39937. interpolants[ lastActiveIndex ] = interpolant;
  39938. }
  39939. return interpolant;
  39940. }
  39941. _takeBackControlInterpolant( interpolant ) {
  39942. const interpolants = this._controlInterpolants,
  39943. prevIndex = interpolant.__cacheIndex,
  39944. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39945. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39946. interpolant.__cacheIndex = firstInactiveIndex;
  39947. interpolants[ firstInactiveIndex ] = interpolant;
  39948. lastActiveInterpolant.__cacheIndex = prevIndex;
  39949. interpolants[ prevIndex ] = lastActiveInterpolant;
  39950. }
  39951. /**
  39952. * Returns an instance of {@link AnimationAction} for the passed clip.
  39953. *
  39954. * If an action fitting the clip and root parameters doesn't yet exist, it
  39955. * will be created by this method. Calling this method several times with the
  39956. * same clip and root parameters always returns the same action.
  39957. *
  39958. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39959. * @param {Object3D} [optionalRoot] - An alternative root object.
  39960. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39961. * @return {?AnimationAction} The animation action.
  39962. */
  39963. clipAction( clip, optionalRoot, blendMode ) {
  39964. const root = optionalRoot || this._root,
  39965. rootUuid = root.uuid;
  39966. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39967. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39968. const actionsForClip = this._actionsByClip[ clipUuid ];
  39969. let prototypeAction = null;
  39970. if ( blendMode === undefined ) {
  39971. if ( clipObject !== null ) {
  39972. blendMode = clipObject.blendMode;
  39973. } else {
  39974. blendMode = NormalAnimationBlendMode;
  39975. }
  39976. }
  39977. if ( actionsForClip !== undefined ) {
  39978. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39979. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39980. return existingAction;
  39981. }
  39982. // we know the clip, so we don't have to parse all
  39983. // the bindings again but can just copy
  39984. prototypeAction = actionsForClip.knownActions[ 0 ];
  39985. // also, take the clip from the prototype action
  39986. if ( clipObject === null )
  39987. clipObject = prototypeAction._clip;
  39988. }
  39989. // clip must be known when specified via string
  39990. if ( clipObject === null ) return null;
  39991. // allocate all resources required to run it
  39992. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39993. this._bindAction( newAction, prototypeAction );
  39994. // and make the action known to the memory manager
  39995. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39996. return newAction;
  39997. }
  39998. /**
  39999. * Returns an existing animation action for the passed clip.
  40000. *
  40001. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  40002. * @param {Object3D} [optionalRoot] - An alternative root object.
  40003. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  40004. */
  40005. existingAction( clip, optionalRoot ) {
  40006. const root = optionalRoot || this._root,
  40007. rootUuid = root.uuid,
  40008. clipObject = typeof clip === 'string' ?
  40009. AnimationClip.findByName( root, clip ) : clip,
  40010. clipUuid = clipObject ? clipObject.uuid : clip,
  40011. actionsForClip = this._actionsByClip[ clipUuid ];
  40012. if ( actionsForClip !== undefined ) {
  40013. return actionsForClip.actionByRoot[ rootUuid ] || null;
  40014. }
  40015. return null;
  40016. }
  40017. /**
  40018. * Deactivates all previously scheduled actions on this mixer.
  40019. *
  40020. * @return {AnimationMixer} A reference to this animation mixer.
  40021. */
  40022. stopAllAction() {
  40023. const actions = this._actions,
  40024. nActions = this._nActiveActions;
  40025. for ( let i = nActions - 1; i >= 0; -- i ) {
  40026. actions[ i ].stop();
  40027. }
  40028. return this;
  40029. }
  40030. /**
  40031. * Advances the global mixer time and updates the animation.
  40032. *
  40033. * This is usually done in the render loop by passing the delta
  40034. * time from {@link Clock} or {@link Timer}.
  40035. *
  40036. * @param {number} deltaTime - The delta time in seconds.
  40037. * @return {AnimationMixer} A reference to this animation mixer.
  40038. */
  40039. update( deltaTime ) {
  40040. deltaTime *= this.timeScale;
  40041. const actions = this._actions,
  40042. nActions = this._nActiveActions,
  40043. time = this.time += deltaTime,
  40044. timeDirection = Math.sign( deltaTime ),
  40045. accuIndex = this._accuIndex ^= 1;
  40046. // run active actions
  40047. for ( let i = 0; i !== nActions; ++ i ) {
  40048. const action = actions[ i ];
  40049. action._update( time, deltaTime, timeDirection, accuIndex );
  40050. }
  40051. // update scene graph
  40052. const bindings = this._bindings,
  40053. nBindings = this._nActiveBindings;
  40054. for ( let i = 0; i !== nBindings; ++ i ) {
  40055. bindings[ i ].apply( accuIndex );
  40056. }
  40057. return this;
  40058. }
  40059. /**
  40060. * Sets the global mixer to a specific time and updates the animation accordingly.
  40061. *
  40062. * This is useful when you need to jump to an exact time in an animation. The
  40063. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  40064. *
  40065. * @param {number} time - The time to set in seconds.
  40066. * @return {AnimationMixer} A reference to this animation mixer.
  40067. */
  40068. setTime( time ) {
  40069. this.time = 0; // Zero out time attribute for AnimationMixer object;
  40070. for ( let i = 0; i < this._actions.length; i ++ ) {
  40071. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  40072. }
  40073. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  40074. }
  40075. /**
  40076. * Returns this mixer's root object.
  40077. *
  40078. * @return {Object3D} The mixer's root object.
  40079. */
  40080. getRoot() {
  40081. return this._root;
  40082. }
  40083. /**
  40084. * Deallocates all memory resources for a clip. Before using this method make
  40085. * sure to call {@link AnimationAction#stop} for all related actions.
  40086. *
  40087. * @param {AnimationClip} clip - The clip to uncache.
  40088. */
  40089. uncacheClip( clip ) {
  40090. const actions = this._actions,
  40091. clipUuid = clip.uuid,
  40092. actionsByClip = this._actionsByClip,
  40093. actionsForClip = actionsByClip[ clipUuid ];
  40094. if ( actionsForClip !== undefined ) {
  40095. // note: just calling _removeInactiveAction would mess up the
  40096. // iteration state and also require updating the state we can
  40097. // just throw away
  40098. const actionsToRemove = actionsForClip.knownActions;
  40099. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  40100. const action = actionsToRemove[ i ];
  40101. this._deactivateAction( action );
  40102. const cacheIndex = action._cacheIndex,
  40103. lastInactiveAction = actions[ actions.length - 1 ];
  40104. action._cacheIndex = null;
  40105. action._byClipCacheIndex = null;
  40106. lastInactiveAction._cacheIndex = cacheIndex;
  40107. actions[ cacheIndex ] = lastInactiveAction;
  40108. actions.pop();
  40109. this._removeInactiveBindingsForAction( action );
  40110. }
  40111. delete actionsByClip[ clipUuid ];
  40112. }
  40113. }
  40114. /**
  40115. * Deallocates all memory resources for a root object. Before using this
  40116. * method make sure to call {@link AnimationAction#stop} for all related
  40117. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  40118. * mixer operates on a single root.
  40119. *
  40120. * @param {Object3D} root - The root object to uncache.
  40121. */
  40122. uncacheRoot( root ) {
  40123. const rootUuid = root.uuid,
  40124. actionsByClip = this._actionsByClip;
  40125. for ( const clipUuid in actionsByClip ) {
  40126. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  40127. action = actionByRoot[ rootUuid ];
  40128. if ( action !== undefined ) {
  40129. this._deactivateAction( action );
  40130. this._removeInactiveAction( action );
  40131. }
  40132. }
  40133. const bindingsByRoot = this._bindingsByRootAndName,
  40134. bindingByName = bindingsByRoot[ rootUuid ];
  40135. if ( bindingByName !== undefined ) {
  40136. for ( const trackName in bindingByName ) {
  40137. const binding = bindingByName[ trackName ];
  40138. binding.restoreOriginalState();
  40139. this._removeInactiveBinding( binding );
  40140. }
  40141. }
  40142. }
  40143. /**
  40144. * Deallocates all memory resources for an action. The action is identified by the
  40145. * given clip and an optional root object. Before using this method make
  40146. * sure to call {@link AnimationAction#stop} to deactivate the action.
  40147. *
  40148. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  40149. * @param {Object3D} [optionalRoot] - An alternative root object.
  40150. */
  40151. uncacheAction( clip, optionalRoot ) {
  40152. const action = this.existingAction( clip, optionalRoot );
  40153. if ( action !== null ) {
  40154. this._deactivateAction( action );
  40155. this._removeInactiveAction( action );
  40156. }
  40157. }
  40158. }
  40159. /**
  40160. * Represents a 3D render target.
  40161. *
  40162. * @augments RenderTarget
  40163. */
  40164. class RenderTarget3D extends RenderTarget {
  40165. /**
  40166. * Constructs a new 3D render target.
  40167. *
  40168. * @param {number} [width=1] - The width of the render target.
  40169. * @param {number} [height=1] - The height of the render target.
  40170. * @param {number} [depth=1] - The height of the render target.
  40171. * @param {RenderTarget~Options} [options] - The configuration object.
  40172. */
  40173. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  40174. super( width, height, options );
  40175. /**
  40176. * This flag can be used for type testing.
  40177. *
  40178. * @type {boolean}
  40179. * @readonly
  40180. * @default true
  40181. */
  40182. this.isRenderTarget3D = true;
  40183. this.depth = depth;
  40184. /**
  40185. * Overwritten with a different texture type.
  40186. *
  40187. * @type {Data3DTexture}
  40188. */
  40189. this.texture = new Data3DTexture( null, width, height, depth );
  40190. this._setTextureOptions( options );
  40191. this.texture.isRenderTargetTexture = true;
  40192. }
  40193. }
  40194. /**
  40195. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  40196. *
  40197. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  40198. * ```js
  40199. * uniforms: {
  40200. * time: { value: 1.0 },
  40201. * resolution: new Uniform( new Vector2() )
  40202. * };
  40203. * ```
  40204. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  40205. * in {@link WebGLRenderer}.
  40206. */
  40207. class Uniform {
  40208. /**
  40209. * Constructs a new uniform.
  40210. *
  40211. * @param {any} value - The uniform value.
  40212. */
  40213. constructor( value ) {
  40214. /**
  40215. * The uniform value.
  40216. *
  40217. * @type {any}
  40218. */
  40219. this.value = value;
  40220. }
  40221. /**
  40222. * Returns a new uniform with copied values from this instance.
  40223. * If the value has a `clone()` method, the value is cloned as well.
  40224. *
  40225. * @return {Uniform} A clone of this instance.
  40226. */
  40227. clone() {
  40228. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  40229. }
  40230. }
  40231. let _id = 0;
  40232. /**
  40233. * A class for managing multiple uniforms in a single group. The renderer will process
  40234. * such a definition as a single UBO.
  40235. *
  40236. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  40237. * in {@link WebGLRenderer}.
  40238. *
  40239. * @augments EventDispatcher
  40240. */
  40241. class UniformsGroup extends EventDispatcher {
  40242. /**
  40243. * Constructs a new uniforms group.
  40244. */
  40245. constructor() {
  40246. super();
  40247. /**
  40248. * This flag can be used for type testing.
  40249. *
  40250. * @type {boolean}
  40251. * @readonly
  40252. * @default true
  40253. */
  40254. this.isUniformsGroup = true;
  40255. /**
  40256. * The ID of the 3D object.
  40257. *
  40258. * @name UniformsGroup#id
  40259. * @type {number}
  40260. * @readonly
  40261. */
  40262. Object.defineProperty( this, 'id', { value: _id ++ } );
  40263. /**
  40264. * The name of the uniforms group.
  40265. *
  40266. * @type {string}
  40267. */
  40268. this.name = '';
  40269. /**
  40270. * The buffer usage.
  40271. *
  40272. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  40273. * @default StaticDrawUsage
  40274. */
  40275. this.usage = StaticDrawUsage;
  40276. /**
  40277. * An array holding the uniforms.
  40278. *
  40279. * @type {Array<Uniform>}
  40280. */
  40281. this.uniforms = [];
  40282. }
  40283. /**
  40284. * Adds the given uniform to this uniforms group.
  40285. *
  40286. * @param {Uniform} uniform - The uniform to add.
  40287. * @return {UniformsGroup} A reference to this uniforms group.
  40288. */
  40289. add( uniform ) {
  40290. this.uniforms.push( uniform );
  40291. return this;
  40292. }
  40293. /**
  40294. * Removes the given uniform from this uniforms group.
  40295. *
  40296. * @param {Uniform} uniform - The uniform to remove.
  40297. * @return {UniformsGroup} A reference to this uniforms group.
  40298. */
  40299. remove( uniform ) {
  40300. const index = this.uniforms.indexOf( uniform );
  40301. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  40302. return this;
  40303. }
  40304. /**
  40305. * Sets the name of this uniforms group.
  40306. *
  40307. * @param {string} name - The name to set.
  40308. * @return {UniformsGroup} A reference to this uniforms group.
  40309. */
  40310. setName( name ) {
  40311. this.name = name;
  40312. return this;
  40313. }
  40314. /**
  40315. * Sets the usage of this uniforms group.
  40316. *
  40317. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  40318. * @return {UniformsGroup} A reference to this uniforms group.
  40319. */
  40320. setUsage( value ) {
  40321. this.usage = value;
  40322. return this;
  40323. }
  40324. /**
  40325. * Frees the GPU-related resources allocated by this instance. Call this
  40326. * method whenever this instance is no longer used in your app.
  40327. *
  40328. * @fires Texture#dispose
  40329. */
  40330. dispose() {
  40331. this.dispatchEvent( { type: 'dispose' } );
  40332. }
  40333. /**
  40334. * Copies the values of the given uniforms group to this instance.
  40335. *
  40336. * @param {UniformsGroup} source - The uniforms group to copy.
  40337. * @return {UniformsGroup} A reference to this uniforms group.
  40338. */
  40339. copy( source ) {
  40340. this.name = source.name;
  40341. this.usage = source.usage;
  40342. const uniformsSource = source.uniforms;
  40343. this.uniforms.length = 0;
  40344. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  40345. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  40346. for ( let j = 0; j < uniforms.length; j ++ ) {
  40347. this.uniforms.push( uniforms[ j ].clone() );
  40348. }
  40349. }
  40350. return this;
  40351. }
  40352. /**
  40353. * Returns a new uniforms group with copied values from this instance.
  40354. *
  40355. * @return {UniformsGroup} A clone of this instance.
  40356. */
  40357. clone() {
  40358. return new this.constructor().copy( this );
  40359. }
  40360. }
  40361. /**
  40362. * An instanced version of an interleaved buffer.
  40363. *
  40364. * @augments InterleavedBuffer
  40365. */
  40366. class InstancedInterleavedBuffer extends InterleavedBuffer {
  40367. /**
  40368. * Constructs a new instanced interleaved buffer.
  40369. *
  40370. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  40371. * @param {number} stride - The number of typed-array elements per vertex.
  40372. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  40373. */
  40374. constructor( array, stride, meshPerAttribute = 1 ) {
  40375. super( array, stride );
  40376. /**
  40377. * This flag can be used for type testing.
  40378. *
  40379. * @type {boolean}
  40380. * @readonly
  40381. * @default true
  40382. */
  40383. this.isInstancedInterleavedBuffer = true;
  40384. /**
  40385. * Defines how often a value of this buffer attribute should be repeated,
  40386. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  40387. *
  40388. * @type {number}
  40389. * @default 1
  40390. */
  40391. this.meshPerAttribute = meshPerAttribute;
  40392. }
  40393. copy( source ) {
  40394. super.copy( source );
  40395. this.meshPerAttribute = source.meshPerAttribute;
  40396. return this;
  40397. }
  40398. clone( data ) {
  40399. const ib = super.clone( data );
  40400. ib.meshPerAttribute = this.meshPerAttribute;
  40401. return ib;
  40402. }
  40403. toJSON( data ) {
  40404. const json = super.toJSON( data );
  40405. json.isInstancedInterleavedBuffer = true;
  40406. json.meshPerAttribute = this.meshPerAttribute;
  40407. return json;
  40408. }
  40409. }
  40410. /**
  40411. * An alternative version of a buffer attribute with more control over the VBO.
  40412. *
  40413. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  40414. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  40415. *
  40416. * The most common use case for this class is when some kind of GPGPU calculation interferes
  40417. * or even produces the VBOs in question.
  40418. *
  40419. * Notice that this class can only be used with {@link WebGLRenderer}.
  40420. */
  40421. class GLBufferAttribute {
  40422. /**
  40423. * Constructs a new GL buffer attribute.
  40424. *
  40425. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  40426. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40427. * @param {number} itemSize - The item size.
  40428. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40429. * @param {number} count - The expected number of vertices in VBO.
  40430. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  40431. */
  40432. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  40433. /**
  40434. * This flag can be used for type testing.
  40435. *
  40436. * @type {boolean}
  40437. * @readonly
  40438. * @default true
  40439. */
  40440. this.isGLBufferAttribute = true;
  40441. /**
  40442. * The name of the buffer attribute.
  40443. *
  40444. * @type {string}
  40445. */
  40446. this.name = '';
  40447. /**
  40448. * The native WebGL buffer.
  40449. *
  40450. * @type {WebGLBuffer}
  40451. */
  40452. this.buffer = buffer;
  40453. /**
  40454. * The native data type.
  40455. *
  40456. * @type {number}
  40457. */
  40458. this.type = type;
  40459. /**
  40460. * The item size, see {@link BufferAttribute#itemSize}.
  40461. *
  40462. * @type {number}
  40463. */
  40464. this.itemSize = itemSize;
  40465. /**
  40466. * The corresponding size (in bytes) for the given `type` parameter.
  40467. *
  40468. * @type {number}
  40469. */
  40470. this.elementSize = elementSize;
  40471. /**
  40472. * The expected number of vertices in VBO.
  40473. *
  40474. * @type {number}
  40475. */
  40476. this.count = count;
  40477. /**
  40478. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  40479. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  40480. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  40481. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  40482. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  40483. *
  40484. * @type {boolean}
  40485. */
  40486. this.normalized = normalized;
  40487. /**
  40488. * A version number, incremented every time the `needsUpdate` is set to `true`.
  40489. *
  40490. * @type {number}
  40491. */
  40492. this.version = 0;
  40493. }
  40494. /**
  40495. * Flag to indicate that this attribute has changed and should be re-sent to
  40496. * the GPU. Set this to `true` when you modify the value of the array.
  40497. *
  40498. * @type {number}
  40499. * @default false
  40500. * @param {boolean} value
  40501. */
  40502. set needsUpdate( value ) {
  40503. if ( value === true ) this.version ++;
  40504. }
  40505. /**
  40506. * Sets the given native WebGL buffer.
  40507. *
  40508. * @param {WebGLBuffer} buffer - The buffer to set.
  40509. * @return {BufferAttribute} A reference to this instance.
  40510. */
  40511. setBuffer( buffer ) {
  40512. this.buffer = buffer;
  40513. return this;
  40514. }
  40515. /**
  40516. * Sets the given native data type and element size.
  40517. *
  40518. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  40519. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  40520. * @return {BufferAttribute} A reference to this instance.
  40521. */
  40522. setType( type, elementSize ) {
  40523. this.type = type;
  40524. this.elementSize = elementSize;
  40525. return this;
  40526. }
  40527. /**
  40528. * Sets the item size.
  40529. *
  40530. * @param {number} itemSize - The item size.
  40531. * @return {BufferAttribute} A reference to this instance.
  40532. */
  40533. setItemSize( itemSize ) {
  40534. this.itemSize = itemSize;
  40535. return this;
  40536. }
  40537. /**
  40538. * Sets the count (the expected number of vertices in VBO).
  40539. *
  40540. * @param {number} count - The count.
  40541. * @return {BufferAttribute} A reference to this instance.
  40542. */
  40543. setCount( count ) {
  40544. this.count = count;
  40545. return this;
  40546. }
  40547. }
  40548. const _matrix = /*@__PURE__*/ new Matrix4();
  40549. /**
  40550. * This class is designed to assist with raycasting. Raycasting is used for
  40551. * mouse picking (working out what objects in the 3d space the mouse is over)
  40552. * amongst other things.
  40553. */
  40554. class Raycaster {
  40555. /**
  40556. * Constructs a new raycaster.
  40557. *
  40558. * @param {Vector3} origin - The origin vector where the ray casts from.
  40559. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40560. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  40561. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  40562. */
  40563. constructor( origin, direction, near = 0, far = Infinity ) {
  40564. /**
  40565. * The ray used for raycasting.
  40566. *
  40567. * @type {Ray}
  40568. */
  40569. this.ray = new Ray( origin, direction );
  40570. /**
  40571. * All results returned are further away than near. Near can't be negative.
  40572. *
  40573. * @type {number}
  40574. * @default 0
  40575. */
  40576. this.near = near;
  40577. /**
  40578. * All results returned are closer than far. Far can't be lower than near.
  40579. *
  40580. * @type {number}
  40581. * @default Infinity
  40582. */
  40583. this.far = far;
  40584. /**
  40585. * The camera to use when raycasting against view-dependent objects such as
  40586. * billboarded objects like sprites. This field can be set manually or
  40587. * is set when calling `setFromCamera()`.
  40588. *
  40589. * @type {?Camera}
  40590. * @default null
  40591. */
  40592. this.camera = null;
  40593. /**
  40594. * Allows to selectively ignore 3D objects when performing intersection tests.
  40595. * The following code example ensures that only 3D objects on layer `1` will be
  40596. * honored by raycaster.
  40597. * ```js
  40598. * raycaster.layers.set( 1 );
  40599. * object.layers.enable( 1 );
  40600. * ```
  40601. *
  40602. * @type {Layers}
  40603. */
  40604. this.layers = new Layers();
  40605. /**
  40606. * A parameter object that configures the raycasting. It has the structure:
  40607. *
  40608. * ```
  40609. * {
  40610. * Mesh: {},
  40611. * Line: { threshold: 1 },
  40612. * LOD: {},
  40613. * Points: { threshold: 1 },
  40614. * Sprite: {}
  40615. * }
  40616. * ```
  40617. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  40618. *
  40619. * @type {Object}
  40620. */
  40621. this.params = {
  40622. Mesh: {},
  40623. Line: { threshold: 1 },
  40624. LOD: {},
  40625. Points: { threshold: 1 },
  40626. Sprite: {}
  40627. };
  40628. }
  40629. /**
  40630. * Updates the ray with a new origin and direction by copying the values from the arguments.
  40631. *
  40632. * @param {Vector3} origin - The origin vector where the ray casts from.
  40633. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  40634. */
  40635. set( origin, direction ) {
  40636. // direction is assumed to be normalized (for accurate distance calculations)
  40637. this.ray.set( origin, direction );
  40638. }
  40639. /**
  40640. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  40641. *
  40642. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  40643. * X and Y components should be between `-1` and `1`.
  40644. * @param {Camera} camera - The camera from which the ray should originate.
  40645. */
  40646. setFromCamera( coords, camera ) {
  40647. if ( camera.isPerspectiveCamera ) {
  40648. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  40649. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  40650. this.camera = camera;
  40651. } else if ( camera.isOrthographicCamera ) {
  40652. this.ray.origin.set( coords.x, coords.y, camera.projectionMatrix.elements[ 14 ] ).unproject( camera ); // set origin in plane of camera
  40653. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  40654. this.camera = camera;
  40655. } else {
  40656. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  40657. }
  40658. }
  40659. /**
  40660. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  40661. *
  40662. * @param {WebXRController} controller - The controller to copy the position and direction from.
  40663. * @return {Raycaster} A reference to this raycaster.
  40664. */
  40665. setFromXRController( controller ) {
  40666. _matrix.identity().extractRotation( controller.matrixWorld );
  40667. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  40668. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  40669. return this;
  40670. }
  40671. /**
  40672. * The intersection point of a raycaster intersection test.
  40673. * @typedef {Object} Raycaster~Intersection
  40674. * @property {number} distance - The distance from the ray's origin to the intersection point.
  40675. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  40676. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  40677. * @property {Vector3} point - The intersection point, in world coordinates.
  40678. * @property {Object} face - The face that has been intersected.
  40679. * @property {number} faceIndex - The face index.
  40680. * @property {Object3D} object - The 3D object that has been intersected.
  40681. * @property {Vector2} uv - U,V coordinates at point of intersection.
  40682. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  40683. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  40684. * @property {number} instanceId - The index number of the instance where the ray
  40685. * intersects the {@link InstancedMesh}.
  40686. */
  40687. /**
  40688. * Checks all intersection between the ray and the object with or without the
  40689. * descendants. Intersections are returned sorted by distance, closest first.
  40690. *
  40691. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  40692. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  40693. * differently to ray casting than lines or points.
  40694. *
  40695. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  40696. * to be detected; intersections of the ray passing through the back of a face will not
  40697. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  40698. * to `THREE.DoubleSide`.
  40699. *
  40700. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  40701. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40702. * Otherwise it only checks intersection with the object.
  40703. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40704. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40705. */
  40706. intersectObject( object, recursive = true, intersects = [] ) {
  40707. intersect( object, this, intersects, recursive );
  40708. intersects.sort( ascSort );
  40709. return intersects;
  40710. }
  40711. /**
  40712. * Checks all intersection between the ray and the objects with or without
  40713. * the descendants. Intersections are returned sorted by distance, closest first.
  40714. *
  40715. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  40716. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  40717. * Otherwise it only checks intersection with the object.
  40718. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  40719. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  40720. */
  40721. intersectObjects( objects, recursive = true, intersects = [] ) {
  40722. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  40723. intersect( objects[ i ], this, intersects, recursive );
  40724. }
  40725. intersects.sort( ascSort );
  40726. return intersects;
  40727. }
  40728. }
  40729. function ascSort( a, b ) {
  40730. return a.distance - b.distance;
  40731. }
  40732. function intersect( object, raycaster, intersects, recursive ) {
  40733. let propagate = true;
  40734. if ( object.layers.test( raycaster.layers ) ) {
  40735. const result = object.raycast( raycaster, intersects );
  40736. if ( result === false ) propagate = false;
  40737. }
  40738. if ( propagate === true && recursive === true ) {
  40739. const children = object.children;
  40740. for ( let i = 0, l = children.length; i < l; i ++ ) {
  40741. intersect( children[ i ], raycaster, intersects, true );
  40742. }
  40743. }
  40744. }
  40745. /**
  40746. * Class for keeping track of time.
  40747. *
  40748. * @deprecated since r183.
  40749. */
  40750. class Clock {
  40751. /**
  40752. * Constructs a new clock.
  40753. *
  40754. * @deprecated since 183.
  40755. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  40756. * `getDelta()` is called for the first time.
  40757. */
  40758. constructor( autoStart = true ) {
  40759. /**
  40760. * If set to `true`, the clock starts automatically when `getDelta()` is called
  40761. * for the first time.
  40762. *
  40763. * @type {boolean}
  40764. * @default true
  40765. */
  40766. this.autoStart = autoStart;
  40767. /**
  40768. * Holds the time at which the clock's `start()` method was last called.
  40769. *
  40770. * @type {number}
  40771. * @default 0
  40772. */
  40773. this.startTime = 0;
  40774. /**
  40775. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  40776. * `getDelta()` methods were last called.
  40777. *
  40778. * @type {number}
  40779. * @default 0
  40780. */
  40781. this.oldTime = 0;
  40782. /**
  40783. * Keeps track of the total time that the clock has been running.
  40784. *
  40785. * @type {number}
  40786. * @default 0
  40787. */
  40788. this.elapsedTime = 0;
  40789. /**
  40790. * Whether the clock is running or not.
  40791. *
  40792. * @type {boolean}
  40793. * @default true
  40794. */
  40795. this.running = false;
  40796. warn( 'Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183
  40797. }
  40798. /**
  40799. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  40800. * called by the class.
  40801. */
  40802. start() {
  40803. this.startTime = performance.now();
  40804. this.oldTime = this.startTime;
  40805. this.elapsedTime = 0;
  40806. this.running = true;
  40807. }
  40808. /**
  40809. * Stops the clock.
  40810. */
  40811. stop() {
  40812. this.getElapsedTime();
  40813. this.running = false;
  40814. this.autoStart = false;
  40815. }
  40816. /**
  40817. * Returns the elapsed time in seconds.
  40818. *
  40819. * @return {number} The elapsed time.
  40820. */
  40821. getElapsedTime() {
  40822. this.getDelta();
  40823. return this.elapsedTime;
  40824. }
  40825. /**
  40826. * Returns the delta time in seconds.
  40827. *
  40828. * @return {number} The delta time.
  40829. */
  40830. getDelta() {
  40831. let diff = 0;
  40832. if ( this.autoStart && ! this.running ) {
  40833. this.start();
  40834. return 0;
  40835. }
  40836. if ( this.running ) {
  40837. const newTime = performance.now();
  40838. diff = ( newTime - this.oldTime ) / 1000;
  40839. this.oldTime = newTime;
  40840. this.elapsedTime += diff;
  40841. }
  40842. return diff;
  40843. }
  40844. }
  40845. /**
  40846. * This class can be used to represent points in 3D space as
  40847. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40848. */
  40849. class Spherical {
  40850. /**
  40851. * Constructs a new spherical.
  40852. *
  40853. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40854. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40855. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40856. */
  40857. constructor( radius = 1, phi = 0, theta = 0 ) {
  40858. /**
  40859. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40860. *
  40861. * @type {number}
  40862. * @default 1
  40863. */
  40864. this.radius = radius;
  40865. /**
  40866. * The polar angle in radians from the y (up) axis.
  40867. *
  40868. * @type {number}
  40869. * @default 0
  40870. */
  40871. this.phi = phi;
  40872. /**
  40873. * The equator/azimuthal angle in radians around the y (up) axis.
  40874. *
  40875. * @type {number}
  40876. * @default 0
  40877. */
  40878. this.theta = theta;
  40879. }
  40880. /**
  40881. * Sets the spherical components by copying the given values.
  40882. *
  40883. * @param {number} radius - The radius.
  40884. * @param {number} phi - The polar angle.
  40885. * @param {number} theta - The azimuthal angle.
  40886. * @return {Spherical} A reference to this spherical.
  40887. */
  40888. set( radius, phi, theta ) {
  40889. this.radius = radius;
  40890. this.phi = phi;
  40891. this.theta = theta;
  40892. return this;
  40893. }
  40894. /**
  40895. * Copies the values of the given spherical to this instance.
  40896. *
  40897. * @param {Spherical} other - The spherical to copy.
  40898. * @return {Spherical} A reference to this spherical.
  40899. */
  40900. copy( other ) {
  40901. this.radius = other.radius;
  40902. this.phi = other.phi;
  40903. this.theta = other.theta;
  40904. return this;
  40905. }
  40906. /**
  40907. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40908. * `0.000001`.
  40909. *
  40910. * @return {Spherical} A reference to this spherical.
  40911. */
  40912. makeSafe() {
  40913. const EPS = 0.000001;
  40914. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40915. return this;
  40916. }
  40917. /**
  40918. * Sets the spherical components from the given vector which is assumed to hold
  40919. * Cartesian coordinates.
  40920. *
  40921. * @param {Vector3} v - The vector to set.
  40922. * @return {Spherical} A reference to this spherical.
  40923. */
  40924. setFromVector3( v ) {
  40925. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40926. }
  40927. /**
  40928. * Sets the spherical components from the given Cartesian coordinates.
  40929. *
  40930. * @param {number} x - The x value.
  40931. * @param {number} y - The y value.
  40932. * @param {number} z - The z value.
  40933. * @return {Spherical} A reference to this spherical.
  40934. */
  40935. setFromCartesianCoords( x, y, z ) {
  40936. this.radius = Math.sqrt( x * x + y * y + z * z );
  40937. if ( this.radius === 0 ) {
  40938. this.theta = 0;
  40939. this.phi = 0;
  40940. } else {
  40941. this.theta = Math.atan2( x, z );
  40942. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40943. }
  40944. return this;
  40945. }
  40946. /**
  40947. * Returns a new spherical with copied values from this instance.
  40948. *
  40949. * @return {Spherical} A clone of this instance.
  40950. */
  40951. clone() {
  40952. return new this.constructor().copy( this );
  40953. }
  40954. }
  40955. /**
  40956. * This class can be used to represent points in 3D space as
  40957. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40958. */
  40959. class Cylindrical {
  40960. /**
  40961. * Constructs a new cylindrical.
  40962. *
  40963. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40964. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40965. * @param {number} [y=0] - The height above the x-z plane.
  40966. */
  40967. constructor( radius = 1, theta = 0, y = 0 ) {
  40968. /**
  40969. * The distance from the origin to a point in the x-z plane.
  40970. *
  40971. * @type {number}
  40972. * @default 1
  40973. */
  40974. this.radius = radius;
  40975. /**
  40976. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40977. *
  40978. * @type {number}
  40979. * @default 0
  40980. */
  40981. this.theta = theta;
  40982. /**
  40983. * The height above the x-z plane.
  40984. *
  40985. * @type {number}
  40986. * @default 0
  40987. */
  40988. this.y = y;
  40989. }
  40990. /**
  40991. * Sets the cylindrical components by copying the given values.
  40992. *
  40993. * @param {number} radius - The radius.
  40994. * @param {number} theta - The theta angle.
  40995. * @param {number} y - The height value.
  40996. * @return {Cylindrical} A reference to this cylindrical.
  40997. */
  40998. set( radius, theta, y ) {
  40999. this.radius = radius;
  41000. this.theta = theta;
  41001. this.y = y;
  41002. return this;
  41003. }
  41004. /**
  41005. * Copies the values of the given cylindrical to this instance.
  41006. *
  41007. * @param {Cylindrical} other - The cylindrical to copy.
  41008. * @return {Cylindrical} A reference to this cylindrical.
  41009. */
  41010. copy( other ) {
  41011. this.radius = other.radius;
  41012. this.theta = other.theta;
  41013. this.y = other.y;
  41014. return this;
  41015. }
  41016. /**
  41017. * Sets the cylindrical components from the given vector which is assumed to hold
  41018. * Cartesian coordinates.
  41019. *
  41020. * @param {Vector3} v - The vector to set.
  41021. * @return {Cylindrical} A reference to this cylindrical.
  41022. */
  41023. setFromVector3( v ) {
  41024. return this.setFromCartesianCoords( v.x, v.y, v.z );
  41025. }
  41026. /**
  41027. * Sets the cylindrical components from the given Cartesian coordinates.
  41028. *
  41029. * @param {number} x - The x value.
  41030. * @param {number} y - The x value.
  41031. * @param {number} z - The x value.
  41032. * @return {Cylindrical} A reference to this cylindrical.
  41033. */
  41034. setFromCartesianCoords( x, y, z ) {
  41035. this.radius = Math.sqrt( x * x + z * z );
  41036. this.theta = Math.atan2( x, z );
  41037. this.y = y;
  41038. return this;
  41039. }
  41040. /**
  41041. * Returns a new cylindrical with copied values from this instance.
  41042. *
  41043. * @return {Cylindrical} A clone of this instance.
  41044. */
  41045. clone() {
  41046. return new this.constructor().copy( this );
  41047. }
  41048. }
  41049. /**
  41050. * Represents a 2x2 matrix.
  41051. *
  41052. * A Note on Row-Major and Column-Major Ordering:
  41053. *
  41054. * The constructor and {@link Matrix2#set} method take arguments in
  41055. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  41056. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  41057. * This means that calling:
  41058. * ```js
  41059. * const m = new THREE.Matrix2();
  41060. * m.set( 11, 12,
  41061. * 21, 22 );
  41062. * ```
  41063. * will result in the elements array containing:
  41064. * ```js
  41065. * m.elements = [ 11, 21,
  41066. * 12, 22 ];
  41067. * ```
  41068. * and internally all calculations are performed using column-major ordering.
  41069. * However, as the actual ordering makes no difference mathematically and
  41070. * most people are used to thinking about matrices in row-major order, the
  41071. * three.js documentation shows matrices in row-major order. Just bear in
  41072. * mind that if you are reading the source code, you'll have to take the
  41073. * transpose of any matrices outlined here to make sense of the calculations.
  41074. */
  41075. class Matrix2 {
  41076. static {
  41077. /**
  41078. * This flag can be used for type testing.
  41079. *
  41080. * @type {boolean}
  41081. * @readonly
  41082. * @default true
  41083. */
  41084. Matrix2.prototype.isMatrix2 = true;
  41085. }
  41086. /**
  41087. * Constructs a new 2x2 matrix. The arguments are supposed to be
  41088. * in row-major order. If no arguments are provided, the constructor
  41089. * initializes the matrix as an identity matrix.
  41090. *
  41091. * @param {number} [n11] - 1-1 matrix element.
  41092. * @param {number} [n12] - 1-2 matrix element.
  41093. * @param {number} [n21] - 2-1 matrix element.
  41094. * @param {number} [n22] - 2-2 matrix element.
  41095. */
  41096. constructor( n11, n12, n21, n22 ) {
  41097. /**
  41098. * A column-major list of matrix values.
  41099. *
  41100. * @type {Array<number>}
  41101. */
  41102. this.elements = [
  41103. 1, 0,
  41104. 0, 1,
  41105. ];
  41106. if ( n11 !== undefined ) {
  41107. this.set( n11, n12, n21, n22 );
  41108. }
  41109. }
  41110. /**
  41111. * Sets this matrix to the 2x2 identity matrix.
  41112. *
  41113. * @return {Matrix2} A reference to this matrix.
  41114. */
  41115. identity() {
  41116. this.set(
  41117. 1, 0,
  41118. 0, 1,
  41119. );
  41120. return this;
  41121. }
  41122. /**
  41123. * Sets the elements of the matrix from the given array.
  41124. *
  41125. * @param {Array<number>} array - The matrix elements in column-major order.
  41126. * @param {number} [offset=0] - Index of the first element in the array.
  41127. * @return {Matrix2} A reference to this matrix.
  41128. */
  41129. fromArray( array, offset = 0 ) {
  41130. for ( let i = 0; i < 4; i ++ ) {
  41131. this.elements[ i ] = array[ i + offset ];
  41132. }
  41133. return this;
  41134. }
  41135. /**
  41136. * Sets the elements of the matrix.The arguments are supposed to be
  41137. * in row-major order.
  41138. *
  41139. * @param {number} n11 - 1-1 matrix element.
  41140. * @param {number} n12 - 1-2 matrix element.
  41141. * @param {number} n21 - 2-1 matrix element.
  41142. * @param {number} n22 - 2-2 matrix element.
  41143. * @return {Matrix2} A reference to this matrix.
  41144. */
  41145. set( n11, n12, n21, n22 ) {
  41146. const te = this.elements;
  41147. te[ 0 ] = n11; te[ 2 ] = n12;
  41148. te[ 1 ] = n21; te[ 3 ] = n22;
  41149. return this;
  41150. }
  41151. }
  41152. const _vector$4 = /*@__PURE__*/ new Vector2();
  41153. /**
  41154. * Represents an axis-aligned bounding box (AABB) in 2D space.
  41155. */
  41156. class Box2 {
  41157. /**
  41158. * Constructs a new bounding box.
  41159. *
  41160. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  41161. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  41162. */
  41163. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  41164. /**
  41165. * This flag can be used for type testing.
  41166. *
  41167. * @type {boolean}
  41168. * @readonly
  41169. * @default true
  41170. */
  41171. this.isBox2 = true;
  41172. /**
  41173. * The lower boundary of the box.
  41174. *
  41175. * @type {Vector2}
  41176. */
  41177. this.min = min;
  41178. /**
  41179. * The upper boundary of the box.
  41180. *
  41181. * @type {Vector2}
  41182. */
  41183. this.max = max;
  41184. }
  41185. /**
  41186. * Sets the lower and upper boundaries of this box.
  41187. * Please note that this method only copies the values from the given objects.
  41188. *
  41189. * @param {Vector2} min - The lower boundary of the box.
  41190. * @param {Vector2} max - The upper boundary of the box.
  41191. * @return {Box2} A reference to this bounding box.
  41192. */
  41193. set( min, max ) {
  41194. this.min.copy( min );
  41195. this.max.copy( max );
  41196. return this;
  41197. }
  41198. /**
  41199. * Sets the upper and lower bounds of this box so it encloses the position data
  41200. * in the given array.
  41201. *
  41202. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  41203. * @return {Box2} A reference to this bounding box.
  41204. */
  41205. setFromPoints( points ) {
  41206. this.makeEmpty();
  41207. for ( let i = 0, il = points.length; i < il; i ++ ) {
  41208. this.expandByPoint( points[ i ] );
  41209. }
  41210. return this;
  41211. }
  41212. /**
  41213. * Centers this box on the given center vector and sets this box's width, height and
  41214. * depth to the given size values.
  41215. *
  41216. * @param {Vector2} center - The center of the box.
  41217. * @param {Vector2} size - The x and y dimensions of the box.
  41218. * @return {Box2} A reference to this bounding box.
  41219. */
  41220. setFromCenterAndSize( center, size ) {
  41221. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  41222. this.min.copy( center ).sub( halfSize );
  41223. this.max.copy( center ).add( halfSize );
  41224. return this;
  41225. }
  41226. /**
  41227. * Returns a new box with copied values from this instance.
  41228. *
  41229. * @return {Box2} A clone of this instance.
  41230. */
  41231. clone() {
  41232. return new this.constructor().copy( this );
  41233. }
  41234. /**
  41235. * Copies the values of the given box to this instance.
  41236. *
  41237. * @param {Box2} box - The box to copy.
  41238. * @return {Box2} A reference to this bounding box.
  41239. */
  41240. copy( box ) {
  41241. this.min.copy( box.min );
  41242. this.max.copy( box.max );
  41243. return this;
  41244. }
  41245. /**
  41246. * Makes this box empty which means in encloses a zero space in 2D.
  41247. *
  41248. * @return {Box2} A reference to this bounding box.
  41249. */
  41250. makeEmpty() {
  41251. this.min.x = this.min.y = + Infinity;
  41252. this.max.x = this.max.y = - Infinity;
  41253. return this;
  41254. }
  41255. /**
  41256. * Returns true if this box includes zero points within its bounds.
  41257. * Note that a box with equal lower and upper bounds still includes one
  41258. * point, the one both bounds share.
  41259. *
  41260. * @return {boolean} Whether this box is empty or not.
  41261. */
  41262. isEmpty() {
  41263. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  41264. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  41265. }
  41266. /**
  41267. * Returns the center point of this box.
  41268. *
  41269. * @param {Vector2} target - The target vector that is used to store the method's result.
  41270. * @return {Vector2} The center point.
  41271. */
  41272. getCenter( target ) {
  41273. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  41274. }
  41275. /**
  41276. * Returns the dimensions of this box.
  41277. *
  41278. * @param {Vector2} target - The target vector that is used to store the method's result.
  41279. * @return {Vector2} The size.
  41280. */
  41281. getSize( target ) {
  41282. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  41283. }
  41284. /**
  41285. * Expands the boundaries of this box to include the given point.
  41286. *
  41287. * @param {Vector2} point - The point that should be included by the bounding box.
  41288. * @return {Box2} A reference to this bounding box.
  41289. */
  41290. expandByPoint( point ) {
  41291. this.min.min( point );
  41292. this.max.max( point );
  41293. return this;
  41294. }
  41295. /**
  41296. * Expands this box equilaterally by the given vector. The width of this
  41297. * box will be expanded by the x component of the vector in both
  41298. * directions. The height of this box will be expanded by the y component of
  41299. * the vector in both directions.
  41300. *
  41301. * @param {Vector2} vector - The vector that should expand the bounding box.
  41302. * @return {Box2} A reference to this bounding box.
  41303. */
  41304. expandByVector( vector ) {
  41305. this.min.sub( vector );
  41306. this.max.add( vector );
  41307. return this;
  41308. }
  41309. /**
  41310. * Expands each dimension of the box by the given scalar. If negative, the
  41311. * dimensions of the box will be contracted.
  41312. *
  41313. * @param {number} scalar - The scalar value that should expand the bounding box.
  41314. * @return {Box2} A reference to this bounding box.
  41315. */
  41316. expandByScalar( scalar ) {
  41317. this.min.addScalar( - scalar );
  41318. this.max.addScalar( scalar );
  41319. return this;
  41320. }
  41321. /**
  41322. * Returns `true` if the given point lies within or on the boundaries of this box.
  41323. *
  41324. * @param {Vector2} point - The point to test.
  41325. * @return {boolean} Whether the bounding box contains the given point or not.
  41326. */
  41327. containsPoint( point ) {
  41328. return point.x >= this.min.x && point.x <= this.max.x &&
  41329. point.y >= this.min.y && point.y <= this.max.y;
  41330. }
  41331. /**
  41332. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  41333. * If this box and the given one are identical, this function also returns `true`.
  41334. *
  41335. * @param {Box2} box - The bounding box to test.
  41336. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  41337. */
  41338. containsBox( box ) {
  41339. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  41340. this.min.y <= box.min.y && box.max.y <= this.max.y;
  41341. }
  41342. /**
  41343. * Returns a point as a proportion of this box's width and height.
  41344. *
  41345. * @param {Vector2} point - A point in 2D space.
  41346. * @param {Vector2} target - The target vector that is used to store the method's result.
  41347. * @return {Vector2} A point as a proportion of this box's width and height.
  41348. */
  41349. getParameter( point, target ) {
  41350. // This can potentially have a divide by zero if the box
  41351. // has a size dimension of 0.
  41352. return target.set(
  41353. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  41354. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  41355. );
  41356. }
  41357. /**
  41358. * Returns `true` if the given bounding box intersects with this bounding box.
  41359. *
  41360. * @param {Box2} box - The bounding box to test.
  41361. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  41362. */
  41363. intersectsBox( box ) {
  41364. // using 4 splitting planes to rule out intersections
  41365. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  41366. box.max.y >= this.min.y && box.min.y <= this.max.y;
  41367. }
  41368. /**
  41369. * Clamps the given point within the bounds of this box.
  41370. *
  41371. * @param {Vector2} point - The point to clamp.
  41372. * @param {Vector2} target - The target vector that is used to store the method's result.
  41373. * @return {Vector2} The clamped point.
  41374. */
  41375. clampPoint( point, target ) {
  41376. return target.copy( point ).clamp( this.min, this.max );
  41377. }
  41378. /**
  41379. * Returns the euclidean distance from any edge of this box to the specified point. If
  41380. * the given point lies inside of this box, the distance will be `0`.
  41381. *
  41382. * @param {Vector2} point - The point to compute the distance to.
  41383. * @return {number} The euclidean distance.
  41384. */
  41385. distanceToPoint( point ) {
  41386. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  41387. }
  41388. /**
  41389. * Computes the intersection of this bounding box and the given one, setting the upper
  41390. * bound of this box to the lesser of the two boxes' upper bounds and the
  41391. * lower bound of this box to the greater of the two boxes' lower bounds. If
  41392. * there's no overlap, makes this box empty.
  41393. *
  41394. * @param {Box2} box - The bounding box to intersect with.
  41395. * @return {Box2} A reference to this bounding box.
  41396. */
  41397. intersect( box ) {
  41398. this.min.max( box.min );
  41399. this.max.min( box.max );
  41400. if ( this.isEmpty() ) this.makeEmpty();
  41401. return this;
  41402. }
  41403. /**
  41404. * Computes the union of this box and another and the given one, setting the upper
  41405. * bound of this box to the greater of the two boxes' upper bounds and the
  41406. * lower bound of this box to the lesser of the two boxes' lower bounds.
  41407. *
  41408. * @param {Box2} box - The bounding box that will be unioned with this instance.
  41409. * @return {Box2} A reference to this bounding box.
  41410. */
  41411. union( box ) {
  41412. this.min.min( box.min );
  41413. this.max.max( box.max );
  41414. return this;
  41415. }
  41416. /**
  41417. * Adds the given offset to both the upper and lower bounds of this bounding box,
  41418. * effectively moving it in 2D space.
  41419. *
  41420. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  41421. * @return {Box2} A reference to this bounding box.
  41422. */
  41423. translate( offset ) {
  41424. this.min.add( offset );
  41425. this.max.add( offset );
  41426. return this;
  41427. }
  41428. /**
  41429. * Returns `true` if this bounding box is equal with the given one.
  41430. *
  41431. * @param {Box2} box - The box to test for equality.
  41432. * @return {boolean} Whether this bounding box is equal with the given one.
  41433. */
  41434. equals( box ) {
  41435. return box.min.equals( this.min ) && box.max.equals( this.max );
  41436. }
  41437. }
  41438. const _startP = /*@__PURE__*/ new Vector3();
  41439. const _startEnd = /*@__PURE__*/ new Vector3();
  41440. const _d1 = /*@__PURE__*/ new Vector3();
  41441. const _d2 = /*@__PURE__*/ new Vector3();
  41442. const _r = /*@__PURE__*/ new Vector3();
  41443. const _c1 = /*@__PURE__*/ new Vector3();
  41444. const _c2 = /*@__PURE__*/ new Vector3();
  41445. /**
  41446. * An analytical line segment in 3D space represented by a start and end point.
  41447. */
  41448. class Line3 {
  41449. /**
  41450. * Constructs a new line segment.
  41451. *
  41452. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  41453. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  41454. */
  41455. constructor( start = new Vector3(), end = new Vector3() ) {
  41456. /**
  41457. * Start of the line segment.
  41458. *
  41459. * @type {Vector3}
  41460. */
  41461. this.start = start;
  41462. /**
  41463. * End of the line segment.
  41464. *
  41465. * @type {Vector3}
  41466. */
  41467. this.end = end;
  41468. }
  41469. /**
  41470. * Sets the start and end values by copying the given vectors.
  41471. *
  41472. * @param {Vector3} start - The start point.
  41473. * @param {Vector3} end - The end point.
  41474. * @return {Line3} A reference to this line segment.
  41475. */
  41476. set( start, end ) {
  41477. this.start.copy( start );
  41478. this.end.copy( end );
  41479. return this;
  41480. }
  41481. /**
  41482. * Copies the values of the given line segment to this instance.
  41483. *
  41484. * @param {Line3} line - The line segment to copy.
  41485. * @return {Line3} A reference to this line segment.
  41486. */
  41487. copy( line ) {
  41488. this.start.copy( line.start );
  41489. this.end.copy( line.end );
  41490. return this;
  41491. }
  41492. /**
  41493. * Returns the center of the line segment.
  41494. *
  41495. * @param {Vector3} target - The target vector that is used to store the method's result.
  41496. * @return {Vector3} The center point.
  41497. */
  41498. getCenter( target ) {
  41499. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  41500. }
  41501. /**
  41502. * Returns the delta vector of the line segment's start and end point.
  41503. *
  41504. * @param {Vector3} target - The target vector that is used to store the method's result.
  41505. * @return {Vector3} The delta vector.
  41506. */
  41507. delta( target ) {
  41508. return target.subVectors( this.end, this.start );
  41509. }
  41510. /**
  41511. * Returns the squared Euclidean distance between the line' start and end point.
  41512. *
  41513. * @return {number} The squared Euclidean distance.
  41514. */
  41515. distanceSq() {
  41516. return this.start.distanceToSquared( this.end );
  41517. }
  41518. /**
  41519. * Returns the Euclidean distance between the line' start and end point.
  41520. *
  41521. * @return {number} The Euclidean distance.
  41522. */
  41523. distance() {
  41524. return this.start.distanceTo( this.end );
  41525. }
  41526. /**
  41527. * Returns a vector at a certain position along the line segment.
  41528. *
  41529. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  41530. * @param {Vector3} target - The target vector that is used to store the method's result.
  41531. * @return {Vector3} The delta vector.
  41532. */
  41533. at( t, target ) {
  41534. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41535. }
  41536. /**
  41537. * Returns a point parameter based on the closest point as projected on the line segment.
  41538. *
  41539. * @param {Vector3} point - The point for which to return a point parameter.
  41540. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41541. * @return {number} The point parameter.
  41542. */
  41543. closestPointToPointParameter( point, clampToLine ) {
  41544. _startP.subVectors( point, this.start );
  41545. _startEnd.subVectors( this.end, this.start );
  41546. const startEnd2 = _startEnd.dot( _startEnd );
  41547. if ( startEnd2 === 0 ) return 0;
  41548. const startEnd_startP = _startEnd.dot( _startP );
  41549. let t = startEnd_startP / startEnd2;
  41550. if ( clampToLine ) {
  41551. t = clamp( t, 0, 1 );
  41552. }
  41553. return t;
  41554. }
  41555. /**
  41556. * Returns the closest point on the line for a given point.
  41557. *
  41558. * @param {Vector3} point - The point to compute the closest point on the line for.
  41559. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  41560. * @param {Vector3} target - The target vector that is used to store the method's result.
  41561. * @return {Vector3} The closest point on the line.
  41562. */
  41563. closestPointToPoint( point, clampToLine, target ) {
  41564. const t = this.closestPointToPointParameter( point, clampToLine );
  41565. return this.delta( target ).multiplyScalar( t ).add( this.start );
  41566. }
  41567. /**
  41568. * Returns the closest squared distance between this line segment and the given one.
  41569. *
  41570. * @param {Line3} line - The line segment to compute the closest squared distance to.
  41571. * @param {Vector3} [c1] - The closest point on this line segment.
  41572. * @param {Vector3} [c2] - The closest point on the given line segment.
  41573. * @return {number} The squared distance between this line segment and the given one.
  41574. */
  41575. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  41576. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  41577. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  41578. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  41579. // distance between between S1(s) and S2(t)
  41580. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  41581. let s, t;
  41582. const p1 = this.start;
  41583. const p2 = line.start;
  41584. const q1 = this.end;
  41585. const q2 = line.end;
  41586. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  41587. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  41588. _r.subVectors( p1, p2 );
  41589. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  41590. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  41591. const f = _d2.dot( _r );
  41592. // Check if either or both segments degenerate into points
  41593. if ( a <= EPSILON && e <= EPSILON ) {
  41594. // Both segments degenerate into points
  41595. c1.copy( p1 );
  41596. c2.copy( p2 );
  41597. c1.sub( c2 );
  41598. return c1.dot( c1 );
  41599. }
  41600. if ( a <= EPSILON ) {
  41601. // First segment degenerates into a point
  41602. s = 0;
  41603. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  41604. t = clamp( t, 0, 1 );
  41605. } else {
  41606. const c = _d1.dot( _r );
  41607. if ( e <= EPSILON ) {
  41608. // Second segment degenerates into a point
  41609. t = 0;
  41610. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  41611. } else {
  41612. // The general nondegenerate case starts here
  41613. const b = _d1.dot( _d2 );
  41614. const denom = a * e - b * b; // Always nonnegative
  41615. // If segments not parallel, compute closest point on L1 to L2 and
  41616. // clamp to segment S1. Else pick arbitrary s (here 0)
  41617. if ( denom !== 0 ) {
  41618. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  41619. } else {
  41620. s = 0;
  41621. }
  41622. // Compute point on L2 closest to S1(s) using
  41623. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  41624. t = ( b * s + f ) / e;
  41625. // If t in [0,1] done. Else clamp t, recompute s for the new value
  41626. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  41627. // and clamp s to [0, 1]
  41628. if ( t < 0 ) {
  41629. t = 0.;
  41630. s = clamp( - c / a, 0, 1 );
  41631. } else if ( t > 1 ) {
  41632. t = 1;
  41633. s = clamp( ( b - c ) / a, 0, 1 );
  41634. }
  41635. }
  41636. }
  41637. c1.copy( p1 ).addScaledVector( _d1, s );
  41638. c2.copy( p2 ).addScaledVector( _d2, t );
  41639. return c1.distanceToSquared( c2 );
  41640. }
  41641. /**
  41642. * Applies a 4x4 transformation matrix to this line segment.
  41643. *
  41644. * @param {Matrix4} matrix - The transformation matrix.
  41645. * @return {Line3} A reference to this line segment.
  41646. */
  41647. applyMatrix4( matrix ) {
  41648. this.start.applyMatrix4( matrix );
  41649. this.end.applyMatrix4( matrix );
  41650. return this;
  41651. }
  41652. /**
  41653. * Returns `true` if this line segment is equal with the given one.
  41654. *
  41655. * @param {Line3} line - The line segment to test for equality.
  41656. * @return {boolean} Whether this line segment is equal with the given one.
  41657. */
  41658. equals( line ) {
  41659. return line.start.equals( this.start ) && line.end.equals( this.end );
  41660. }
  41661. /**
  41662. * Returns a new line segment with copied values from this instance.
  41663. *
  41664. * @return {Line3} A clone of this instance.
  41665. */
  41666. clone() {
  41667. return new this.constructor().copy( this );
  41668. }
  41669. }
  41670. const _vector$3 = /*@__PURE__*/ new Vector3();
  41671. /**
  41672. * This displays a cone shaped helper object for a {@link SpotLight}.
  41673. *
  41674. * When the spot light or its target are transformed or light properties are
  41675. * changed, it's necessary to call the `update()` method of the respective helper.
  41676. *
  41677. * ```js
  41678. * const spotLight = new THREE.SpotLight( 0xffffff );
  41679. * spotLight.position.set( 10, 10, 10 );
  41680. * scene.add( spotLight );
  41681. *
  41682. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  41683. * scene.add( spotLightHelper );
  41684. * ```
  41685. *
  41686. * @augments Object3D
  41687. */
  41688. class SpotLightHelper extends Object3D {
  41689. /**
  41690. * Constructs a new spot light helper.
  41691. *
  41692. * @param {HemisphereLight} light - The light to be visualized.
  41693. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41694. * the color of the light.
  41695. */
  41696. constructor( light, color ) {
  41697. super();
  41698. /**
  41699. * The light being visualized.
  41700. *
  41701. * @type {SpotLight}
  41702. */
  41703. this.light = light;
  41704. this.matrixAutoUpdate = false;
  41705. /**
  41706. * The color parameter passed in the constructor.
  41707. * If not set, the helper will take the color of the light.
  41708. *
  41709. * @type {number|Color|string}
  41710. */
  41711. this.color = color;
  41712. this.type = 'SpotLightHelper';
  41713. const geometry = new BufferGeometry();
  41714. const positions = [
  41715. 0, 0, 0, 0, 0, 1,
  41716. 0, 0, 0, 1, 0, 1,
  41717. 0, 0, 0, -1, 0, 1,
  41718. 0, 0, 0, 0, 1, 1,
  41719. 0, 0, 0, 0, -1, 1
  41720. ];
  41721. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  41722. const p1 = ( i / l ) * Math.PI * 2;
  41723. const p2 = ( j / l ) * Math.PI * 2;
  41724. positions.push(
  41725. Math.cos( p1 ), Math.sin( p1 ), 1,
  41726. Math.cos( p2 ), Math.sin( p2 ), 1
  41727. );
  41728. }
  41729. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41730. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41731. this.cone = new LineSegments( geometry, material );
  41732. this.add( this.cone );
  41733. this.update();
  41734. }
  41735. /**
  41736. * Frees the GPU-related resources allocated by this instance. Call this
  41737. * method whenever this instance is no longer used in your app.
  41738. */
  41739. dispose() {
  41740. this.cone.geometry.dispose();
  41741. this.cone.material.dispose();
  41742. }
  41743. /**
  41744. * Updates the helper to match the position and direction of the
  41745. * light being visualized.
  41746. */
  41747. update() {
  41748. this.light.updateWorldMatrix( true, false );
  41749. this.light.target.updateWorldMatrix( true, false );
  41750. // update the local matrix based on the parent and light target transforms
  41751. if ( this.parent ) {
  41752. this.parent.updateWorldMatrix( true );
  41753. this.matrix
  41754. .copy( this.parent.matrixWorld )
  41755. .invert()
  41756. .multiply( this.light.matrixWorld );
  41757. } else {
  41758. this.matrix.copy( this.light.matrixWorld );
  41759. }
  41760. this.matrixWorld.copy( this.light.matrixWorld );
  41761. const coneLength = this.light.distance ? this.light.distance : 1000;
  41762. const coneWidth = coneLength * Math.tan( this.light.angle );
  41763. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41764. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41765. this.cone.lookAt( _vector$3 );
  41766. if ( this.color !== undefined ) {
  41767. this.cone.material.color.set( this.color );
  41768. } else {
  41769. this.cone.material.color.copy( this.light.color );
  41770. }
  41771. }
  41772. }
  41773. const _vector$2 = /*@__PURE__*/ new Vector3();
  41774. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41775. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41776. /**
  41777. * A helper object to assist with visualizing a {@link Skeleton}.
  41778. *
  41779. * ```js
  41780. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41781. * scene.add( helper );
  41782. * ```
  41783. *
  41784. * @augments LineSegments
  41785. */
  41786. class SkeletonHelper extends LineSegments {
  41787. /**
  41788. * Constructs a new skeleton helper.
  41789. *
  41790. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41791. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41792. */
  41793. constructor( object ) {
  41794. const bones = getBoneList( object );
  41795. const geometry = new BufferGeometry();
  41796. const vertices = [];
  41797. const colors = [];
  41798. for ( let i = 0; i < bones.length; i ++ ) {
  41799. const bone = bones[ i ];
  41800. if ( bone.parent && bone.parent.isBone ) {
  41801. vertices.push( 0, 0, 0 );
  41802. vertices.push( 0, 0, 0 );
  41803. colors.push( 0, 0, 0 );
  41804. colors.push( 0, 0, 0 );
  41805. }
  41806. }
  41807. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41808. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41809. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41810. super( geometry, material );
  41811. /**
  41812. * This flag can be used for type testing.
  41813. *
  41814. * @type {boolean}
  41815. * @readonly
  41816. * @default true
  41817. */
  41818. this.isSkeletonHelper = true;
  41819. this.type = 'SkeletonHelper';
  41820. /**
  41821. * The object being visualized.
  41822. *
  41823. * @type {Object3D}
  41824. */
  41825. this.root = object;
  41826. /**
  41827. * The list of bones that the helper visualizes.
  41828. *
  41829. * @type {Array<Bone>}
  41830. */
  41831. this.bones = bones;
  41832. this.matrix = object.matrixWorld;
  41833. this.matrixAutoUpdate = false;
  41834. // colors
  41835. const color1 = new Color( 0x0000ff );
  41836. const color2 = new Color( 0x00ff00 );
  41837. this.setColors( color1, color2 );
  41838. }
  41839. updateMatrixWorld( force ) {
  41840. const bones = this.bones;
  41841. const geometry = this.geometry;
  41842. const position = geometry.getAttribute( 'position' );
  41843. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41844. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41845. const bone = bones[ i ];
  41846. if ( bone.parent && bone.parent.isBone ) {
  41847. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41848. _vector$2.setFromMatrixPosition( _boneMatrix );
  41849. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41850. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41851. _vector$2.setFromMatrixPosition( _boneMatrix );
  41852. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41853. j += 2;
  41854. }
  41855. }
  41856. geometry.getAttribute( 'position' ).needsUpdate = true;
  41857. super.updateMatrixWorld( force );
  41858. }
  41859. /**
  41860. * Defines the colors of the helper.
  41861. *
  41862. * @param {Color} color1 - The first line color for each bone.
  41863. * @param {Color} color2 - The second line color for each bone.
  41864. * @return {SkeletonHelper} A reference to this helper.
  41865. */
  41866. setColors( color1, color2 ) {
  41867. const geometry = this.geometry;
  41868. const colorAttribute = geometry.getAttribute( 'color' );
  41869. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41870. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41871. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41872. }
  41873. colorAttribute.needsUpdate = true;
  41874. return this;
  41875. }
  41876. /**
  41877. * Frees the GPU-related resources allocated by this instance. Call this
  41878. * method whenever this instance is no longer used in your app.
  41879. */
  41880. dispose() {
  41881. this.geometry.dispose();
  41882. this.material.dispose();
  41883. }
  41884. }
  41885. function getBoneList( object ) {
  41886. const boneList = [];
  41887. if ( object.isBone === true ) {
  41888. boneList.push( object );
  41889. }
  41890. for ( let i = 0; i < object.children.length; i ++ ) {
  41891. boneList.push( ...getBoneList( object.children[ i ] ) );
  41892. }
  41893. return boneList;
  41894. }
  41895. /**
  41896. * This displays a helper object consisting of a spherical mesh for
  41897. * visualizing an instance of {@link PointLight}.
  41898. *
  41899. * ```js
  41900. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41901. * pointLight.position.set( 10, 10, 10 );
  41902. * scene.add( pointLight );
  41903. *
  41904. * const sphereSize = 1;
  41905. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41906. * scene.add( pointLightHelper );
  41907. * ```
  41908. *
  41909. * @augments Mesh
  41910. */
  41911. class PointLightHelper extends Mesh {
  41912. /**
  41913. * Constructs a new point light helper.
  41914. *
  41915. * @param {PointLight} light - The light to be visualized.
  41916. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41917. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41918. * the color of the light.
  41919. */
  41920. constructor( light, sphereSize, color ) {
  41921. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41922. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41923. super( geometry, material );
  41924. /**
  41925. * The light being visualized.
  41926. *
  41927. * @type {PointLight}
  41928. */
  41929. this.light = light;
  41930. /**
  41931. * The color parameter passed in the constructor.
  41932. * If not set, the helper will take the color of the light.
  41933. *
  41934. * @type {number|Color|string}
  41935. */
  41936. this.color = color;
  41937. this.type = 'PointLightHelper';
  41938. this.matrix = this.light.matrixWorld;
  41939. this.matrixAutoUpdate = false;
  41940. this.update();
  41941. }
  41942. /**
  41943. * Frees the GPU-related resources allocated by this instance. Call this
  41944. * method whenever this instance is no longer used in your app.
  41945. */
  41946. dispose() {
  41947. this.geometry.dispose();
  41948. this.material.dispose();
  41949. }
  41950. /**
  41951. * Updates the helper to match the position of the
  41952. * light being visualized.
  41953. */
  41954. update() {
  41955. this.light.updateWorldMatrix( true, false );
  41956. if ( this.color !== undefined ) {
  41957. this.material.color.set( this.color );
  41958. } else {
  41959. this.material.color.copy( this.light.color );
  41960. }
  41961. /*
  41962. const d = this.light.distance;
  41963. if ( d === 0.0 ) {
  41964. this.lightDistance.visible = false;
  41965. } else {
  41966. this.lightDistance.visible = true;
  41967. this.lightDistance.scale.set( d, d, d );
  41968. }
  41969. */
  41970. }
  41971. }
  41972. const _vector$1 = /*@__PURE__*/ new Vector3();
  41973. const _color1 = /*@__PURE__*/ new Color();
  41974. const _color2 = /*@__PURE__*/ new Color();
  41975. /**
  41976. * Creates a visual aid consisting of a spherical mesh for a
  41977. * given {@link HemisphereLight}.
  41978. *
  41979. * When the hemisphere light is transformed or its light properties are changed,
  41980. * it's necessary to call the `update()` method of the respective helper.
  41981. *
  41982. * ```js
  41983. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41984. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41985. * scene.add( helper );
  41986. * ```
  41987. *
  41988. * @augments Object3D
  41989. */
  41990. class HemisphereLightHelper extends Object3D {
  41991. /**
  41992. * Constructs a new hemisphere light helper.
  41993. *
  41994. * @param {HemisphereLight} light - The light to be visualized.
  41995. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41996. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41997. * the color of the light.
  41998. */
  41999. constructor( light, size, color ) {
  42000. super();
  42001. /**
  42002. * The light being visualized.
  42003. *
  42004. * @type {HemisphereLight}
  42005. */
  42006. this.light = light;
  42007. this.matrix = light.matrixWorld;
  42008. this.matrixAutoUpdate = false;
  42009. /**
  42010. * The color parameter passed in the constructor.
  42011. * If not set, the helper will take the color of the light.
  42012. *
  42013. * @type {number|Color|string}
  42014. */
  42015. this.color = color;
  42016. this.type = 'HemisphereLightHelper';
  42017. const geometry = new OctahedronGeometry( size );
  42018. geometry.rotateY( Math.PI * 0.5 );
  42019. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  42020. if ( this.color === undefined ) this.material.vertexColors = true;
  42021. const position = geometry.getAttribute( 'position' );
  42022. const colors = new Float32Array( position.count * 3 );
  42023. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  42024. this.add( new Mesh( geometry, this.material ) );
  42025. this.update();
  42026. }
  42027. /**
  42028. * Frees the GPU-related resources allocated by this instance. Call this
  42029. * method whenever this instance is no longer used in your app.
  42030. */
  42031. dispose() {
  42032. this.children[ 0 ].geometry.dispose();
  42033. this.children[ 0 ].material.dispose();
  42034. }
  42035. /**
  42036. * Updates the helper to match the position and direction of the
  42037. * light being visualized.
  42038. */
  42039. update() {
  42040. const mesh = this.children[ 0 ];
  42041. if ( this.color !== undefined ) {
  42042. this.material.color.set( this.color );
  42043. } else {
  42044. const colors = mesh.geometry.getAttribute( 'color' );
  42045. _color1.copy( this.light.color );
  42046. _color2.copy( this.light.groundColor );
  42047. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  42048. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  42049. colors.setXYZ( i, color.r, color.g, color.b );
  42050. }
  42051. colors.needsUpdate = true;
  42052. }
  42053. this.light.updateWorldMatrix( true, false );
  42054. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  42055. }
  42056. }
  42057. /**
  42058. * The helper is an object to define grids. Grids are two-dimensional
  42059. * arrays of lines.
  42060. *
  42061. * ```js
  42062. * const size = 10;
  42063. * const divisions = 10;
  42064. *
  42065. * const gridHelper = new THREE.GridHelper( size, divisions );
  42066. * scene.add( gridHelper );
  42067. * ```
  42068. *
  42069. * @augments LineSegments
  42070. */
  42071. class GridHelper extends LineSegments {
  42072. /**
  42073. * Constructs a new grid helper.
  42074. *
  42075. * @param {number} [size=10] - The size of the grid.
  42076. * @param {number} [divisions=10] - The number of divisions across the grid.
  42077. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  42078. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  42079. */
  42080. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  42081. color1 = new Color( color1 );
  42082. color2 = new Color( color2 );
  42083. const center = divisions / 2;
  42084. const step = size / divisions;
  42085. const halfSize = size / 2;
  42086. const vertices = [], colors = [];
  42087. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  42088. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  42089. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  42090. const color = i === center ? color1 : color2;
  42091. color.toArray( colors, j ); j += 3;
  42092. color.toArray( colors, j ); j += 3;
  42093. color.toArray( colors, j ); j += 3;
  42094. color.toArray( colors, j ); j += 3;
  42095. }
  42096. const geometry = new BufferGeometry();
  42097. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42098. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42099. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42100. super( geometry, material );
  42101. this.type = 'GridHelper';
  42102. }
  42103. /**
  42104. * Frees the GPU-related resources allocated by this instance. Call this
  42105. * method whenever this instance is no longer used in your app.
  42106. */
  42107. dispose() {
  42108. this.geometry.dispose();
  42109. this.material.dispose();
  42110. }
  42111. }
  42112. /**
  42113. * This helper is an object to define polar grids. Grids are
  42114. * two-dimensional arrays of lines.
  42115. *
  42116. * ```js
  42117. * const radius = 10;
  42118. * const sectors = 16;
  42119. * const rings = 8;
  42120. * const divisions = 64;
  42121. *
  42122. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  42123. * scene.add( helper );
  42124. * ```
  42125. *
  42126. * @augments LineSegments
  42127. */
  42128. class PolarGridHelper extends LineSegments {
  42129. /**
  42130. * Constructs a new polar grid helper.
  42131. *
  42132. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  42133. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  42134. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  42135. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  42136. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  42137. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  42138. */
  42139. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  42140. color1 = new Color( color1 );
  42141. color2 = new Color( color2 );
  42142. const vertices = [];
  42143. const colors = [];
  42144. // create the sectors
  42145. if ( sectors > 1 ) {
  42146. for ( let i = 0; i < sectors; i ++ ) {
  42147. const v = ( i / sectors ) * ( Math.PI * 2 );
  42148. const x = Math.sin( v ) * radius;
  42149. const z = Math.cos( v ) * radius;
  42150. vertices.push( 0, 0, 0 );
  42151. vertices.push( x, 0, z );
  42152. const color = ( i & 1 ) ? color1 : color2;
  42153. colors.push( color.r, color.g, color.b );
  42154. colors.push( color.r, color.g, color.b );
  42155. }
  42156. }
  42157. // create the rings
  42158. for ( let i = 0; i < rings; i ++ ) {
  42159. const color = ( i & 1 ) ? color1 : color2;
  42160. const r = radius - ( radius / rings * i );
  42161. for ( let j = 0; j < divisions; j ++ ) {
  42162. // first vertex
  42163. let v = ( j / divisions ) * ( Math.PI * 2 );
  42164. let x = Math.sin( v ) * r;
  42165. let z = Math.cos( v ) * r;
  42166. vertices.push( x, 0, z );
  42167. colors.push( color.r, color.g, color.b );
  42168. // second vertex
  42169. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  42170. x = Math.sin( v ) * r;
  42171. z = Math.cos( v ) * r;
  42172. vertices.push( x, 0, z );
  42173. colors.push( color.r, color.g, color.b );
  42174. }
  42175. }
  42176. const geometry = new BufferGeometry();
  42177. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42178. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42179. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42180. super( geometry, material );
  42181. this.type = 'PolarGridHelper';
  42182. }
  42183. /**
  42184. * Frees the GPU-related resources allocated by this instance. Call this
  42185. * method whenever this instance is no longer used in your app.
  42186. */
  42187. dispose() {
  42188. this.geometry.dispose();
  42189. this.material.dispose();
  42190. }
  42191. }
  42192. const _v1 = /*@__PURE__*/ new Vector3();
  42193. const _v2 = /*@__PURE__*/ new Vector3();
  42194. const _v3 = /*@__PURE__*/ new Vector3();
  42195. /**
  42196. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  42197. * effect on the scene. This consists of a plane and a line representing the
  42198. * light's position and direction.
  42199. *
  42200. * When the directional light or its target are transformed or light properties
  42201. * are changed, it's necessary to call the `update()` method of the respective helper.
  42202. *
  42203. * ```js
  42204. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  42205. * scene.add( light );
  42206. *
  42207. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  42208. * scene.add( helper );
  42209. * ```
  42210. *
  42211. * @augments Object3D
  42212. */
  42213. class DirectionalLightHelper extends Object3D {
  42214. /**
  42215. * Constructs a new directional light helper.
  42216. *
  42217. * @param {DirectionalLight} light - The light to be visualized.
  42218. * @param {number} [size=1] - The dimensions of the plane.
  42219. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  42220. * the color of the light.
  42221. */
  42222. constructor( light, size, color ) {
  42223. super();
  42224. /**
  42225. * The light being visualized.
  42226. *
  42227. * @type {DirectionalLight}
  42228. */
  42229. this.light = light;
  42230. this.matrix = light.matrixWorld;
  42231. this.matrixAutoUpdate = false;
  42232. /**
  42233. * The color parameter passed in the constructor.
  42234. * If not set, the helper will take the color of the light.
  42235. *
  42236. * @type {number|Color|string}
  42237. */
  42238. this.color = color;
  42239. this.type = 'DirectionalLightHelper';
  42240. if ( size === undefined ) size = 1;
  42241. let geometry = new BufferGeometry();
  42242. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  42243. - size, size, 0,
  42244. size, size, 0,
  42245. size, - size, 0,
  42246. - size, - size, 0,
  42247. - size, size, 0
  42248. ], 3 ) );
  42249. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  42250. /**
  42251. * Contains the line showing the location of the directional light.
  42252. *
  42253. * @type {Line}
  42254. */
  42255. this.lightPlane = new Line( geometry, material );
  42256. this.add( this.lightPlane );
  42257. geometry = new BufferGeometry();
  42258. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  42259. /**
  42260. * Represents the target line of the directional light.
  42261. *
  42262. * @type {Line}
  42263. */
  42264. this.targetLine = new Line( geometry, material );
  42265. this.add( this.targetLine );
  42266. this.update();
  42267. }
  42268. /**
  42269. * Frees the GPU-related resources allocated by this instance. Call this
  42270. * method whenever this instance is no longer used in your app.
  42271. */
  42272. dispose() {
  42273. this.lightPlane.geometry.dispose();
  42274. this.lightPlane.material.dispose();
  42275. this.targetLine.geometry.dispose();
  42276. this.targetLine.material.dispose();
  42277. }
  42278. /**
  42279. * Updates the helper to match the position and direction of the
  42280. * light being visualized.
  42281. */
  42282. update() {
  42283. this.light.updateWorldMatrix( true, false );
  42284. this.light.target.updateWorldMatrix( true, false );
  42285. _v1.setFromMatrixPosition( this.light.matrixWorld );
  42286. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  42287. _v3.subVectors( _v2, _v1 );
  42288. this.lightPlane.lookAt( _v2 );
  42289. if ( this.color !== undefined ) {
  42290. this.lightPlane.material.color.set( this.color );
  42291. this.targetLine.material.color.set( this.color );
  42292. } else {
  42293. this.lightPlane.material.color.copy( this.light.color );
  42294. this.targetLine.material.color.copy( this.light.color );
  42295. }
  42296. this.targetLine.lookAt( _v2 );
  42297. this.targetLine.scale.z = _v3.length();
  42298. }
  42299. }
  42300. const _vector = /*@__PURE__*/ new Vector3();
  42301. const _camera = /*@__PURE__*/ new Camera();
  42302. /**
  42303. * This helps with visualizing what a camera contains in its frustum. It
  42304. * visualizes the frustum of a camera using a line segments.
  42305. *
  42306. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  42307. *
  42308. * `CameraHelper` must be a child of the scene.
  42309. *
  42310. * When the camera is transformed or its projection matrix is changed, it's necessary
  42311. * to call the `update()` method of the respective helper.
  42312. *
  42313. * ```js
  42314. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  42315. * const helper = new THREE.CameraHelper( camera );
  42316. * scene.add( helper );
  42317. * ```
  42318. *
  42319. * @augments LineSegments
  42320. */
  42321. class CameraHelper extends LineSegments {
  42322. /**
  42323. * Constructs a new arrow helper.
  42324. *
  42325. * @param {Camera} camera - The camera to visualize.
  42326. */
  42327. constructor( camera ) {
  42328. const geometry = new BufferGeometry();
  42329. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  42330. const vertices = [];
  42331. const colors = [];
  42332. const pointMap = {};
  42333. // near
  42334. addLine( 'n1', 'n2' );
  42335. addLine( 'n2', 'n4' );
  42336. addLine( 'n4', 'n3' );
  42337. addLine( 'n3', 'n1' );
  42338. // far
  42339. addLine( 'f1', 'f2' );
  42340. addLine( 'f2', 'f4' );
  42341. addLine( 'f4', 'f3' );
  42342. addLine( 'f3', 'f1' );
  42343. // sides
  42344. addLine( 'n1', 'f1' );
  42345. addLine( 'n2', 'f2' );
  42346. addLine( 'n3', 'f3' );
  42347. addLine( 'n4', 'f4' );
  42348. // cone
  42349. addLine( 'p', 'n1' );
  42350. addLine( 'p', 'n2' );
  42351. addLine( 'p', 'n3' );
  42352. addLine( 'p', 'n4' );
  42353. // up
  42354. addLine( 'u1', 'u2' );
  42355. addLine( 'u2', 'u3' );
  42356. addLine( 'u3', 'u1' );
  42357. // target
  42358. addLine( 'c', 't' );
  42359. addLine( 'p', 'c' );
  42360. // cross
  42361. addLine( 'cn1', 'cn2' );
  42362. addLine( 'cn3', 'cn4' );
  42363. addLine( 'cf1', 'cf2' );
  42364. addLine( 'cf3', 'cf4' );
  42365. function addLine( a, b ) {
  42366. addPoint( a );
  42367. addPoint( b );
  42368. }
  42369. function addPoint( id ) {
  42370. vertices.push( 0, 0, 0 );
  42371. colors.push( 0, 0, 0 );
  42372. if ( pointMap[ id ] === undefined ) {
  42373. pointMap[ id ] = [];
  42374. }
  42375. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  42376. }
  42377. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42378. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42379. super( geometry, material );
  42380. this.type = 'CameraHelper';
  42381. /**
  42382. * The camera being visualized.
  42383. *
  42384. * @type {Camera}
  42385. */
  42386. this.camera = camera;
  42387. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  42388. this.matrix = camera.matrixWorld;
  42389. this.matrixAutoUpdate = false;
  42390. /**
  42391. * This contains the points used to visualize the camera.
  42392. *
  42393. * @type {Object<string,Array<number>>}
  42394. */
  42395. this.pointMap = pointMap;
  42396. this.update();
  42397. // colors
  42398. const colorFrustum = new Color( 0xffaa00 );
  42399. const colorCone = new Color( 0xff0000 );
  42400. const colorUp = new Color( 0x00aaff );
  42401. const colorTarget = new Color( 0xffffff );
  42402. const colorCross = new Color( 0x333333 );
  42403. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  42404. }
  42405. /**
  42406. * Defines the colors of the helper.
  42407. *
  42408. * @param {Color} frustum - The frustum line color.
  42409. * @param {Color} cone - The cone line color.
  42410. * @param {Color} up - The up line color.
  42411. * @param {Color} target - The target line color.
  42412. * @param {Color} cross - The cross line color.
  42413. * @return {CameraHelper} A reference to this helper.
  42414. */
  42415. setColors( frustum, cone, up, target, cross ) {
  42416. const geometry = this.geometry;
  42417. const colorAttribute = geometry.getAttribute( 'color' );
  42418. // near
  42419. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  42420. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  42421. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  42422. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  42423. // far
  42424. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  42425. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  42426. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  42427. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  42428. // sides
  42429. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  42430. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  42431. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  42432. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  42433. // cone
  42434. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  42435. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  42436. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  42437. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  42438. // up
  42439. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  42440. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  42441. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  42442. // target
  42443. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  42444. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  42445. // cross
  42446. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  42447. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  42448. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  42449. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  42450. colorAttribute.needsUpdate = true;
  42451. return this;
  42452. }
  42453. /**
  42454. * Updates the helper based on the projection matrix of the camera.
  42455. */
  42456. update() {
  42457. const geometry = this.geometry;
  42458. const pointMap = this.pointMap;
  42459. const w = 1, h = 1;
  42460. let nearZ, farZ;
  42461. // we need just camera projection matrix inverse
  42462. // world matrix must be identity
  42463. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  42464. // Adjust z values based on coordinate system
  42465. if ( this.camera.reversedDepth === true ) {
  42466. nearZ = 1;
  42467. farZ = 0;
  42468. } else {
  42469. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  42470. nearZ = -1;
  42471. farZ = 1;
  42472. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  42473. nearZ = 0;
  42474. farZ = 1;
  42475. } else {
  42476. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  42477. }
  42478. }
  42479. // center / target
  42480. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  42481. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  42482. // near
  42483. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  42484. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  42485. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  42486. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  42487. // far
  42488. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  42489. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  42490. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  42491. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  42492. // up
  42493. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  42494. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  42495. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  42496. // cross
  42497. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  42498. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  42499. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  42500. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  42501. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  42502. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  42503. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  42504. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  42505. geometry.getAttribute( 'position' ).needsUpdate = true;
  42506. }
  42507. /**
  42508. * Frees the GPU-related resources allocated by this instance. Call this
  42509. * method whenever this instance is no longer used in your app.
  42510. */
  42511. dispose() {
  42512. this.geometry.dispose();
  42513. this.material.dispose();
  42514. }
  42515. }
  42516. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  42517. _vector.set( x, y, z ).unproject( camera );
  42518. const points = pointMap[ point ];
  42519. if ( points !== undefined ) {
  42520. const position = geometry.getAttribute( 'position' );
  42521. for ( let i = 0, l = points.length; i < l; i ++ ) {
  42522. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  42523. }
  42524. }
  42525. }
  42526. const _box = /*@__PURE__*/ new Box3();
  42527. /**
  42528. * Helper object to graphically show the world-axis-aligned bounding box
  42529. * around an object. The actual bounding box is handled with {@link Box3},
  42530. * this is just a visual helper for debugging. It can be automatically
  42531. * resized with {@link BoxHelper#update} when the object it's created from
  42532. * is transformed. Note that the object must have a geometry for this to work,
  42533. * so it won't work with sprites.
  42534. *
  42535. * ```js
  42536. * const sphere = new THREE.SphereGeometry();
  42537. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  42538. * const box = new THREE.BoxHelper( object, 0xffff00 );
  42539. * scene.add( box );
  42540. * ```
  42541. *
  42542. * @augments LineSegments
  42543. */
  42544. class BoxHelper extends LineSegments {
  42545. /**
  42546. * Constructs a new box helper.
  42547. *
  42548. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  42549. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42550. */
  42551. constructor( object, color = 0xffff00 ) {
  42552. 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 ] );
  42553. const positions = new Float32Array( 8 * 3 );
  42554. const geometry = new BufferGeometry();
  42555. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42556. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  42557. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42558. /**
  42559. * The 3D object being visualized.
  42560. *
  42561. * @type {Object3D}
  42562. */
  42563. this.object = object;
  42564. this.type = 'BoxHelper';
  42565. this.matrixAutoUpdate = false;
  42566. this.update();
  42567. }
  42568. /**
  42569. * Updates the helper's geometry to match the dimensions of the object,
  42570. * including any children.
  42571. */
  42572. update() {
  42573. if ( this.object !== undefined ) {
  42574. _box.setFromObject( this.object );
  42575. }
  42576. if ( _box.isEmpty() ) return;
  42577. const min = _box.min;
  42578. const max = _box.max;
  42579. /*
  42580. 5____4
  42581. 1/___0/|
  42582. | 6__|_7
  42583. 2/___3/
  42584. 0: max.x, max.y, max.z
  42585. 1: min.x, max.y, max.z
  42586. 2: min.x, min.y, max.z
  42587. 3: max.x, min.y, max.z
  42588. 4: max.x, max.y, min.z
  42589. 5: min.x, max.y, min.z
  42590. 6: min.x, min.y, min.z
  42591. 7: max.x, min.y, min.z
  42592. */
  42593. const position = this.geometry.attributes.position;
  42594. const array = position.array;
  42595. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  42596. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  42597. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  42598. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  42599. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  42600. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  42601. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  42602. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  42603. position.needsUpdate = true;
  42604. this.geometry.computeBoundingSphere();
  42605. }
  42606. /**
  42607. * Updates the wireframe box for the passed object.
  42608. *
  42609. * @param {Object3D} object - The 3D object to create the helper for.
  42610. * @return {BoxHelper} A reference to this instance.
  42611. */
  42612. setFromObject( object ) {
  42613. this.object = object;
  42614. this.update();
  42615. return this;
  42616. }
  42617. copy( source, recursive ) {
  42618. super.copy( source, recursive );
  42619. this.object = source.object;
  42620. return this;
  42621. }
  42622. /**
  42623. * Frees the GPU-related resources allocated by this instance. Call this
  42624. * method whenever this instance is no longer used in your app.
  42625. */
  42626. dispose() {
  42627. this.geometry.dispose();
  42628. this.material.dispose();
  42629. }
  42630. }
  42631. /**
  42632. * A helper object to visualize an instance of {@link Box3}.
  42633. *
  42634. * ```js
  42635. * const box = new THREE.Box3();
  42636. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  42637. *
  42638. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  42639. * scene.add( helper )
  42640. * ```
  42641. *
  42642. * @augments LineSegments
  42643. */
  42644. class Box3Helper extends LineSegments {
  42645. /**
  42646. * Constructs a new box3 helper.
  42647. *
  42648. * @param {Box3} box - The box to visualize.
  42649. * @param {number|Color|string} [color=0xffff00] - The box's color.
  42650. */
  42651. constructor( box, color = 0xffff00 ) {
  42652. 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 ] );
  42653. 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 ];
  42654. const geometry = new BufferGeometry();
  42655. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  42656. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42657. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42658. /**
  42659. * The box being visualized.
  42660. *
  42661. * @type {Box3}
  42662. */
  42663. this.box = box;
  42664. this.type = 'Box3Helper';
  42665. this.geometry.computeBoundingSphere();
  42666. }
  42667. updateMatrixWorld( force ) {
  42668. const box = this.box;
  42669. if ( box.isEmpty() ) return;
  42670. box.getCenter( this.position );
  42671. box.getSize( this.scale );
  42672. this.scale.multiplyScalar( 0.5 );
  42673. super.updateMatrixWorld( force );
  42674. }
  42675. /**
  42676. * Frees the GPU-related resources allocated by this instance. Call this
  42677. * method whenever this instance is no longer used in your app.
  42678. */
  42679. dispose() {
  42680. this.geometry.dispose();
  42681. this.material.dispose();
  42682. }
  42683. }
  42684. /**
  42685. * A helper object to visualize an instance of {@link Plane}.
  42686. *
  42687. * ```js
  42688. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  42689. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  42690. * scene.add( helper );
  42691. * ```
  42692. *
  42693. * @augments Line
  42694. */
  42695. class PlaneHelper extends Line {
  42696. /**
  42697. * Constructs a new plane helper.
  42698. *
  42699. * @param {Plane} plane - The plane to be visualized.
  42700. * @param {number} [size=1] - The side length of plane helper.
  42701. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  42702. */
  42703. constructor( plane, size = 1, hex = 0xffff00 ) {
  42704. const color = hex;
  42705. 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 ];
  42706. const geometry = new BufferGeometry();
  42707. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  42708. geometry.computeBoundingSphere();
  42709. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42710. this.type = 'PlaneHelper';
  42711. /**
  42712. * The plane being visualized.
  42713. *
  42714. * @type {Plane}
  42715. */
  42716. this.plane = plane;
  42717. /**
  42718. * The side length of plane helper.
  42719. *
  42720. * @type {number}
  42721. * @default 1
  42722. */
  42723. this.size = size;
  42724. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  42725. const geometry2 = new BufferGeometry();
  42726. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  42727. geometry2.computeBoundingSphere();
  42728. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  42729. }
  42730. updateMatrixWorld( force ) {
  42731. this.position.set( 0, 0, 0 );
  42732. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  42733. this.lookAt( this.plane.normal );
  42734. this.translateZ( - this.plane.constant );
  42735. super.updateMatrixWorld( force );
  42736. }
  42737. /**
  42738. * Updates the helper to match the position and direction of the
  42739. * light being visualized.
  42740. */
  42741. dispose() {
  42742. this.geometry.dispose();
  42743. this.material.dispose();
  42744. this.children[ 0 ].geometry.dispose();
  42745. this.children[ 0 ].material.dispose();
  42746. }
  42747. }
  42748. const _axis = /*@__PURE__*/ new Vector3();
  42749. let _lineGeometry, _coneGeometry;
  42750. /**
  42751. * An 3D arrow object for visualizing directions.
  42752. *
  42753. * ```js
  42754. * const dir = new THREE.Vector3( 1, 2, 0 );
  42755. *
  42756. * //normalize the direction vector (convert to vector of length 1)
  42757. * dir.normalize();
  42758. *
  42759. * const origin = new THREE.Vector3( 0, 0, 0 );
  42760. * const length = 1;
  42761. * const hex = 0xffff00;
  42762. *
  42763. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42764. * scene.add( arrowHelper );
  42765. * ```
  42766. *
  42767. * @augments Object3D
  42768. */
  42769. class ArrowHelper extends Object3D {
  42770. /**
  42771. * Constructs a new arrow helper.
  42772. *
  42773. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42774. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42775. * @param {number} [length=1] - Length of the arrow in world units.
  42776. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42777. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42778. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42779. */
  42780. 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 ) {
  42781. super();
  42782. this.type = 'ArrowHelper';
  42783. if ( _lineGeometry === undefined ) {
  42784. _lineGeometry = new BufferGeometry();
  42785. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42786. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42787. _coneGeometry.translate( 0, -0.5, 0 );
  42788. }
  42789. this.position.copy( origin );
  42790. /**
  42791. * The line part of the arrow helper.
  42792. *
  42793. * @type {Line}
  42794. */
  42795. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42796. this.line.matrixAutoUpdate = false;
  42797. this.add( this.line );
  42798. /**
  42799. * The cone part of the arrow helper.
  42800. *
  42801. * @type {Mesh}
  42802. */
  42803. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42804. this.cone.matrixAutoUpdate = false;
  42805. this.add( this.cone );
  42806. this.setDirection( dir );
  42807. this.setLength( length, headLength, headWidth );
  42808. }
  42809. /**
  42810. * Sets the direction of the helper.
  42811. *
  42812. * @param {Vector3} dir - The normalized direction vector.
  42813. */
  42814. setDirection( dir ) {
  42815. // dir is assumed to be normalized
  42816. if ( dir.y > 0.99999 ) {
  42817. this.quaternion.set( 0, 0, 0, 1 );
  42818. } else if ( dir.y < -0.99999 ) {
  42819. this.quaternion.set( 1, 0, 0, 0 );
  42820. } else {
  42821. _axis.set( dir.z, 0, - dir.x ).normalize();
  42822. const radians = Math.acos( dir.y );
  42823. this.quaternion.setFromAxisAngle( _axis, radians );
  42824. }
  42825. }
  42826. /**
  42827. * Sets the length of the helper.
  42828. *
  42829. * @param {number} length - Length of the arrow in world units.
  42830. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42831. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42832. */
  42833. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42834. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42835. this.line.updateMatrix();
  42836. this.cone.scale.set( headWidth, headLength, headWidth );
  42837. this.cone.position.y = length;
  42838. this.cone.updateMatrix();
  42839. }
  42840. /**
  42841. * Sets the color of the helper.
  42842. *
  42843. * @param {number|Color|string} color - The color to set.
  42844. */
  42845. setColor( color ) {
  42846. this.line.material.color.set( color );
  42847. this.cone.material.color.set( color );
  42848. }
  42849. copy( source ) {
  42850. super.copy( source, false );
  42851. this.line.copy( source.line );
  42852. this.cone.copy( source.cone );
  42853. return this;
  42854. }
  42855. /**
  42856. * Frees the GPU-related resources allocated by this instance. Call this
  42857. * method whenever this instance is no longer used in your app.
  42858. */
  42859. dispose() {
  42860. this.line.geometry.dispose();
  42861. this.line.material.dispose();
  42862. this.cone.geometry.dispose();
  42863. this.cone.material.dispose();
  42864. }
  42865. }
  42866. /**
  42867. * An axis object to visualize the 3 axes in a simple way.
  42868. * The X axis is red. The Y axis is green. The Z axis is blue.
  42869. *
  42870. * ```js
  42871. * const axesHelper = new THREE.AxesHelper( 5 );
  42872. * scene.add( axesHelper );
  42873. * ```
  42874. *
  42875. * @augments LineSegments
  42876. */
  42877. class AxesHelper extends LineSegments {
  42878. /**
  42879. * Constructs a new axes helper.
  42880. *
  42881. * @param {number} [size=1] - Size of the lines representing the axes.
  42882. */
  42883. constructor( size = 1 ) {
  42884. const vertices = [
  42885. 0, 0, 0, size, 0, 0,
  42886. 0, 0, 0, 0, size, 0,
  42887. 0, 0, 0, 0, 0, size
  42888. ];
  42889. const colors = [
  42890. 1, 0, 0, 1, 0.6, 0,
  42891. 0, 1, 0, 0.6, 1, 0,
  42892. 0, 0, 1, 0, 0.6, 1
  42893. ];
  42894. const geometry = new BufferGeometry();
  42895. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42896. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42897. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42898. super( geometry, material );
  42899. this.type = 'AxesHelper';
  42900. }
  42901. /**
  42902. * Defines the colors of the axes helper.
  42903. *
  42904. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42905. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42906. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42907. * @return {AxesHelper} A reference to this axes helper.
  42908. */
  42909. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42910. const color = new Color();
  42911. const array = this.geometry.attributes.color.array;
  42912. color.set( xAxisColor );
  42913. color.toArray( array, 0 );
  42914. color.toArray( array, 3 );
  42915. color.set( yAxisColor );
  42916. color.toArray( array, 6 );
  42917. color.toArray( array, 9 );
  42918. color.set( zAxisColor );
  42919. color.toArray( array, 12 );
  42920. color.toArray( array, 15 );
  42921. this.geometry.attributes.color.needsUpdate = true;
  42922. return this;
  42923. }
  42924. /**
  42925. * Frees the GPU-related resources allocated by this instance. Call this
  42926. * method whenever this instance is no longer used in your app.
  42927. */
  42928. dispose() {
  42929. this.geometry.dispose();
  42930. this.material.dispose();
  42931. }
  42932. }
  42933. /**
  42934. * This class is used to convert a series of paths to an array of
  42935. * shapes. It is specifically used in context of fonts and SVG.
  42936. */
  42937. class ShapePath {
  42938. /**
  42939. * Constructs a new shape path.
  42940. */
  42941. constructor() {
  42942. this.type = 'ShapePath';
  42943. /**
  42944. * The color of the shape.
  42945. *
  42946. * @type {Color}
  42947. */
  42948. this.color = new Color();
  42949. /**
  42950. * The paths that have been generated for this shape.
  42951. *
  42952. * @type {Array<Path>}
  42953. * @default null
  42954. */
  42955. this.subPaths = [];
  42956. /**
  42957. * The current path that is being generated.
  42958. *
  42959. * @type {?Path}
  42960. * @default null
  42961. */
  42962. this.currentPath = null;
  42963. /**
  42964. * An object that can be used to store custom data about the shape path.
  42965. * Mainly used by SVGLoader to store style information.
  42966. *
  42967. * @type {Object}
  42968. */
  42969. this.userData = {};
  42970. }
  42971. /**
  42972. * Creates a new path and moves it current point to the given one.
  42973. *
  42974. * @param {number} x - The x coordinate.
  42975. * @param {number} y - The y coordinate.
  42976. * @return {ShapePath} A reference to this shape path.
  42977. */
  42978. moveTo( x, y ) {
  42979. this.currentPath = new Path();
  42980. this.subPaths.push( this.currentPath );
  42981. this.currentPath.moveTo( x, y );
  42982. return this;
  42983. }
  42984. /**
  42985. * Adds an instance of {@link LineCurve} to the path by connecting
  42986. * the current point with the given one.
  42987. *
  42988. * @param {number} x - The x coordinate of the end point.
  42989. * @param {number} y - The y coordinate of the end point.
  42990. * @return {ShapePath} A reference to this shape path.
  42991. */
  42992. lineTo( x, y ) {
  42993. this.currentPath.lineTo( x, y );
  42994. return this;
  42995. }
  42996. /**
  42997. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42998. * the current point with the given one.
  42999. *
  43000. * @param {number} aCPx - The x coordinate of the control point.
  43001. * @param {number} aCPy - The y coordinate of the control point.
  43002. * @param {number} aX - The x coordinate of the end point.
  43003. * @param {number} aY - The y coordinate of the end point.
  43004. * @return {ShapePath} A reference to this shape path.
  43005. */
  43006. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  43007. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  43008. return this;
  43009. }
  43010. /**
  43011. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  43012. * the current point with the given one.
  43013. *
  43014. * @param {number} aCP1x - The x coordinate of the first control point.
  43015. * @param {number} aCP1y - The y coordinate of the first control point.
  43016. * @param {number} aCP2x - The x coordinate of the second control point.
  43017. * @param {number} aCP2y - The y coordinate of the second control point.
  43018. * @param {number} aX - The x coordinate of the end point.
  43019. * @param {number} aY - The y coordinate of the end point.
  43020. * @return {ShapePath} A reference to this shape path.
  43021. */
  43022. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  43023. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  43024. return this;
  43025. }
  43026. /**
  43027. * Adds an instance of {@link SplineCurve} to the path by connecting
  43028. * the current point with the given list of points.
  43029. *
  43030. * @param {Array<Vector2>} pts - An array of points in 2D space.
  43031. * @return {ShapePath} A reference to this shape path.
  43032. */
  43033. splineThru( pts ) {
  43034. this.currentPath.splineThru( pts );
  43035. return this;
  43036. }
  43037. /**
  43038. * Converts the paths into an array of shapes.
  43039. *
  43040. * @return {Array<Shape>} An array of shapes.
  43041. */
  43042. toShapes() {
  43043. // Point-in-polygon test using the even-odd ray-casting rule. Valid for
  43044. // simple (non self-intersecting) polygons.
  43045. function pointInPolygon( p, polygon ) {
  43046. let inside = false;
  43047. const n = polygon.length;
  43048. for ( let i = 0, j = n - 1; i < n; j = i ++ ) {
  43049. const a = polygon[ i ];
  43050. const b = polygon[ j ];
  43051. if ( ( a.y > p.y ) !== ( b.y > p.y ) &&
  43052. p.x < ( b.x - a.x ) * ( p.y - a.y ) / ( b.y - a.y ) + a.x ) {
  43053. inside = ! inside;
  43054. }
  43055. }
  43056. return inside;
  43057. }
  43058. // Returns a point guaranteed to be strictly inside the given simple
  43059. // polygon. First tries the bounding-box center; if that falls outside
  43060. // the polygon, casts a horizontal ray at the center's y and picks the
  43061. // midpoint between the first two sorted intercepts.
  43062. //
  43063. // Port of paper.js' Path#getInteriorPoint()
  43064. // https://github.com/paperjs/paper.js/blob/develop/src/path/PathItem.Boolean.js
  43065. function getInteriorPoint( polygon, boundingBox ) {
  43066. const point = boundingBox.getCenter( new Vector2() );
  43067. if ( pointInPolygon( point, polygon ) ) return point;
  43068. const y = point.y;
  43069. const intercepts = [];
  43070. const n = polygon.length;
  43071. for ( let i = 0; i < n; i ++ ) {
  43072. const a = polygon[ i ];
  43073. const b = polygon[ ( i + 1 ) % n ];
  43074. // Half-open crossing rule — counts each vertex exactly once and
  43075. // skips horizontal edges.
  43076. if ( ( a.y > y ) !== ( b.y > y ) ) {
  43077. const x = a.x + ( y - a.y ) * ( b.x - a.x ) / ( b.y - a.y );
  43078. intercepts.push( x );
  43079. }
  43080. }
  43081. if ( intercepts.length > 1 ) {
  43082. intercepts.sort( ( a, b ) => a - b );
  43083. point.x = ( intercepts[ 0 ] + intercepts[ 1 ] ) / 2;
  43084. }
  43085. return point;
  43086. }
  43087. // Resolve fill-rule. Defaults to 'nonzero'.
  43088. let fillRule = ( this.userData.style && this.userData.style.fillRule ) || 'nonzero';
  43089. if ( fillRule !== 'nonzero' && fillRule !== 'evenodd' ) {
  43090. warn( 'Fill-rule "' + fillRule + '" is not supported, falling back to "nonzero".' );
  43091. fillRule = 'nonzero';
  43092. }
  43093. // Predicate that decides whether a winding number falls inside the fill
  43094. // region, per the SVG fill-rule spec. Works for negative windings too,
  43095. // because JavaScript's bitwise AND preserves odd/even under two's
  43096. // complement.
  43097. const isInside = fillRule === 'nonzero'
  43098. ? ( w => w !== 0 )
  43099. : ( w => ( w & 1 ) !== 0 );
  43100. // Build an entry per usable subpath. Self-winding follows the standard
  43101. // convention used by ShapeUtils: counter-clockwise (signed area > 0)
  43102. // contributes +1 to the winding number at an interior point,
  43103. // clockwise contributes -1.
  43104. const entries = [];
  43105. for ( const subPath of this.subPaths ) {
  43106. const points = subPath.getPoints();
  43107. if ( points.length < 3 ) continue;
  43108. const area = ShapeUtils.area( points );
  43109. if ( area === 0 ) continue;
  43110. const boundingBox = new Box2();
  43111. for ( let i = 0; i < points.length; i ++ ) boundingBox.expandByPoint( points[ i ] );
  43112. entries.push( {
  43113. subPath: subPath,
  43114. points: points,
  43115. boundingBox: boundingBox,
  43116. interiorPoint: getInteriorPoint( points, boundingBox ),
  43117. absArea: Math.abs( area ),
  43118. winding: area < 0 ? -1 : 1,
  43119. container: null,
  43120. exclude: false,
  43121. role: null
  43122. } );
  43123. }
  43124. // Sort by area descending. This guarantees that any subpath that could
  43125. // contain `entries[i]` is located at a smaller index and has already
  43126. // been processed when it's entries[i]'s turn. Port of paper.js'
  43127. // reorientPaths() algorithm.
  43128. entries.sort( ( a, b ) => b.absArea - a.absArea );
  43129. // Walk already-processed entries from closest-in-size to largest,
  43130. // stopping at the innermost container. Accumulate the container's
  43131. // cumulative winding into this entry's winding so that the final value
  43132. // equals the winding number at this entry's interior point.
  43133. //
  43134. // A subpath only contributes to the fill boundary when crossing it
  43135. // actually flips the "insideness" per the fill rule; otherwise it's a
  43136. // redundant overlap and gets excluded to avoid double-counting.
  43137. for ( let i = 0; i < entries.length; i ++ ) {
  43138. const entry = entries[ i ];
  43139. let containerWinding = 0;
  43140. for ( let j = i - 1; j >= 0; j -- ) {
  43141. const candidate = entries[ j ];
  43142. if ( ! candidate.boundingBox.containsPoint( entry.interiorPoint ) ) continue;
  43143. if ( ! pointInPolygon( entry.interiorPoint, candidate.points ) ) continue;
  43144. entry.container = candidate.exclude ? candidate.container : candidate;
  43145. containerWinding = candidate.winding;
  43146. entry.winding += containerWinding;
  43147. break;
  43148. }
  43149. if ( isInside( entry.winding ) === isInside( containerWinding ) ) {
  43150. entry.exclude = true;
  43151. }
  43152. }
  43153. // Classify retained entries. An entry is an outer shape if it has no
  43154. // container or if its container is itself a hole (a solid nested inside
  43155. // a hole becomes a new top-level shape); otherwise it's a hole in its
  43156. // container. Entries were already sorted outermost-first, so each
  43157. // container's role is known by the time we look at it.
  43158. for ( const entry of entries ) {
  43159. if ( entry.exclude ) continue;
  43160. entry.role = ( entry.container === null || entry.container.role === 'hole' ) ? 'outer' : 'hole';
  43161. }
  43162. // Build Shapes for outers first, then attach holes to their container's
  43163. // Shape.
  43164. const shapes = [];
  43165. const shapeByEntry = new Map();
  43166. for ( const entry of entries ) {
  43167. if ( entry.exclude || entry.role !== 'outer' ) continue;
  43168. const shape = new Shape();
  43169. shape.curves = entry.subPath.curves;
  43170. shapes.push( shape );
  43171. shapeByEntry.set( entry, shape );
  43172. }
  43173. for ( const entry of entries ) {
  43174. if ( entry.exclude || entry.role !== 'hole' ) continue;
  43175. const shape = shapeByEntry.get( entry.container );
  43176. if ( ! shape ) continue;
  43177. const hole = new Path();
  43178. hole.curves = entry.subPath.curves;
  43179. shape.holes.push( hole );
  43180. }
  43181. return shapes;
  43182. }
  43183. }
  43184. /**
  43185. * Abstract base class for controls.
  43186. *
  43187. * @abstract
  43188. * @augments EventDispatcher
  43189. */
  43190. class Controls extends EventDispatcher {
  43191. /**
  43192. * Constructs a new controls instance.
  43193. *
  43194. * @param {Object3D} object - The object that is managed by the controls.
  43195. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  43196. */
  43197. constructor( object, domElement = null ) {
  43198. super();
  43199. /**
  43200. * The object that is managed by the controls.
  43201. *
  43202. * @type {Object3D}
  43203. */
  43204. this.object = object;
  43205. /**
  43206. * The HTML element used for event listeners.
  43207. *
  43208. * @type {?HTMLElement}
  43209. * @default null
  43210. */
  43211. this.domElement = domElement;
  43212. /**
  43213. * Whether the controls responds to user input or not.
  43214. *
  43215. * @type {boolean}
  43216. * @default true
  43217. */
  43218. this.enabled = true;
  43219. /**
  43220. * The internal state of the controls.
  43221. *
  43222. * @type {number}
  43223. * @default -1
  43224. */
  43225. this.state = -1;
  43226. /**
  43227. * This object defines the keyboard input of the controls.
  43228. *
  43229. * @type {Object}
  43230. */
  43231. this.keys = {};
  43232. /**
  43233. * This object defines what type of actions are assigned to the available mouse buttons.
  43234. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  43235. *
  43236. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  43237. */
  43238. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  43239. /**
  43240. * This object defines what type of actions are assigned to what kind of touch interaction.
  43241. * It depends on the control implementation what kind of touch interaction and actions are supported.
  43242. *
  43243. * @type {{ONE: ?number, TWO: ?number}}
  43244. */
  43245. this.touches = { ONE: null, TWO: null };
  43246. }
  43247. /**
  43248. * Connects the controls to the DOM. This method has so called "side effects" since
  43249. * it adds the module's event listeners to the DOM.
  43250. *
  43251. * @param {HTMLElement} element - The DOM element to connect to.
  43252. */
  43253. connect( element ) {
  43254. if ( element === undefined ) {
  43255. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  43256. return;
  43257. }
  43258. if ( this.domElement !== null ) this.disconnect();
  43259. this.domElement = element;
  43260. }
  43261. /**
  43262. * Disconnects the controls from the DOM.
  43263. */
  43264. disconnect() {}
  43265. /**
  43266. * Call this method if you no longer want use to the controls. It frees all internal
  43267. * resources and removes all event listeners.
  43268. */
  43269. dispose() {}
  43270. /**
  43271. * Controls should implement this method if they have to update their internal state
  43272. * per simulation step.
  43273. *
  43274. * @param {number} [delta] - The time delta in seconds.
  43275. */
  43276. update( /* delta */ ) {}
  43277. }
  43278. /**
  43279. * Scales the texture as large as possible within its surface without cropping
  43280. * or stretching the texture. The method preserves the original aspect ratio of
  43281. * the texture. Akin to CSS `object-fit: contain`
  43282. *
  43283. * @param {Texture} texture - The texture.
  43284. * @param {number} aspect - The texture's aspect ratio.
  43285. * @return {Texture} The updated texture.
  43286. */
  43287. function contain( texture, aspect ) {
  43288. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  43289. if ( imageAspect > aspect ) {
  43290. texture.repeat.x = 1;
  43291. texture.repeat.y = imageAspect / aspect;
  43292. texture.offset.x = 0;
  43293. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  43294. } else {
  43295. texture.repeat.x = aspect / imageAspect;
  43296. texture.repeat.y = 1;
  43297. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  43298. texture.offset.y = 0;
  43299. }
  43300. return texture;
  43301. }
  43302. /**
  43303. * Scales the texture to the smallest possible size to fill the surface, leaving
  43304. * no empty space. The method preserves the original aspect ratio of the texture.
  43305. * Akin to CSS `object-fit: cover`.
  43306. *
  43307. * @param {Texture} texture - The texture.
  43308. * @param {number} aspect - The texture's aspect ratio.
  43309. * @return {Texture} The updated texture.
  43310. */
  43311. function cover( texture, aspect ) {
  43312. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  43313. if ( imageAspect > aspect ) {
  43314. texture.repeat.x = aspect / imageAspect;
  43315. texture.repeat.y = 1;
  43316. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  43317. texture.offset.y = 0;
  43318. } else {
  43319. texture.repeat.x = 1;
  43320. texture.repeat.y = imageAspect / aspect;
  43321. texture.offset.x = 0;
  43322. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  43323. }
  43324. return texture;
  43325. }
  43326. /**
  43327. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43328. *
  43329. * @param {Texture} texture - The texture.
  43330. * @return {Texture} The updated texture.
  43331. */
  43332. function fill( texture ) {
  43333. texture.repeat.x = 1;
  43334. texture.repeat.y = 1;
  43335. texture.offset.x = 0;
  43336. texture.offset.y = 0;
  43337. return texture;
  43338. }
  43339. /**
  43340. * Determines how many bytes must be used to represent the texture.
  43341. *
  43342. * @param {number} width - The width of the texture.
  43343. * @param {number} height - The height of the texture.
  43344. * @param {number} format - The texture's format.
  43345. * @param {number} type - The texture's type.
  43346. * @return {number} The byte length.
  43347. */
  43348. function getByteLength( width, height, format, type ) {
  43349. const typeByteLength = getTextureTypeByteLength( type );
  43350. switch ( format ) {
  43351. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  43352. case AlphaFormat:
  43353. return width * height;
  43354. case RedFormat:
  43355. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  43356. case RedIntegerFormat:
  43357. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  43358. case RGFormat:
  43359. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43360. case RGIntegerFormat:
  43361. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43362. case RGBFormat:
  43363. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43364. case RGBAFormat:
  43365. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43366. case RGBAIntegerFormat:
  43367. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  43368. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  43369. case RGB_S3TC_DXT1_Format:
  43370. case RGBA_S3TC_DXT1_Format:
  43371. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  43372. case RGBA_S3TC_DXT3_Format:
  43373. case RGBA_S3TC_DXT5_Format:
  43374. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43375. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  43376. case RGB_PVRTC_2BPPV1_Format:
  43377. case RGBA_PVRTC_2BPPV1_Format:
  43378. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  43379. case RGB_PVRTC_4BPPV1_Format:
  43380. case RGBA_PVRTC_4BPPV1_Format:
  43381. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  43382. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  43383. case RGB_ETC1_Format:
  43384. case RGB_ETC2_Format:
  43385. case R11_EAC_Format:
  43386. case SIGNED_R11_EAC_Format:
  43387. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  43388. case RGBA_ETC2_EAC_Format:
  43389. case RG11_EAC_Format:
  43390. case SIGNED_RG11_EAC_Format:
  43391. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43392. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  43393. case RGBA_ASTC_4x4_Format:
  43394. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43395. case RGBA_ASTC_5x4_Format:
  43396. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  43397. case RGBA_ASTC_5x5_Format:
  43398. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43399. case RGBA_ASTC_6x5_Format:
  43400. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43401. case RGBA_ASTC_6x6_Format:
  43402. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43403. case RGBA_ASTC_8x5_Format:
  43404. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43405. case RGBA_ASTC_8x6_Format:
  43406. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43407. case RGBA_ASTC_8x8_Format:
  43408. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  43409. case RGBA_ASTC_10x5_Format:
  43410. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  43411. case RGBA_ASTC_10x6_Format:
  43412. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  43413. case RGBA_ASTC_10x8_Format:
  43414. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  43415. case RGBA_ASTC_10x10_Format:
  43416. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  43417. case RGBA_ASTC_12x10_Format:
  43418. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  43419. case RGBA_ASTC_12x12_Format:
  43420. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  43421. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  43422. case RGBA_BPTC_Format:
  43423. case RGB_BPTC_SIGNED_Format:
  43424. case RGB_BPTC_UNSIGNED_Format:
  43425. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43426. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  43427. case RED_RGTC1_Format:
  43428. case SIGNED_RED_RGTC1_Format:
  43429. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  43430. case RED_GREEN_RGTC2_Format:
  43431. case SIGNED_RED_GREEN_RGTC2_Format:
  43432. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  43433. }
  43434. throw new Error(
  43435. `Unable to determine texture byte length for ${format} format.`,
  43436. );
  43437. }
  43438. function getTextureTypeByteLength( type ) {
  43439. switch ( type ) {
  43440. case UnsignedByteType:
  43441. case ByteType:
  43442. return { byteLength: 1, components: 1 };
  43443. case UnsignedShortType:
  43444. case ShortType:
  43445. case HalfFloatType:
  43446. return { byteLength: 2, components: 1 };
  43447. case UnsignedShort4444Type:
  43448. case UnsignedShort5551Type:
  43449. return { byteLength: 2, components: 4 };
  43450. case UnsignedIntType:
  43451. case IntType:
  43452. case FloatType:
  43453. return { byteLength: 4, components: 1 };
  43454. case UnsignedInt5999Type:
  43455. case UnsignedInt101111Type:
  43456. return { byteLength: 4, components: 3 };
  43457. }
  43458. throw new Error( `THREE.TextureUtils: Unknown texture type ${type}.` );
  43459. }
  43460. /**
  43461. * A class containing utility functions for textures.
  43462. *
  43463. * @hideconstructor
  43464. */
  43465. class TextureUtils {
  43466. /**
  43467. * Scales the texture as large as possible within its surface without cropping
  43468. * or stretching the texture. The method preserves the original aspect ratio of
  43469. * the texture. Akin to CSS `object-fit: contain`
  43470. *
  43471. * @param {Texture} texture - The texture.
  43472. * @param {number} aspect - The texture's aspect ratio.
  43473. * @return {Texture} The updated texture.
  43474. */
  43475. static contain( texture, aspect ) {
  43476. return contain( texture, aspect );
  43477. }
  43478. /**
  43479. * Scales the texture to the smallest possible size to fill the surface, leaving
  43480. * no empty space. The method preserves the original aspect ratio of the texture.
  43481. * Akin to CSS `object-fit: cover`.
  43482. *
  43483. * @param {Texture} texture - The texture.
  43484. * @param {number} aspect - The texture's aspect ratio.
  43485. * @return {Texture} The updated texture.
  43486. */
  43487. static cover( texture, aspect ) {
  43488. return cover( texture, aspect );
  43489. }
  43490. /**
  43491. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  43492. *
  43493. * @param {Texture} texture - The texture.
  43494. * @return {Texture} The updated texture.
  43495. */
  43496. static fill( texture ) {
  43497. return fill( texture );
  43498. }
  43499. /**
  43500. * Determines how many bytes must be used to represent the texture.
  43501. *
  43502. * @param {number} width - The width of the texture.
  43503. * @param {number} height - The height of the texture.
  43504. * @param {number} format - The texture's format.
  43505. * @param {number} type - The texture's type.
  43506. * @return {number} The byte length.
  43507. */
  43508. static getByteLength( width, height, format, type ) {
  43509. return getByteLength( width, height, format, type );
  43510. }
  43511. }
  43512. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  43513. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  43514. revision: REVISION,
  43515. } } ) );
  43516. }
  43517. if ( typeof window !== 'undefined' ) {
  43518. if ( window.__THREE__ ) {
  43519. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  43520. } else {
  43521. window.__THREE__ = REVISION;
  43522. }
  43523. }
  43524. 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, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, ReversedDepthFuncs, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce, yieldToMain };
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