three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '181dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * ASTC RGBA 4x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_4x4_Format = 37808;
  811. /**
  812. * ASTC RGBA 5x4 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x4_Format = 37809;
  818. /**
  819. * ASTC RGBA 5x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_5x5_Format = 37810;
  825. /**
  826. * ASTC RGBA 6x5 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x5_Format = 37811;
  832. /**
  833. * ASTC RGBA 6x6 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_6x6_Format = 37812;
  839. /**
  840. * ASTC RGBA 8x5 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x5_Format = 37813;
  846. /**
  847. * ASTC RGBA 8x6 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x6_Format = 37814;
  853. /**
  854. * ASTC RGBA 8x8 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_8x8_Format = 37815;
  860. /**
  861. * ASTC RGBA 10x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x5_Format = 37816;
  867. /**
  868. * ASTC RGBA 10x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x6_Format = 37817;
  874. /**
  875. * ASTC RGBA 10x8 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x8_Format = 37818;
  881. /**
  882. * ASTC RGBA 10x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_10x10_Format = 37819;
  888. /**
  889. * ASTC RGBA 12x10 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x10_Format = 37820;
  895. /**
  896. * ASTC RGBA 12x12 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_12x12_Format = 37821;
  902. /**
  903. * BPTC RGBA format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_BPTC_Format = 36492;
  909. /**
  910. * BPTC Signed RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_SIGNED_Format = 36494;
  916. /**
  917. * BPTC Unsigned RGB format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGB_BPTC_UNSIGNED_Format = 36495;
  923. /**
  924. * RGTC1 Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RED_RGTC1_Format = 36283;
  930. /**
  931. * RGTC1 Signed Red format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const SIGNED_RED_RGTC1_Format = 36284;
  937. /**
  938. * RGTC2 Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RED_GREEN_RGTC2_Format = 36285;
  944. /**
  945. * RGTC2 Signed Red Green format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  951. /**
  952. * Animations are played once.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const LoopOnce = 2200;
  958. /**
  959. * Animations are played with a chosen number of repetitions, each time jumping from
  960. * the end of the clip directly to its beginning.
  961. *
  962. * @type {number}
  963. * @constant
  964. */
  965. const LoopRepeat = 2201;
  966. /**
  967. * Animations are played with a chosen number of repetitions, alternately playing forward
  968. * and backward.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const LoopPingPong = 2202;
  974. /**
  975. * Discrete interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateDiscrete = 2300;
  981. /**
  982. * Linear interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateLinear = 2301;
  988. /**
  989. * Smooth interpolation mode for keyframe tracks.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const InterpolateSmooth = 2302;
  995. /**
  996. * Zero curvature ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroCurvatureEnding = 2400;
  1002. /**
  1003. * Zero slope ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const ZeroSlopeEnding = 2401;
  1009. /**
  1010. * Wrap around ending for animations.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const WrapAroundEnding = 2402;
  1016. /**
  1017. * Default animation blend mode.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const NormalAnimationBlendMode = 2500;
  1023. /**
  1024. * Additive animation blend mode. Can be used to layer motions on top of
  1025. * each other to build complex performances from smaller re-usable assets.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const AdditiveAnimationBlendMode = 2501;
  1031. /**
  1032. * For every three vertices draw a single triangle.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TrianglesDrawMode = 0;
  1038. /**
  1039. * For each vertex draw a triangle from the last three vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleStripDrawMode = 1;
  1045. /**
  1046. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const TriangleFanDrawMode = 2;
  1052. /**
  1053. * Basic depth packing.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const BasicDepthPacking = 3200;
  1059. /**
  1060. * A depth value is packed into 32 bit RGBA.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBADepthPacking = 3201;
  1066. /**
  1067. * A depth value is packed into 24 bit RGB.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGBDepthPacking = 3202;
  1073. /**
  1074. * A depth value is packed into 16 bit RG.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const RGDepthPacking = 3203;
  1080. /**
  1081. * Normal information is relative to the underlying surface.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const TangentSpaceNormalMap = 0;
  1087. /**
  1088. * Normal information is relative to the object orientation.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const ObjectSpaceNormalMap = 1;
  1094. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1095. /**
  1096. * No color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const NoColorSpace = '';
  1102. /**
  1103. * sRGB color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const SRGBColorSpace = 'srgb';
  1109. /**
  1110. * sRGB-linear color space.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearSRGBColorSpace = 'srgb-linear';
  1116. /**
  1117. * Linear transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const LinearTransfer = 'linear';
  1123. /**
  1124. * sRGB transfer function.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const SRGBTransfer = 'srgb';
  1130. /**
  1131. * Sets the stencil buffer value to `0`.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const ZeroStencilOp = 0;
  1137. /**
  1138. * Keeps the current value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const KeepStencilOp = 7680;
  1144. /**
  1145. * Sets the stencil buffer value to the specified reference value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const ReplaceStencilOp = 7681;
  1151. /**
  1152. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const IncrementStencilOp = 7682;
  1158. /**
  1159. * Decrements the current stencil buffer value. Clamps to `0`.
  1160. *
  1161. * @type {number}
  1162. * @constant
  1163. */
  1164. const DecrementStencilOp = 7683;
  1165. /**
  1166. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1167. * the maximum representable unsigned value.
  1168. *
  1169. * @type {number}
  1170. * @constant
  1171. */
  1172. const IncrementWrapStencilOp = 34055;
  1173. /**
  1174. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1175. * unsigned value when decrementing a stencil buffer value of `0`.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const DecrementWrapStencilOp = 34056;
  1181. /**
  1182. * Inverts the current stencil buffer value bitwise.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const InvertStencilOp = 5386;
  1188. /**
  1189. * Will never return true.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const NeverStencilFunc = 512;
  1195. /**
  1196. * Will return true if the stencil reference value is less than the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const LessStencilFunc = 513;
  1202. /**
  1203. * Will return true if the stencil reference value is equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const EqualStencilFunc = 514;
  1209. /**
  1210. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const LessEqualStencilFunc = 515;
  1216. /**
  1217. * Will return true if the stencil reference value is greater than the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const GreaterStencilFunc = 516;
  1223. /**
  1224. * Will return true if the stencil reference value is not equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const NotEqualStencilFunc = 517;
  1230. /**
  1231. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const GreaterEqualStencilFunc = 518;
  1237. /**
  1238. * Will always return true.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const AlwaysStencilFunc = 519;
  1244. /**
  1245. * Never pass.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NeverCompare = 512;
  1251. /**
  1252. * Pass if the incoming value is less than the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const LessCompare = 513;
  1258. /**
  1259. * Pass if the incoming value equals the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const EqualCompare = 514;
  1265. /**
  1266. * Pass if the incoming value is less than or equal to the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const LessEqualCompare = 515;
  1272. /**
  1273. * Pass if the incoming value is greater than the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const GreaterCompare = 516;
  1279. /**
  1280. * Pass if the incoming value is not equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const NotEqualCompare = 517;
  1286. /**
  1287. * Pass if the incoming value is greater than or equal to the texture value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const GreaterEqualCompare = 518;
  1293. /**
  1294. * Always pass.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const AlwaysCompare = 519;
  1300. /**
  1301. * The contents are intended to be specified once by the application, and used many
  1302. * times as the source for drawing and image specification commands.
  1303. *
  1304. * @type {number}
  1305. * @constant
  1306. */
  1307. const StaticDrawUsage = 35044;
  1308. /**
  1309. * The contents are intended to be respecified repeatedly by the application, and
  1310. * used many times as the source for drawing and image specification commands.
  1311. *
  1312. * @type {number}
  1313. * @constant
  1314. */
  1315. const DynamicDrawUsage = 35048;
  1316. /**
  1317. * The contents are intended to be specified once by the application, and used at most
  1318. * a few times as the source for drawing and image specification commands.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const StreamDrawUsage = 35040;
  1324. /**
  1325. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1326. * many times by the application.
  1327. *
  1328. * @type {number}
  1329. * @constant
  1330. */
  1331. const StaticReadUsage = 35045;
  1332. /**
  1333. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1334. * many times by the application.
  1335. *
  1336. * @type {number}
  1337. * @constant
  1338. */
  1339. const DynamicReadUsage = 35049;
  1340. /**
  1341. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1342. * a few times by the application
  1343. *
  1344. * @type {number}
  1345. * @constant
  1346. */
  1347. const StreamReadUsage = 35041;
  1348. /**
  1349. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1350. * the source for WebGL drawing and image specification commands.
  1351. *
  1352. * @type {number}
  1353. * @constant
  1354. */
  1355. const StaticCopyUsage = 35046;
  1356. /**
  1357. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1358. * as the source for WebGL drawing and image specification commands.
  1359. *
  1360. * @type {number}
  1361. * @constant
  1362. */
  1363. const DynamicCopyUsage = 35050;
  1364. /**
  1365. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1366. * as the source for WebGL drawing and image specification commands.
  1367. *
  1368. * @type {number}
  1369. * @constant
  1370. */
  1371. const StreamCopyUsage = 35042;
  1372. /**
  1373. * GLSL 1 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL1 = '100';
  1379. /**
  1380. * GLSL 3 shader code.
  1381. *
  1382. * @type {string}
  1383. * @constant
  1384. */
  1385. const GLSL3 = '300 es';
  1386. /**
  1387. * WebGL coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGLCoordinateSystem = 2000;
  1393. /**
  1394. * WebGPU coordinate system.
  1395. *
  1396. * @type {number}
  1397. * @constant
  1398. */
  1399. const WebGPUCoordinateSystem = 2001;
  1400. /**
  1401. * Represents the different timestamp query types.
  1402. *
  1403. * @type {ConstantsTimestampQuery}
  1404. * @constant
  1405. */
  1406. const TimestampQuery = {
  1407. COMPUTE: 'compute',
  1408. RENDER: 'render'
  1409. };
  1410. /**
  1411. * Represents mouse buttons and interaction types in context of controls.
  1412. *
  1413. * @type {ConstantsInterpolationSamplingType}
  1414. * @constant
  1415. */
  1416. const InterpolationSamplingType = {
  1417. PERSPECTIVE: 'perspective',
  1418. LINEAR: 'linear',
  1419. FLAT: 'flat'
  1420. };
  1421. /**
  1422. * Represents the different interpolation sampling modes.
  1423. *
  1424. * @type {ConstantsInterpolationSamplingMode}
  1425. * @constant
  1426. */
  1427. const InterpolationSamplingMode = {
  1428. NORMAL: 'normal',
  1429. CENTROID: 'centroid',
  1430. SAMPLE: 'sample',
  1431. FIRST: 'first',
  1432. EITHER: 'either'
  1433. };
  1434. /**
  1435. * This type represents mouse buttons and interaction types in context of controls.
  1436. *
  1437. * @typedef {Object} ConstantsMouse
  1438. * @property {number} MIDDLE - The left mouse button.
  1439. * @property {number} LEFT - The middle mouse button.
  1440. * @property {number} RIGHT - The right mouse button.
  1441. * @property {number} ROTATE - A rotate interaction.
  1442. * @property {number} DOLLY - A dolly interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. **/
  1445. /**
  1446. * This type represents touch interaction types in context of controls.
  1447. *
  1448. * @typedef {Object} ConstantsTouch
  1449. * @property {number} ROTATE - A rotate interaction.
  1450. * @property {number} PAN - A pan interaction.
  1451. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1452. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1453. **/
  1454. /**
  1455. * This type represents the different timestamp query types.
  1456. *
  1457. * @typedef {Object} ConstantsTimestampQuery
  1458. * @property {string} COMPUTE - A `compute` timestamp query.
  1459. * @property {string} RENDER - A `render` timestamp query.
  1460. **/
  1461. /**
  1462. * Represents the different interpolation sampling types.
  1463. *
  1464. * @typedef {Object} ConstantsInterpolationSamplingType
  1465. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1466. * @property {string} LINEAR - Linear interpolation.
  1467. * @property {string} FLAT - Flat interpolation.
  1468. */
  1469. /**
  1470. * Represents the different interpolation sampling modes.
  1471. *
  1472. * @typedef {Object} ConstantsInterpolationSamplingMode
  1473. * @property {string} NORMAL - Normal sampling mode.
  1474. * @property {string} CENTROID - Centroid sampling mode.
  1475. * @property {string} SAMPLE - Sample-specific sampling mode.
  1476. * @property {string} FIRST - Flat interpolation using the first vertex.
  1477. * @property {string} EITHER - Flat interpolation using either vertex.
  1478. */
  1479. function arrayNeedsUint32( array ) {
  1480. // assumes larger values usually on last
  1481. for ( let i = array.length - 1; i >= 0; -- i ) {
  1482. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1483. }
  1484. return false;
  1485. }
  1486. const TYPED_ARRAYS = {
  1487. Int8Array: Int8Array,
  1488. Uint8Array: Uint8Array,
  1489. Uint8ClampedArray: Uint8ClampedArray,
  1490. Int16Array: Int16Array,
  1491. Uint16Array: Uint16Array,
  1492. Int32Array: Int32Array,
  1493. Uint32Array: Uint32Array,
  1494. Float32Array: Float32Array,
  1495. Float64Array: Float64Array
  1496. };
  1497. function getTypedArray( type, buffer ) {
  1498. return new TYPED_ARRAYS[ type ]( buffer );
  1499. }
  1500. function createElementNS( name ) {
  1501. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1502. }
  1503. function createCanvasElement() {
  1504. const canvas = createElementNS( 'canvas' );
  1505. canvas.style.display = 'block';
  1506. return canvas;
  1507. }
  1508. const _cache = {};
  1509. let _setConsoleFunction = null;
  1510. function setConsoleFunction( fn ) {
  1511. _setConsoleFunction = fn;
  1512. }
  1513. function getConsoleFunction() {
  1514. return _setConsoleFunction;
  1515. }
  1516. function log( ...params ) {
  1517. const message = 'THREE.' + params.shift();
  1518. if ( _setConsoleFunction ) {
  1519. _setConsoleFunction( 'log', message, ...params );
  1520. } else {
  1521. console.log( message, ...params );
  1522. }
  1523. }
  1524. function warn( ...params ) {
  1525. const message = 'THREE.' + params.shift();
  1526. if ( _setConsoleFunction ) {
  1527. _setConsoleFunction( 'warn', message, ...params );
  1528. } else {
  1529. console.warn( message, ...params );
  1530. }
  1531. }
  1532. function error( ...params ) {
  1533. const message = 'THREE.' + params.shift();
  1534. if ( _setConsoleFunction ) {
  1535. _setConsoleFunction( 'error', message, ...params );
  1536. } else {
  1537. console.error( message, ...params );
  1538. }
  1539. }
  1540. function warnOnce( ...params ) {
  1541. const message = params.join( ' ' );
  1542. if ( message in _cache ) return;
  1543. _cache[ message ] = true;
  1544. warn( ...params );
  1545. }
  1546. function probeAsync( gl, sync, interval ) {
  1547. return new Promise( function ( resolve, reject ) {
  1548. function probe() {
  1549. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1550. case gl.WAIT_FAILED:
  1551. reject();
  1552. break;
  1553. case gl.TIMEOUT_EXPIRED:
  1554. setTimeout( probe, interval );
  1555. break;
  1556. default:
  1557. resolve();
  1558. }
  1559. }
  1560. setTimeout( probe, interval );
  1561. } );
  1562. }
  1563. /**
  1564. * This modules allows to dispatch event objects on custom JavaScript objects.
  1565. *
  1566. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1567. *
  1568. * Code Example:
  1569. * ```js
  1570. * class Car extends EventDispatcher {
  1571. * start() {
  1572. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1573. * }
  1574. *};
  1575. *
  1576. * // Using events with the custom object
  1577. * const car = new Car();
  1578. * car.addEventListener( 'start', function ( event ) {
  1579. * alert( event.message );
  1580. * } );
  1581. *
  1582. * car.start();
  1583. * ```
  1584. */
  1585. class EventDispatcher {
  1586. /**
  1587. * Adds the given event listener to the given event type.
  1588. *
  1589. * @param {string} type - The type of event to listen to.
  1590. * @param {Function} listener - The function that gets called when the event is fired.
  1591. */
  1592. addEventListener( type, listener ) {
  1593. if ( this._listeners === undefined ) this._listeners = {};
  1594. const listeners = this._listeners;
  1595. if ( listeners[ type ] === undefined ) {
  1596. listeners[ type ] = [];
  1597. }
  1598. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1599. listeners[ type ].push( listener );
  1600. }
  1601. }
  1602. /**
  1603. * Returns `true` if the given event listener has been added to the given event type.
  1604. *
  1605. * @param {string} type - The type of event.
  1606. * @param {Function} listener - The listener to check.
  1607. * @return {boolean} Whether the given event listener has been added to the given event type.
  1608. */
  1609. hasEventListener( type, listener ) {
  1610. const listeners = this._listeners;
  1611. if ( listeners === undefined ) return false;
  1612. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1613. }
  1614. /**
  1615. * Removes the given event listener from the given event type.
  1616. *
  1617. * @param {string} type - The type of event.
  1618. * @param {Function} listener - The listener to remove.
  1619. */
  1620. removeEventListener( type, listener ) {
  1621. const listeners = this._listeners;
  1622. if ( listeners === undefined ) return;
  1623. const listenerArray = listeners[ type ];
  1624. if ( listenerArray !== undefined ) {
  1625. const index = listenerArray.indexOf( listener );
  1626. if ( index !== -1 ) {
  1627. listenerArray.splice( index, 1 );
  1628. }
  1629. }
  1630. }
  1631. /**
  1632. * Dispatches an event object.
  1633. *
  1634. * @param {Object} event - The event that gets fired.
  1635. */
  1636. dispatchEvent( event ) {
  1637. const listeners = this._listeners;
  1638. if ( listeners === undefined ) return;
  1639. const listenerArray = listeners[ event.type ];
  1640. if ( listenerArray !== undefined ) {
  1641. event.target = this;
  1642. // Make a copy, in case listeners are removed while iterating.
  1643. const array = listenerArray.slice( 0 );
  1644. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1645. array[ i ].call( this, event );
  1646. }
  1647. event.target = null;
  1648. }
  1649. }
  1650. }
  1651. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  1652. let _seed = 1234567;
  1653. const DEG2RAD = Math.PI / 180;
  1654. const RAD2DEG = 180 / Math.PI;
  1655. /**
  1656. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1657. * (universally unique identifier).
  1658. *
  1659. * @return {string} The UUID.
  1660. */
  1661. function generateUUID() {
  1662. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1663. const d0 = Math.random() * 0xffffffff | 0;
  1664. const d1 = Math.random() * 0xffffffff | 0;
  1665. const d2 = Math.random() * 0xffffffff | 0;
  1666. const d3 = Math.random() * 0xffffffff | 0;
  1667. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1668. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1669. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1670. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1671. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1672. return uuid.toLowerCase();
  1673. }
  1674. /**
  1675. * Clamps the given value between min and max.
  1676. *
  1677. * @param {number} value - The value to clamp.
  1678. * @param {number} min - The min value.
  1679. * @param {number} max - The max value.
  1680. * @return {number} The clamped value.
  1681. */
  1682. function clamp( value, min, max ) {
  1683. return Math.max( min, Math.min( max, value ) );
  1684. }
  1685. /**
  1686. * Computes the Euclidean modulo of the given parameters that
  1687. * is `( ( n % m ) + m ) % m`.
  1688. *
  1689. * @param {number} n - The first parameter.
  1690. * @param {number} m - The second parameter.
  1691. * @return {number} The Euclidean modulo.
  1692. */
  1693. function euclideanModulo( n, m ) {
  1694. // https://en.wikipedia.org/wiki/Modulo_operation
  1695. return ( ( n % m ) + m ) % m;
  1696. }
  1697. /**
  1698. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1699. * for the given value.
  1700. *
  1701. * @param {number} x - The value to be mapped.
  1702. * @param {number} a1 - Minimum value for range A.
  1703. * @param {number} a2 - Maximum value for range A.
  1704. * @param {number} b1 - Minimum value for range B.
  1705. * @param {number} b2 - Maximum value for range B.
  1706. * @return {number} The mapped value.
  1707. */
  1708. function mapLinear( x, a1, a2, b1, b2 ) {
  1709. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1710. }
  1711. /**
  1712. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1713. * between the start and end point.
  1714. *
  1715. * @param {number} x - The start point
  1716. * @param {number} y - The end point.
  1717. * @param {number} value - A value between start and end.
  1718. * @return {number} The interpolation factor.
  1719. */
  1720. function inverseLerp( x, y, value ) {
  1721. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1722. if ( x !== y ) {
  1723. return ( value - x ) / ( y - x );
  1724. } else {
  1725. return 0;
  1726. }
  1727. }
  1728. /**
  1729. * Returns a value linearly interpolated from two known points based on the given interval -
  1730. * `t = 0` will return `x` and `t = 1` will return `y`.
  1731. *
  1732. * @param {number} x - The start point
  1733. * @param {number} y - The end point.
  1734. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1735. * @return {number} The interpolated value.
  1736. */
  1737. function lerp( x, y, t ) {
  1738. return ( 1 - t ) * x + t * y;
  1739. }
  1740. /**
  1741. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1742. * time to maintain frame rate independent movement. For details, see
  1743. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1744. *
  1745. * @param {number} x - The current point.
  1746. * @param {number} y - The target point.
  1747. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1748. * and a lower value will make the movement more gradual.
  1749. * @param {number} dt - Delta time in seconds.
  1750. * @return {number} The interpolated value.
  1751. */
  1752. function damp( x, y, lambda, dt ) {
  1753. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1754. }
  1755. /**
  1756. * Returns a value that alternates between `0` and the given `length` parameter.
  1757. *
  1758. * @param {number} x - The value to pingpong.
  1759. * @param {number} [length=1] - The positive value the function will pingpong to.
  1760. * @return {number} The alternated value.
  1761. */
  1762. function pingpong( x, length = 1 ) {
  1763. // https://www.desmos.com/calculator/vcsjnyz7x4
  1764. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1765. }
  1766. /**
  1767. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1768. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1769. * the `min` and `max`.
  1770. *
  1771. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1772. *
  1773. * @param {number} x - The value to evaluate based on its position between min and max.
  1774. * @param {number} min - The min value. Any x value below min will be `0`.
  1775. * @param {number} max - The max value. Any x value above max will be `1`.
  1776. * @return {number} The alternated value.
  1777. */
  1778. function smoothstep( x, min, max ) {
  1779. if ( x <= min ) return 0;
  1780. if ( x >= max ) return 1;
  1781. x = ( x - min ) / ( max - min );
  1782. return x * x * ( 3 - 2 * x );
  1783. }
  1784. /**
  1785. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1786. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1787. *
  1788. * @param {number} x - The value to evaluate based on its position between min and max.
  1789. * @param {number} min - The min value. Any x value below min will be `0`.
  1790. * @param {number} max - The max value. Any x value above max will be `1`.
  1791. * @return {number} The alternated value.
  1792. */
  1793. function smootherstep( x, min, max ) {
  1794. if ( x <= min ) return 0;
  1795. if ( x >= max ) return 1;
  1796. x = ( x - min ) / ( max - min );
  1797. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1798. }
  1799. /**
  1800. * Returns a random integer from `<low, high>` interval.
  1801. *
  1802. * @param {number} low - The lower value boundary.
  1803. * @param {number} high - The upper value boundary
  1804. * @return {number} A random integer.
  1805. */
  1806. function randInt( low, high ) {
  1807. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1808. }
  1809. /**
  1810. * Returns a random float from `<low, high>` interval.
  1811. *
  1812. * @param {number} low - The lower value boundary.
  1813. * @param {number} high - The upper value boundary
  1814. * @return {number} A random float.
  1815. */
  1816. function randFloat( low, high ) {
  1817. return low + Math.random() * ( high - low );
  1818. }
  1819. /**
  1820. * Returns a random integer from `<-range/2, range/2>` interval.
  1821. *
  1822. * @param {number} range - Defines the value range.
  1823. * @return {number} A random float.
  1824. */
  1825. function randFloatSpread( range ) {
  1826. return range * ( 0.5 - Math.random() );
  1827. }
  1828. /**
  1829. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1830. *
  1831. * @param {number} [s] - The integer seed.
  1832. * @return {number} A random float.
  1833. */
  1834. function seededRandom( s ) {
  1835. if ( s !== undefined ) _seed = s;
  1836. // Mulberry32 generator
  1837. let t = _seed += 0x6D2B79F5;
  1838. t = Math.imul( t ^ t >>> 15, t | 1 );
  1839. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1840. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1841. }
  1842. /**
  1843. * Converts degrees to radians.
  1844. *
  1845. * @param {number} degrees - A value in degrees.
  1846. * @return {number} The converted value in radians.
  1847. */
  1848. function degToRad( degrees ) {
  1849. return degrees * DEG2RAD;
  1850. }
  1851. /**
  1852. * Converts radians to degrees.
  1853. *
  1854. * @param {number} radians - A value in radians.
  1855. * @return {number} The converted value in degrees.
  1856. */
  1857. function radToDeg( radians ) {
  1858. return radians * RAD2DEG;
  1859. }
  1860. /**
  1861. * Returns `true` if the given number is a power of two.
  1862. *
  1863. * @param {number} value - The value to check.
  1864. * @return {boolean} Whether the given number is a power of two or not.
  1865. */
  1866. function isPowerOfTwo( value ) {
  1867. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1868. }
  1869. /**
  1870. * Returns the smallest power of two that is greater than or equal to the given number.
  1871. *
  1872. * @param {number} value - The value to find a POT for.
  1873. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1874. */
  1875. function ceilPowerOfTwo( value ) {
  1876. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1877. }
  1878. /**
  1879. * Returns the largest power of two that is less than or equal to the given number.
  1880. *
  1881. * @param {number} value - The value to find a POT for.
  1882. * @return {number} The largest power of two that is less than or equal to the given number.
  1883. */
  1884. function floorPowerOfTwo( value ) {
  1885. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1886. }
  1887. /**
  1888. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1889. * defined by the given angles and order.
  1890. *
  1891. * Rotations are applied to the axes in the order specified by order:
  1892. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1893. *
  1894. * @param {Quaternion} q - The quaternion to set.
  1895. * @param {number} a - The rotation applied to the first axis, in radians.
  1896. * @param {number} b - The rotation applied to the second axis, in radians.
  1897. * @param {number} c - The rotation applied to the third axis, in radians.
  1898. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1899. */
  1900. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1901. const cos = Math.cos;
  1902. const sin = Math.sin;
  1903. const c2 = cos( b / 2 );
  1904. const s2 = sin( b / 2 );
  1905. const c13 = cos( ( a + c ) / 2 );
  1906. const s13 = sin( ( a + c ) / 2 );
  1907. const c1_3 = cos( ( a - c ) / 2 );
  1908. const s1_3 = sin( ( a - c ) / 2 );
  1909. const c3_1 = cos( ( c - a ) / 2 );
  1910. const s3_1 = sin( ( c - a ) / 2 );
  1911. switch ( order ) {
  1912. case 'XYX':
  1913. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1914. break;
  1915. case 'YZY':
  1916. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1917. break;
  1918. case 'ZXZ':
  1919. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1920. break;
  1921. case 'XZX':
  1922. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1923. break;
  1924. case 'YXY':
  1925. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1926. break;
  1927. case 'ZYZ':
  1928. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1929. break;
  1930. default:
  1931. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1932. }
  1933. }
  1934. /**
  1935. * Denormalizes the given value according to the given typed array.
  1936. *
  1937. * @param {number} value - The value to denormalize.
  1938. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1939. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1940. */
  1941. function denormalize( value, array ) {
  1942. switch ( array.constructor ) {
  1943. case Float32Array:
  1944. return value;
  1945. case Uint32Array:
  1946. return value / 4294967295.0;
  1947. case Uint16Array:
  1948. return value / 65535.0;
  1949. case Uint8Array:
  1950. return value / 255.0;
  1951. case Int32Array:
  1952. return Math.max( value / 2147483647.0, -1 );
  1953. case Int16Array:
  1954. return Math.max( value / 32767.0, -1 );
  1955. case Int8Array:
  1956. return Math.max( value / 127.0, -1 );
  1957. default:
  1958. throw new Error( 'Invalid component type.' );
  1959. }
  1960. }
  1961. /**
  1962. * Normalizes the given value according to the given typed array.
  1963. *
  1964. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1965. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1966. * @return {number} The normalize value.
  1967. */
  1968. function normalize( value, array ) {
  1969. switch ( array.constructor ) {
  1970. case Float32Array:
  1971. return value;
  1972. case Uint32Array:
  1973. return Math.round( value * 4294967295.0 );
  1974. case Uint16Array:
  1975. return Math.round( value * 65535.0 );
  1976. case Uint8Array:
  1977. return Math.round( value * 255.0 );
  1978. case Int32Array:
  1979. return Math.round( value * 2147483647.0 );
  1980. case Int16Array:
  1981. return Math.round( value * 32767.0 );
  1982. case Int8Array:
  1983. return Math.round( value * 127.0 );
  1984. default:
  1985. throw new Error( 'Invalid component type.' );
  1986. }
  1987. }
  1988. /**
  1989. * @class
  1990. * @classdesc A collection of math utility functions.
  1991. * @hideconstructor
  1992. */
  1993. const MathUtils = {
  1994. DEG2RAD: DEG2RAD,
  1995. RAD2DEG: RAD2DEG,
  1996. /**
  1997. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1998. * (universally unique identifier).
  1999. *
  2000. * @static
  2001. * @method
  2002. * @return {string} The UUID.
  2003. */
  2004. generateUUID: generateUUID,
  2005. /**
  2006. * Clamps the given value between min and max.
  2007. *
  2008. * @static
  2009. * @method
  2010. * @param {number} value - The value to clamp.
  2011. * @param {number} min - The min value.
  2012. * @param {number} max - The max value.
  2013. * @return {number} The clamped value.
  2014. */
  2015. clamp: clamp,
  2016. /**
  2017. * Computes the Euclidean modulo of the given parameters that
  2018. * is `( ( n % m ) + m ) % m`.
  2019. *
  2020. * @static
  2021. * @method
  2022. * @param {number} n - The first parameter.
  2023. * @param {number} m - The second parameter.
  2024. * @return {number} The Euclidean modulo.
  2025. */
  2026. euclideanModulo: euclideanModulo,
  2027. /**
  2028. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2029. * for the given value.
  2030. *
  2031. * @static
  2032. * @method
  2033. * @param {number} x - The value to be mapped.
  2034. * @param {number} a1 - Minimum value for range A.
  2035. * @param {number} a2 - Maximum value for range A.
  2036. * @param {number} b1 - Minimum value for range B.
  2037. * @param {number} b2 - Maximum value for range B.
  2038. * @return {number} The mapped value.
  2039. */
  2040. mapLinear: mapLinear,
  2041. /**
  2042. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2043. * between the start and end point.
  2044. *
  2045. * @static
  2046. * @method
  2047. * @param {number} x - The start point
  2048. * @param {number} y - The end point.
  2049. * @param {number} value - A value between start and end.
  2050. * @return {number} The interpolation factor.
  2051. */
  2052. inverseLerp: inverseLerp,
  2053. /**
  2054. * Returns a value linearly interpolated from two known points based on the given interval -
  2055. * `t = 0` will return `x` and `t = 1` will return `y`.
  2056. *
  2057. * @static
  2058. * @method
  2059. * @param {number} x - The start point
  2060. * @param {number} y - The end point.
  2061. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2062. * @return {number} The interpolated value.
  2063. */
  2064. lerp: lerp,
  2065. /**
  2066. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2067. * time to maintain frame rate independent movement. For details, see
  2068. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  2069. *
  2070. * @static
  2071. * @method
  2072. * @param {number} x - The current point.
  2073. * @param {number} y - The target point.
  2074. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2075. * and a lower value will make the movement more gradual.
  2076. * @param {number} dt - Delta time in seconds.
  2077. * @return {number} The interpolated value.
  2078. */
  2079. damp: damp,
  2080. /**
  2081. * Returns a value that alternates between `0` and the given `length` parameter.
  2082. *
  2083. * @static
  2084. * @method
  2085. * @param {number} x - The value to pingpong.
  2086. * @param {number} [length=1] - The positive value the function will pingpong to.
  2087. * @return {number} The alternated value.
  2088. */
  2089. pingpong: pingpong,
  2090. /**
  2091. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2092. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2093. * the `min` and `max`.
  2094. *
  2095. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  2096. *
  2097. * @static
  2098. * @method
  2099. * @param {number} x - The value to evaluate based on its position between min and max.
  2100. * @param {number} min - The min value. Any x value below min will be `0`.
  2101. * @param {number} max - The max value. Any x value above max will be `1`.
  2102. * @return {number} The alternated value.
  2103. */
  2104. smoothstep: smoothstep,
  2105. /**
  2106. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  2107. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2108. *
  2109. * @static
  2110. * @method
  2111. * @param {number} x - The value to evaluate based on its position between min and max.
  2112. * @param {number} min - The min value. Any x value below min will be `0`.
  2113. * @param {number} max - The max value. Any x value above max will be `1`.
  2114. * @return {number} The alternated value.
  2115. */
  2116. smootherstep: smootherstep,
  2117. /**
  2118. * Returns a random integer from `<low, high>` interval.
  2119. *
  2120. * @static
  2121. * @method
  2122. * @param {number} low - The lower value boundary.
  2123. * @param {number} high - The upper value boundary
  2124. * @return {number} A random integer.
  2125. */
  2126. randInt: randInt,
  2127. /**
  2128. * Returns a random float from `<low, high>` interval.
  2129. *
  2130. * @static
  2131. * @method
  2132. * @param {number} low - The lower value boundary.
  2133. * @param {number} high - The upper value boundary
  2134. * @return {number} A random float.
  2135. */
  2136. randFloat: randFloat,
  2137. /**
  2138. * Returns a random integer from `<-range/2, range/2>` interval.
  2139. *
  2140. * @static
  2141. * @method
  2142. * @param {number} range - Defines the value range.
  2143. * @return {number} A random float.
  2144. */
  2145. randFloatSpread: randFloatSpread,
  2146. /**
  2147. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2148. *
  2149. * @static
  2150. * @method
  2151. * @param {number} [s] - The integer seed.
  2152. * @return {number} A random float.
  2153. */
  2154. seededRandom: seededRandom,
  2155. /**
  2156. * Converts degrees to radians.
  2157. *
  2158. * @static
  2159. * @method
  2160. * @param {number} degrees - A value in degrees.
  2161. * @return {number} The converted value in radians.
  2162. */
  2163. degToRad: degToRad,
  2164. /**
  2165. * Converts radians to degrees.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} radians - A value in radians.
  2170. * @return {number} The converted value in degrees.
  2171. */
  2172. radToDeg: radToDeg,
  2173. /**
  2174. * Returns `true` if the given number is a power of two.
  2175. *
  2176. * @static
  2177. * @method
  2178. * @param {number} value - The value to check.
  2179. * @return {boolean} Whether the given number is a power of two or not.
  2180. */
  2181. isPowerOfTwo: isPowerOfTwo,
  2182. /**
  2183. * Returns the smallest power of two that is greater than or equal to the given number.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} value - The value to find a POT for.
  2188. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2189. */
  2190. ceilPowerOfTwo: ceilPowerOfTwo,
  2191. /**
  2192. * Returns the largest power of two that is less than or equal to the given number.
  2193. *
  2194. * @static
  2195. * @method
  2196. * @param {number} value - The value to find a POT for.
  2197. * @return {number} The largest power of two that is less than or equal to the given number.
  2198. */
  2199. floorPowerOfTwo: floorPowerOfTwo,
  2200. /**
  2201. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2202. * defined by the given angles and order.
  2203. *
  2204. * Rotations are applied to the axes in the order specified by order:
  2205. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2206. *
  2207. * @static
  2208. * @method
  2209. * @param {Quaternion} q - The quaternion to set.
  2210. * @param {number} a - The rotation applied to the first axis, in radians.
  2211. * @param {number} b - The rotation applied to the second axis, in radians.
  2212. * @param {number} c - The rotation applied to the third axis, in radians.
  2213. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2214. */
  2215. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2216. /**
  2217. * Normalizes the given value according to the given typed array.
  2218. *
  2219. * @static
  2220. * @method
  2221. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2222. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2223. * @return {number} The normalize value.
  2224. */
  2225. normalize: normalize,
  2226. /**
  2227. * Denormalizes the given value according to the given typed array.
  2228. *
  2229. * @static
  2230. * @method
  2231. * @param {number} value - The value to denormalize.
  2232. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2233. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2234. */
  2235. denormalize: denormalize
  2236. };
  2237. /**
  2238. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2239. * (labeled x and y), which can be used to represent a number of things, such as:
  2240. *
  2241. * - A point in 2D space (i.e. a position on a plane).
  2242. * - A direction and length across a plane. In three.js the length will
  2243. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2244. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2245. * - Any arbitrary ordered pair of numbers.
  2246. *
  2247. * There are other things a 2D vector can be used to represent, such as
  2248. * momentum vectors, complex numbers and so on, however these are the most
  2249. * common uses in three.js.
  2250. *
  2251. * Iterating through a vector instance will yield its components `(x, y)` in
  2252. * the corresponding order.
  2253. * ```js
  2254. * const a = new THREE.Vector2( 0, 1 );
  2255. *
  2256. * //no arguments; will be initialised to (0, 0)
  2257. * const b = new THREE.Vector2( );
  2258. *
  2259. * const d = a.distanceTo( b );
  2260. * ```
  2261. */
  2262. class Vector2 {
  2263. /**
  2264. * Constructs a new 2D vector.
  2265. *
  2266. * @param {number} [x=0] - The x value of this vector.
  2267. * @param {number} [y=0] - The y value of this vector.
  2268. */
  2269. constructor( x = 0, y = 0 ) {
  2270. /**
  2271. * This flag can be used for type testing.
  2272. *
  2273. * @type {boolean}
  2274. * @readonly
  2275. * @default true
  2276. */
  2277. Vector2.prototype.isVector2 = true;
  2278. /**
  2279. * The x value of this vector.
  2280. *
  2281. * @type {number}
  2282. */
  2283. this.x = x;
  2284. /**
  2285. * The y value of this vector.
  2286. *
  2287. * @type {number}
  2288. */
  2289. this.y = y;
  2290. }
  2291. /**
  2292. * Alias for {@link Vector2#x}.
  2293. *
  2294. * @type {number}
  2295. */
  2296. get width() {
  2297. return this.x;
  2298. }
  2299. set width( value ) {
  2300. this.x = value;
  2301. }
  2302. /**
  2303. * Alias for {@link Vector2#y}.
  2304. *
  2305. * @type {number}
  2306. */
  2307. get height() {
  2308. return this.y;
  2309. }
  2310. set height( value ) {
  2311. this.y = value;
  2312. }
  2313. /**
  2314. * Sets the vector components.
  2315. *
  2316. * @param {number} x - The value of the x component.
  2317. * @param {number} y - The value of the y component.
  2318. * @return {Vector2} A reference to this vector.
  2319. */
  2320. set( x, y ) {
  2321. this.x = x;
  2322. this.y = y;
  2323. return this;
  2324. }
  2325. /**
  2326. * Sets the vector components to the same value.
  2327. *
  2328. * @param {number} scalar - The value to set for all vector components.
  2329. * @return {Vector2} A reference to this vector.
  2330. */
  2331. setScalar( scalar ) {
  2332. this.x = scalar;
  2333. this.y = scalar;
  2334. return this;
  2335. }
  2336. /**
  2337. * Sets the vector's x component to the given value
  2338. *
  2339. * @param {number} x - The value to set.
  2340. * @return {Vector2} A reference to this vector.
  2341. */
  2342. setX( x ) {
  2343. this.x = x;
  2344. return this;
  2345. }
  2346. /**
  2347. * Sets the vector's y component to the given value
  2348. *
  2349. * @param {number} y - The value to set.
  2350. * @return {Vector2} A reference to this vector.
  2351. */
  2352. setY( y ) {
  2353. this.y = y;
  2354. return this;
  2355. }
  2356. /**
  2357. * Allows to set a vector component with an index.
  2358. *
  2359. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2360. * @param {number} value - The value to set.
  2361. * @return {Vector2} A reference to this vector.
  2362. */
  2363. setComponent( index, value ) {
  2364. switch ( index ) {
  2365. case 0: this.x = value; break;
  2366. case 1: this.y = value; break;
  2367. default: throw new Error( 'index is out of range: ' + index );
  2368. }
  2369. return this;
  2370. }
  2371. /**
  2372. * Returns the value of the vector component which matches the given index.
  2373. *
  2374. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2375. * @return {number} A vector component value.
  2376. */
  2377. getComponent( index ) {
  2378. switch ( index ) {
  2379. case 0: return this.x;
  2380. case 1: return this.y;
  2381. default: throw new Error( 'index is out of range: ' + index );
  2382. }
  2383. }
  2384. /**
  2385. * Returns a new vector with copied values from this instance.
  2386. *
  2387. * @return {Vector2} A clone of this instance.
  2388. */
  2389. clone() {
  2390. return new this.constructor( this.x, this.y );
  2391. }
  2392. /**
  2393. * Copies the values of the given vector to this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to copy.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. copy( v ) {
  2399. this.x = v.x;
  2400. this.y = v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Adds the given vector to this instance.
  2405. *
  2406. * @param {Vector2} v - The vector to add.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. add( v ) {
  2410. this.x += v.x;
  2411. this.y += v.y;
  2412. return this;
  2413. }
  2414. /**
  2415. * Adds the given scalar value to all components of this instance.
  2416. *
  2417. * @param {number} s - The scalar to add.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. addScalar( s ) {
  2421. this.x += s;
  2422. this.y += s;
  2423. return this;
  2424. }
  2425. /**
  2426. * Adds the given vectors and stores the result in this instance.
  2427. *
  2428. * @param {Vector2} a - The first vector.
  2429. * @param {Vector2} b - The second vector.
  2430. * @return {Vector2} A reference to this vector.
  2431. */
  2432. addVectors( a, b ) {
  2433. this.x = a.x + b.x;
  2434. this.y = a.y + b.y;
  2435. return this;
  2436. }
  2437. /**
  2438. * Adds the given vector scaled by the given factor to this instance.
  2439. *
  2440. * @param {Vector2} v - The vector.
  2441. * @param {number} s - The factor that scales `v`.
  2442. * @return {Vector2} A reference to this vector.
  2443. */
  2444. addScaledVector( v, s ) {
  2445. this.x += v.x * s;
  2446. this.y += v.y * s;
  2447. return this;
  2448. }
  2449. /**
  2450. * Subtracts the given vector from this instance.
  2451. *
  2452. * @param {Vector2} v - The vector to subtract.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. sub( v ) {
  2456. this.x -= v.x;
  2457. this.y -= v.y;
  2458. return this;
  2459. }
  2460. /**
  2461. * Subtracts the given scalar value from all components of this instance.
  2462. *
  2463. * @param {number} s - The scalar to subtract.
  2464. * @return {Vector2} A reference to this vector.
  2465. */
  2466. subScalar( s ) {
  2467. this.x -= s;
  2468. this.y -= s;
  2469. return this;
  2470. }
  2471. /**
  2472. * Subtracts the given vectors and stores the result in this instance.
  2473. *
  2474. * @param {Vector2} a - The first vector.
  2475. * @param {Vector2} b - The second vector.
  2476. * @return {Vector2} A reference to this vector.
  2477. */
  2478. subVectors( a, b ) {
  2479. this.x = a.x - b.x;
  2480. this.y = a.y - b.y;
  2481. return this;
  2482. }
  2483. /**
  2484. * Multiplies the given vector with this instance.
  2485. *
  2486. * @param {Vector2} v - The vector to multiply.
  2487. * @return {Vector2} A reference to this vector.
  2488. */
  2489. multiply( v ) {
  2490. this.x *= v.x;
  2491. this.y *= v.y;
  2492. return this;
  2493. }
  2494. /**
  2495. * Multiplies the given scalar value with all components of this instance.
  2496. *
  2497. * @param {number} scalar - The scalar to multiply.
  2498. * @return {Vector2} A reference to this vector.
  2499. */
  2500. multiplyScalar( scalar ) {
  2501. this.x *= scalar;
  2502. this.y *= scalar;
  2503. return this;
  2504. }
  2505. /**
  2506. * Divides this instance by the given vector.
  2507. *
  2508. * @param {Vector2} v - The vector to divide.
  2509. * @return {Vector2} A reference to this vector.
  2510. */
  2511. divide( v ) {
  2512. this.x /= v.x;
  2513. this.y /= v.y;
  2514. return this;
  2515. }
  2516. /**
  2517. * Divides this vector by the given scalar.
  2518. *
  2519. * @param {number} scalar - The scalar to divide.
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. divideScalar( scalar ) {
  2523. return this.multiplyScalar( 1 / scalar );
  2524. }
  2525. /**
  2526. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2527. * the given 3x3 matrix.
  2528. *
  2529. * @param {Matrix3} m - The matrix to apply.
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. applyMatrix3( m ) {
  2533. const x = this.x, y = this.y;
  2534. const e = m.elements;
  2535. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2536. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2537. return this;
  2538. }
  2539. /**
  2540. * If this vector's x or y value is greater than the given vector's x or y
  2541. * value, replace that value with the corresponding min value.
  2542. *
  2543. * @param {Vector2} v - The vector.
  2544. * @return {Vector2} A reference to this vector.
  2545. */
  2546. min( v ) {
  2547. this.x = Math.min( this.x, v.x );
  2548. this.y = Math.min( this.y, v.y );
  2549. return this;
  2550. }
  2551. /**
  2552. * If this vector's x or y value is less than the given vector's x or y
  2553. * value, replace that value with the corresponding max value.
  2554. *
  2555. * @param {Vector2} v - The vector.
  2556. * @return {Vector2} A reference to this vector.
  2557. */
  2558. max( v ) {
  2559. this.x = Math.max( this.x, v.x );
  2560. this.y = Math.max( this.y, v.y );
  2561. return this;
  2562. }
  2563. /**
  2564. * If this vector's x or y value is greater than the max vector's x or y
  2565. * value, it is replaced by the corresponding value.
  2566. * If this vector's x or y value is less than the min vector's x or y value,
  2567. * it is replaced by the corresponding value.
  2568. *
  2569. * @param {Vector2} min - The minimum x and y values.
  2570. * @param {Vector2} max - The maximum x and y values in the desired range.
  2571. * @return {Vector2} A reference to this vector.
  2572. */
  2573. clamp( min, max ) {
  2574. // assumes min < max, componentwise
  2575. this.x = clamp( this.x, min.x, max.x );
  2576. this.y = clamp( this.y, min.y, max.y );
  2577. return this;
  2578. }
  2579. /**
  2580. * If this vector's x or y values are greater than the max value, they are
  2581. * replaced by the max value.
  2582. * If this vector's x or y values are less than the min value, they are
  2583. * replaced by the min value.
  2584. *
  2585. * @param {number} minVal - The minimum value the components will be clamped to.
  2586. * @param {number} maxVal - The maximum value the components will be clamped to.
  2587. * @return {Vector2} A reference to this vector.
  2588. */
  2589. clampScalar( minVal, maxVal ) {
  2590. this.x = clamp( this.x, minVal, maxVal );
  2591. this.y = clamp( this.y, minVal, maxVal );
  2592. return this;
  2593. }
  2594. /**
  2595. * If this vector's length is greater than the max value, it is replaced by
  2596. * the max value.
  2597. * If this vector's length is less than the min value, it is replaced by the
  2598. * min value.
  2599. *
  2600. * @param {number} min - The minimum value the vector length will be clamped to.
  2601. * @param {number} max - The maximum value the vector length will be clamped to.
  2602. * @return {Vector2} A reference to this vector.
  2603. */
  2604. clampLength( min, max ) {
  2605. const length = this.length();
  2606. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2607. }
  2608. /**
  2609. * The components of this vector are rounded down to the nearest integer value.
  2610. *
  2611. * @return {Vector2} A reference to this vector.
  2612. */
  2613. floor() {
  2614. this.x = Math.floor( this.x );
  2615. this.y = Math.floor( this.y );
  2616. return this;
  2617. }
  2618. /**
  2619. * The components of this vector are rounded up to the nearest integer value.
  2620. *
  2621. * @return {Vector2} A reference to this vector.
  2622. */
  2623. ceil() {
  2624. this.x = Math.ceil( this.x );
  2625. this.y = Math.ceil( this.y );
  2626. return this;
  2627. }
  2628. /**
  2629. * The components of this vector are rounded to the nearest integer value
  2630. *
  2631. * @return {Vector2} A reference to this vector.
  2632. */
  2633. round() {
  2634. this.x = Math.round( this.x );
  2635. this.y = Math.round( this.y );
  2636. return this;
  2637. }
  2638. /**
  2639. * The components of this vector are rounded towards zero (up if negative,
  2640. * down if positive) to an integer value.
  2641. *
  2642. * @return {Vector2} A reference to this vector.
  2643. */
  2644. roundToZero() {
  2645. this.x = Math.trunc( this.x );
  2646. this.y = Math.trunc( this.y );
  2647. return this;
  2648. }
  2649. /**
  2650. * Inverts this vector - i.e. sets x = -x and y = -y.
  2651. *
  2652. * @return {Vector2} A reference to this vector.
  2653. */
  2654. negate() {
  2655. this.x = - this.x;
  2656. this.y = - this.y;
  2657. return this;
  2658. }
  2659. /**
  2660. * Calculates the dot product of the given vector with this instance.
  2661. *
  2662. * @param {Vector2} v - The vector to compute the dot product with.
  2663. * @return {number} The result of the dot product.
  2664. */
  2665. dot( v ) {
  2666. return this.x * v.x + this.y * v.y;
  2667. }
  2668. /**
  2669. * Calculates the cross product of the given vector with this instance.
  2670. *
  2671. * @param {Vector2} v - The vector to compute the cross product with.
  2672. * @return {number} The result of the cross product.
  2673. */
  2674. cross( v ) {
  2675. return this.x * v.y - this.y * v.x;
  2676. }
  2677. /**
  2678. * Computes the square of the Euclidean length (straight-line length) from
  2679. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2680. * compare the length squared instead as it is slightly more efficient to calculate.
  2681. *
  2682. * @return {number} The square length of this vector.
  2683. */
  2684. lengthSq() {
  2685. return this.x * this.x + this.y * this.y;
  2686. }
  2687. /**
  2688. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2689. *
  2690. * @return {number} The length of this vector.
  2691. */
  2692. length() {
  2693. return Math.sqrt( this.x * this.x + this.y * this.y );
  2694. }
  2695. /**
  2696. * Computes the Manhattan length of this vector.
  2697. *
  2698. * @return {number} The length of this vector.
  2699. */
  2700. manhattanLength() {
  2701. return Math.abs( this.x ) + Math.abs( this.y );
  2702. }
  2703. /**
  2704. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2705. * with the same direction as this one, but with a vector length of `1`.
  2706. *
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. normalize() {
  2710. return this.divideScalar( this.length() || 1 );
  2711. }
  2712. /**
  2713. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2714. *
  2715. * @return {number} The angle in radians.
  2716. */
  2717. angle() {
  2718. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2719. return angle;
  2720. }
  2721. /**
  2722. * Returns the angle between the given vector and this instance in radians.
  2723. *
  2724. * @param {Vector2} v - The vector to compute the angle with.
  2725. * @return {number} The angle in radians.
  2726. */
  2727. angleTo( v ) {
  2728. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2729. if ( denominator === 0 ) return Math.PI / 2;
  2730. const theta = this.dot( v ) / denominator;
  2731. // clamp, to handle numerical problems
  2732. return Math.acos( clamp( theta, -1, 1 ) );
  2733. }
  2734. /**
  2735. * Computes the distance from the given vector to this instance.
  2736. *
  2737. * @param {Vector2} v - The vector to compute the distance to.
  2738. * @return {number} The distance.
  2739. */
  2740. distanceTo( v ) {
  2741. return Math.sqrt( this.distanceToSquared( v ) );
  2742. }
  2743. /**
  2744. * Computes the squared distance from the given vector to this instance.
  2745. * If you are just comparing the distance with another distance, you should compare
  2746. * the distance squared instead as it is slightly more efficient to calculate.
  2747. *
  2748. * @param {Vector2} v - The vector to compute the squared distance to.
  2749. * @return {number} The squared distance.
  2750. */
  2751. distanceToSquared( v ) {
  2752. const dx = this.x - v.x, dy = this.y - v.y;
  2753. return dx * dx + dy * dy;
  2754. }
  2755. /**
  2756. * Computes the Manhattan distance from the given vector to this instance.
  2757. *
  2758. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2759. * @return {number} The Manhattan distance.
  2760. */
  2761. manhattanDistanceTo( v ) {
  2762. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2763. }
  2764. /**
  2765. * Sets this vector to a vector with the same direction as this one, but
  2766. * with the specified length.
  2767. *
  2768. * @param {number} length - The new length of this vector.
  2769. * @return {Vector2} A reference to this vector.
  2770. */
  2771. setLength( length ) {
  2772. return this.normalize().multiplyScalar( length );
  2773. }
  2774. /**
  2775. * Linearly interpolates between the given vector and this instance, where
  2776. * alpha is the percent distance along the line - alpha = 0 will be this
  2777. * vector, and alpha = 1 will be the given one.
  2778. *
  2779. * @param {Vector2} v - The vector to interpolate towards.
  2780. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2781. * @return {Vector2} A reference to this vector.
  2782. */
  2783. lerp( v, alpha ) {
  2784. this.x += ( v.x - this.x ) * alpha;
  2785. this.y += ( v.y - this.y ) * alpha;
  2786. return this;
  2787. }
  2788. /**
  2789. * Linearly interpolates between the given vectors, where alpha is the percent
  2790. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2791. * be the second one. The result is stored in this instance.
  2792. *
  2793. * @param {Vector2} v1 - The first vector.
  2794. * @param {Vector2} v2 - The second vector.
  2795. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2796. * @return {Vector2} A reference to this vector.
  2797. */
  2798. lerpVectors( v1, v2, alpha ) {
  2799. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2800. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2801. return this;
  2802. }
  2803. /**
  2804. * Returns `true` if this vector is equal with the given one.
  2805. *
  2806. * @param {Vector2} v - The vector to test for equality.
  2807. * @return {boolean} Whether this vector is equal with the given one.
  2808. */
  2809. equals( v ) {
  2810. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2811. }
  2812. /**
  2813. * Sets this vector's x value to be `array[ offset ]` and y
  2814. * value to be `array[ offset + 1 ]`.
  2815. *
  2816. * @param {Array<number>} array - An array holding the vector component values.
  2817. * @param {number} [offset=0] - The offset into the array.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. fromArray( array, offset = 0 ) {
  2821. this.x = array[ offset ];
  2822. this.y = array[ offset + 1 ];
  2823. return this;
  2824. }
  2825. /**
  2826. * Writes the components of this vector to the given array. If no array is provided,
  2827. * the method returns a new instance.
  2828. *
  2829. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2830. * @param {number} [offset=0] - Index of the first element in the array.
  2831. * @return {Array<number>} The vector components.
  2832. */
  2833. toArray( array = [], offset = 0 ) {
  2834. array[ offset ] = this.x;
  2835. array[ offset + 1 ] = this.y;
  2836. return array;
  2837. }
  2838. /**
  2839. * Sets the components of this vector from the given buffer attribute.
  2840. *
  2841. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2842. * @param {number} index - The index into the attribute.
  2843. * @return {Vector2} A reference to this vector.
  2844. */
  2845. fromBufferAttribute( attribute, index ) {
  2846. this.x = attribute.getX( index );
  2847. this.y = attribute.getY( index );
  2848. return this;
  2849. }
  2850. /**
  2851. * Rotates this vector around the given center by the given angle.
  2852. *
  2853. * @param {Vector2} center - The point around which to rotate.
  2854. * @param {number} angle - The angle to rotate, in radians.
  2855. * @return {Vector2} A reference to this vector.
  2856. */
  2857. rotateAround( center, angle ) {
  2858. const c = Math.cos( angle ), s = Math.sin( angle );
  2859. const x = this.x - center.x;
  2860. const y = this.y - center.y;
  2861. this.x = x * c - y * s + center.x;
  2862. this.y = x * s + y * c + center.y;
  2863. return this;
  2864. }
  2865. /**
  2866. * Sets each component of this vector to a pseudo-random value between `0` and
  2867. * `1`, excluding `1`.
  2868. *
  2869. * @return {Vector2} A reference to this vector.
  2870. */
  2871. random() {
  2872. this.x = Math.random();
  2873. this.y = Math.random();
  2874. return this;
  2875. }
  2876. *[ Symbol.iterator ]() {
  2877. yield this.x;
  2878. yield this.y;
  2879. }
  2880. }
  2881. /**
  2882. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2883. *
  2884. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2885. * the corresponding order.
  2886. *
  2887. * Note that three.js expects Quaternions to be normalized.
  2888. * ```js
  2889. * const quaternion = new THREE.Quaternion();
  2890. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2891. *
  2892. * const vector = new THREE.Vector3( 1, 0, 0 );
  2893. * vector.applyQuaternion( quaternion );
  2894. * ```
  2895. */
  2896. class Quaternion {
  2897. /**
  2898. * Constructs a new quaternion.
  2899. *
  2900. * @param {number} [x=0] - The x value of this quaternion.
  2901. * @param {number} [y=0] - The y value of this quaternion.
  2902. * @param {number} [z=0] - The z value of this quaternion.
  2903. * @param {number} [w=1] - The w value of this quaternion.
  2904. */
  2905. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2906. /**
  2907. * This flag can be used for type testing.
  2908. *
  2909. * @type {boolean}
  2910. * @readonly
  2911. * @default true
  2912. */
  2913. this.isQuaternion = true;
  2914. this._x = x;
  2915. this._y = y;
  2916. this._z = z;
  2917. this._w = w;
  2918. }
  2919. /**
  2920. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2921. * quaternion data are managed in flat arrays.
  2922. *
  2923. * @param {Array<number>} dst - The destination array.
  2924. * @param {number} dstOffset - An offset into the destination array.
  2925. * @param {Array<number>} src0 - The source array of the first quaternion.
  2926. * @param {number} srcOffset0 - An offset into the first source array.
  2927. * @param {Array<number>} src1 - The source array of the second quaternion.
  2928. * @param {number} srcOffset1 - An offset into the second source array.
  2929. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2930. * @see {@link Quaternion#slerp}
  2931. */
  2932. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2933. let x0 = src0[ srcOffset0 + 0 ],
  2934. y0 = src0[ srcOffset0 + 1 ],
  2935. z0 = src0[ srcOffset0 + 2 ],
  2936. w0 = src0[ srcOffset0 + 3 ];
  2937. let x1 = src1[ srcOffset1 + 0 ],
  2938. y1 = src1[ srcOffset1 + 1 ],
  2939. z1 = src1[ srcOffset1 + 2 ],
  2940. w1 = src1[ srcOffset1 + 3 ];
  2941. if ( t <= 0 ) {
  2942. dst[ dstOffset + 0 ] = x0;
  2943. dst[ dstOffset + 1 ] = y0;
  2944. dst[ dstOffset + 2 ] = z0;
  2945. dst[ dstOffset + 3 ] = w0;
  2946. return;
  2947. }
  2948. if ( t >= 1 ) {
  2949. dst[ dstOffset + 0 ] = x1;
  2950. dst[ dstOffset + 1 ] = y1;
  2951. dst[ dstOffset + 2 ] = z1;
  2952. dst[ dstOffset + 3 ] = w1;
  2953. return;
  2954. }
  2955. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2956. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  2957. if ( dot < 0 ) {
  2958. x1 = - x1;
  2959. y1 = - y1;
  2960. z1 = - z1;
  2961. w1 = - w1;
  2962. dot = - dot;
  2963. }
  2964. let s = 1 - t;
  2965. if ( dot < 0.9995 ) {
  2966. // slerp
  2967. const theta = Math.acos( dot );
  2968. const sin = Math.sin( theta );
  2969. s = Math.sin( s * theta ) / sin;
  2970. t = Math.sin( t * theta ) / sin;
  2971. x0 = x0 * s + x1 * t;
  2972. y0 = y0 * s + y1 * t;
  2973. z0 = z0 * s + z1 * t;
  2974. w0 = w0 * s + w1 * t;
  2975. } else {
  2976. // for small angles, lerp then normalize
  2977. x0 = x0 * s + x1 * t;
  2978. y0 = y0 * s + y1 * t;
  2979. z0 = z0 * s + z1 * t;
  2980. w0 = w0 * s + w1 * t;
  2981. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2982. x0 *= f;
  2983. y0 *= f;
  2984. z0 *= f;
  2985. w0 *= f;
  2986. }
  2987. }
  2988. dst[ dstOffset ] = x0;
  2989. dst[ dstOffset + 1 ] = y0;
  2990. dst[ dstOffset + 2 ] = z0;
  2991. dst[ dstOffset + 3 ] = w0;
  2992. }
  2993. /**
  2994. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  2995. * in flat arrays.
  2996. *
  2997. * @param {Array<number>} dst - The destination array.
  2998. * @param {number} dstOffset - An offset into the destination array.
  2999. * @param {Array<number>} src0 - The source array of the first quaternion.
  3000. * @param {number} srcOffset0 - An offset into the first source array.
  3001. * @param {Array<number>} src1 - The source array of the second quaternion.
  3002. * @param {number} srcOffset1 - An offset into the second source array.
  3003. * @return {Array<number>} The destination array.
  3004. * @see {@link Quaternion#multiplyQuaternions}.
  3005. */
  3006. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3007. const x0 = src0[ srcOffset0 ];
  3008. const y0 = src0[ srcOffset0 + 1 ];
  3009. const z0 = src0[ srcOffset0 + 2 ];
  3010. const w0 = src0[ srcOffset0 + 3 ];
  3011. const x1 = src1[ srcOffset1 ];
  3012. const y1 = src1[ srcOffset1 + 1 ];
  3013. const z1 = src1[ srcOffset1 + 2 ];
  3014. const w1 = src1[ srcOffset1 + 3 ];
  3015. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3016. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3017. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3018. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3019. return dst;
  3020. }
  3021. /**
  3022. * The x value of this quaternion.
  3023. *
  3024. * @type {number}
  3025. * @default 0
  3026. */
  3027. get x() {
  3028. return this._x;
  3029. }
  3030. set x( value ) {
  3031. this._x = value;
  3032. this._onChangeCallback();
  3033. }
  3034. /**
  3035. * The y value of this quaternion.
  3036. *
  3037. * @type {number}
  3038. * @default 0
  3039. */
  3040. get y() {
  3041. return this._y;
  3042. }
  3043. set y( value ) {
  3044. this._y = value;
  3045. this._onChangeCallback();
  3046. }
  3047. /**
  3048. * The z value of this quaternion.
  3049. *
  3050. * @type {number}
  3051. * @default 0
  3052. */
  3053. get z() {
  3054. return this._z;
  3055. }
  3056. set z( value ) {
  3057. this._z = value;
  3058. this._onChangeCallback();
  3059. }
  3060. /**
  3061. * The w value of this quaternion.
  3062. *
  3063. * @type {number}
  3064. * @default 1
  3065. */
  3066. get w() {
  3067. return this._w;
  3068. }
  3069. set w( value ) {
  3070. this._w = value;
  3071. this._onChangeCallback();
  3072. }
  3073. /**
  3074. * Sets the quaternion components.
  3075. *
  3076. * @param {number} x - The x value of this quaternion.
  3077. * @param {number} y - The y value of this quaternion.
  3078. * @param {number} z - The z value of this quaternion.
  3079. * @param {number} w - The w value of this quaternion.
  3080. * @return {Quaternion} A reference to this quaternion.
  3081. */
  3082. set( x, y, z, w ) {
  3083. this._x = x;
  3084. this._y = y;
  3085. this._z = z;
  3086. this._w = w;
  3087. this._onChangeCallback();
  3088. return this;
  3089. }
  3090. /**
  3091. * Returns a new quaternion with copied values from this instance.
  3092. *
  3093. * @return {Quaternion} A clone of this instance.
  3094. */
  3095. clone() {
  3096. return new this.constructor( this._x, this._y, this._z, this._w );
  3097. }
  3098. /**
  3099. * Copies the values of the given quaternion to this instance.
  3100. *
  3101. * @param {Quaternion} quaternion - The quaternion to copy.
  3102. * @return {Quaternion} A reference to this quaternion.
  3103. */
  3104. copy( quaternion ) {
  3105. this._x = quaternion.x;
  3106. this._y = quaternion.y;
  3107. this._z = quaternion.z;
  3108. this._w = quaternion.w;
  3109. this._onChangeCallback();
  3110. return this;
  3111. }
  3112. /**
  3113. * Sets this quaternion from the rotation specified by the given
  3114. * Euler angles.
  3115. *
  3116. * @param {Euler} euler - The Euler angles.
  3117. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3118. * @return {Quaternion} A reference to this quaternion.
  3119. */
  3120. setFromEuler( euler, update = true ) {
  3121. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3122. // http://www.mathworks.com/matlabcentral/fileexchange/
  3123. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3124. // content/SpinCalc.m
  3125. const cos = Math.cos;
  3126. const sin = Math.sin;
  3127. const c1 = cos( x / 2 );
  3128. const c2 = cos( y / 2 );
  3129. const c3 = cos( z / 2 );
  3130. const s1 = sin( x / 2 );
  3131. const s2 = sin( y / 2 );
  3132. const s3 = sin( z / 2 );
  3133. switch ( order ) {
  3134. case 'XYZ':
  3135. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3136. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3137. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3138. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3139. break;
  3140. case 'YXZ':
  3141. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3142. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3143. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3144. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3145. break;
  3146. case 'ZXY':
  3147. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3148. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3149. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3150. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3151. break;
  3152. case 'ZYX':
  3153. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3154. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3155. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3156. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3157. break;
  3158. case 'YZX':
  3159. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3160. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3161. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3162. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3163. break;
  3164. case 'XZY':
  3165. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3166. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3167. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3168. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3169. break;
  3170. default:
  3171. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3172. }
  3173. if ( update === true ) this._onChangeCallback();
  3174. return this;
  3175. }
  3176. /**
  3177. * Sets this quaternion from the given axis and angle.
  3178. *
  3179. * @param {Vector3} axis - The normalized axis.
  3180. * @param {number} angle - The angle in radians.
  3181. * @return {Quaternion} A reference to this quaternion.
  3182. */
  3183. setFromAxisAngle( axis, angle ) {
  3184. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3185. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3186. this._x = axis.x * s;
  3187. this._y = axis.y * s;
  3188. this._z = axis.z * s;
  3189. this._w = Math.cos( halfAngle );
  3190. this._onChangeCallback();
  3191. return this;
  3192. }
  3193. /**
  3194. * Sets this quaternion from the given rotation matrix.
  3195. *
  3196. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3197. * @return {Quaternion} A reference to this quaternion.
  3198. */
  3199. setFromRotationMatrix( m ) {
  3200. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3201. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3202. const te = m.elements,
  3203. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3204. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3205. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3206. trace = m11 + m22 + m33;
  3207. if ( trace > 0 ) {
  3208. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3209. this._w = 0.25 / s;
  3210. this._x = ( m32 - m23 ) * s;
  3211. this._y = ( m13 - m31 ) * s;
  3212. this._z = ( m21 - m12 ) * s;
  3213. } else if ( m11 > m22 && m11 > m33 ) {
  3214. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3215. this._w = ( m32 - m23 ) / s;
  3216. this._x = 0.25 * s;
  3217. this._y = ( m12 + m21 ) / s;
  3218. this._z = ( m13 + m31 ) / s;
  3219. } else if ( m22 > m33 ) {
  3220. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3221. this._w = ( m13 - m31 ) / s;
  3222. this._x = ( m12 + m21 ) / s;
  3223. this._y = 0.25 * s;
  3224. this._z = ( m23 + m32 ) / s;
  3225. } else {
  3226. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3227. this._w = ( m21 - m12 ) / s;
  3228. this._x = ( m13 + m31 ) / s;
  3229. this._y = ( m23 + m32 ) / s;
  3230. this._z = 0.25 * s;
  3231. }
  3232. this._onChangeCallback();
  3233. return this;
  3234. }
  3235. /**
  3236. * Sets this quaternion to the rotation required to rotate the direction vector
  3237. * `vFrom` to the direction vector `vTo`.
  3238. *
  3239. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3240. * @param {Vector3} vTo - The second (normalized) direction vector.
  3241. * @return {Quaternion} A reference to this quaternion.
  3242. */
  3243. setFromUnitVectors( vFrom, vTo ) {
  3244. // assumes direction vectors vFrom and vTo are normalized
  3245. let r = vFrom.dot( vTo ) + 1;
  3246. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3247. // vFrom and vTo point in opposite directions
  3248. r = 0;
  3249. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3250. this._x = - vFrom.y;
  3251. this._y = vFrom.x;
  3252. this._z = 0;
  3253. this._w = r;
  3254. } else {
  3255. this._x = 0;
  3256. this._y = - vFrom.z;
  3257. this._z = vFrom.y;
  3258. this._w = r;
  3259. }
  3260. } else {
  3261. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3262. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3263. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3264. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3265. this._w = r;
  3266. }
  3267. return this.normalize();
  3268. }
  3269. /**
  3270. * Returns the angle between this quaternion and the given one in radians.
  3271. *
  3272. * @param {Quaternion} q - The quaternion to compute the angle with.
  3273. * @return {number} The angle in radians.
  3274. */
  3275. angleTo( q ) {
  3276. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3277. }
  3278. /**
  3279. * Rotates this quaternion by a given angular step to the given quaternion.
  3280. * The method ensures that the final quaternion will not overshoot `q`.
  3281. *
  3282. * @param {Quaternion} q - The target quaternion.
  3283. * @param {number} step - The angular step in radians.
  3284. * @return {Quaternion} A reference to this quaternion.
  3285. */
  3286. rotateTowards( q, step ) {
  3287. const angle = this.angleTo( q );
  3288. if ( angle === 0 ) return this;
  3289. const t = Math.min( 1, step / angle );
  3290. this.slerp( q, t );
  3291. return this;
  3292. }
  3293. /**
  3294. * Sets this quaternion to the identity quaternion; that is, to the
  3295. * quaternion that represents "no rotation".
  3296. *
  3297. * @return {Quaternion} A reference to this quaternion.
  3298. */
  3299. identity() {
  3300. return this.set( 0, 0, 0, 1 );
  3301. }
  3302. /**
  3303. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3304. * quaternion is assumed to have unit length.
  3305. *
  3306. * @return {Quaternion} A reference to this quaternion.
  3307. */
  3308. invert() {
  3309. return this.conjugate();
  3310. }
  3311. /**
  3312. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3313. * quaternion represents the same rotation in the opposite direction about
  3314. * the rotational axis.
  3315. *
  3316. * @return {Quaternion} A reference to this quaternion.
  3317. */
  3318. conjugate() {
  3319. this._x *= -1;
  3320. this._y *= -1;
  3321. this._z *= -1;
  3322. this._onChangeCallback();
  3323. return this;
  3324. }
  3325. /**
  3326. * Calculates the dot product of this quaternion and the given one.
  3327. *
  3328. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3329. * @return {number} The result of the dot product.
  3330. */
  3331. dot( v ) {
  3332. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3333. }
  3334. /**
  3335. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3336. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3337. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3338. * {@link Quaternion#length}.
  3339. *
  3340. * @return {number} The squared Euclidean length.
  3341. */
  3342. lengthSq() {
  3343. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3344. }
  3345. /**
  3346. * Computes the Euclidean length (straight-line length) of this quaternion,
  3347. * considered as a 4 dimensional vector.
  3348. *
  3349. * @return {number} The Euclidean length.
  3350. */
  3351. length() {
  3352. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3353. }
  3354. /**
  3355. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3356. * the same rotation as this one, but has a length equal to `1`.
  3357. *
  3358. * @return {Quaternion} A reference to this quaternion.
  3359. */
  3360. normalize() {
  3361. let l = this.length();
  3362. if ( l === 0 ) {
  3363. this._x = 0;
  3364. this._y = 0;
  3365. this._z = 0;
  3366. this._w = 1;
  3367. } else {
  3368. l = 1 / l;
  3369. this._x = this._x * l;
  3370. this._y = this._y * l;
  3371. this._z = this._z * l;
  3372. this._w = this._w * l;
  3373. }
  3374. this._onChangeCallback();
  3375. return this;
  3376. }
  3377. /**
  3378. * Multiplies this quaternion by the given one.
  3379. *
  3380. * @param {Quaternion} q - The quaternion.
  3381. * @return {Quaternion} A reference to this quaternion.
  3382. */
  3383. multiply( q ) {
  3384. return this.multiplyQuaternions( this, q );
  3385. }
  3386. /**
  3387. * Pre-multiplies this quaternion by the given one.
  3388. *
  3389. * @param {Quaternion} q - The quaternion.
  3390. * @return {Quaternion} A reference to this quaternion.
  3391. */
  3392. premultiply( q ) {
  3393. return this.multiplyQuaternions( q, this );
  3394. }
  3395. /**
  3396. * Multiplies the given quaternions and stores the result in this instance.
  3397. *
  3398. * @param {Quaternion} a - The first quaternion.
  3399. * @param {Quaternion} b - The second quaternion.
  3400. * @return {Quaternion} A reference to this quaternion.
  3401. */
  3402. multiplyQuaternions( a, b ) {
  3403. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3404. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3405. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3406. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3407. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3408. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3409. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3410. this._onChangeCallback();
  3411. return this;
  3412. }
  3413. /**
  3414. * Performs a spherical linear interpolation between quaternions.
  3415. *
  3416. * @param {Quaternion} qb - The target quaternion.
  3417. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3418. * @return {Quaternion} A reference to this quaternion.
  3419. */
  3420. slerp( qb, t ) {
  3421. if ( t <= 0 ) return this;
  3422. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3423. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3424. let dot = this.dot( qb );
  3425. if ( dot < 0 ) {
  3426. x = - x;
  3427. y = - y;
  3428. z = - z;
  3429. w = - w;
  3430. dot = - dot;
  3431. }
  3432. let s = 1 - t;
  3433. if ( dot < 0.9995 ) {
  3434. // slerp
  3435. const theta = Math.acos( dot );
  3436. const sin = Math.sin( theta );
  3437. s = Math.sin( s * theta ) / sin;
  3438. t = Math.sin( t * theta ) / sin;
  3439. this._x = this._x * s + x * t;
  3440. this._y = this._y * s + y * t;
  3441. this._z = this._z * s + z * t;
  3442. this._w = this._w * s + w * t;
  3443. this._onChangeCallback();
  3444. } else {
  3445. // for small angles, lerp then normalize
  3446. this._x = this._x * s + x * t;
  3447. this._y = this._y * s + y * t;
  3448. this._z = this._z * s + z * t;
  3449. this._w = this._w * s + w * t;
  3450. this.normalize(); // normalize calls _onChangeCallback()
  3451. }
  3452. return this;
  3453. }
  3454. /**
  3455. * Performs a spherical linear interpolation between the given quaternions
  3456. * and stores the result in this quaternion.
  3457. *
  3458. * @param {Quaternion} qa - The source quaternion.
  3459. * @param {Quaternion} qb - The target quaternion.
  3460. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3461. * @return {Quaternion} A reference to this quaternion.
  3462. */
  3463. slerpQuaternions( qa, qb, t ) {
  3464. return this.copy( qa ).slerp( qb, t );
  3465. }
  3466. /**
  3467. * Sets this quaternion to a uniformly random, normalized quaternion.
  3468. *
  3469. * @return {Quaternion} A reference to this quaternion.
  3470. */
  3471. random() {
  3472. // Ken Shoemake
  3473. // Uniform random rotations
  3474. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3475. const theta1 = 2 * Math.PI * Math.random();
  3476. const theta2 = 2 * Math.PI * Math.random();
  3477. const x0 = Math.random();
  3478. const r1 = Math.sqrt( 1 - x0 );
  3479. const r2 = Math.sqrt( x0 );
  3480. return this.set(
  3481. r1 * Math.sin( theta1 ),
  3482. r1 * Math.cos( theta1 ),
  3483. r2 * Math.sin( theta2 ),
  3484. r2 * Math.cos( theta2 ),
  3485. );
  3486. }
  3487. /**
  3488. * Returns `true` if this quaternion is equal with the given one.
  3489. *
  3490. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3491. * @return {boolean} Whether this quaternion is equal with the given one.
  3492. */
  3493. equals( quaternion ) {
  3494. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3495. }
  3496. /**
  3497. * Sets this quaternion's components from the given array.
  3498. *
  3499. * @param {Array<number>} array - An array holding the quaternion component values.
  3500. * @param {number} [offset=0] - The offset into the array.
  3501. * @return {Quaternion} A reference to this quaternion.
  3502. */
  3503. fromArray( array, offset = 0 ) {
  3504. this._x = array[ offset ];
  3505. this._y = array[ offset + 1 ];
  3506. this._z = array[ offset + 2 ];
  3507. this._w = array[ offset + 3 ];
  3508. this._onChangeCallback();
  3509. return this;
  3510. }
  3511. /**
  3512. * Writes the components of this quaternion to the given array. If no array is provided,
  3513. * the method returns a new instance.
  3514. *
  3515. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3516. * @param {number} [offset=0] - Index of the first element in the array.
  3517. * @return {Array<number>} The quaternion components.
  3518. */
  3519. toArray( array = [], offset = 0 ) {
  3520. array[ offset ] = this._x;
  3521. array[ offset + 1 ] = this._y;
  3522. array[ offset + 2 ] = this._z;
  3523. array[ offset + 3 ] = this._w;
  3524. return array;
  3525. }
  3526. /**
  3527. * Sets the components of this quaternion from the given buffer attribute.
  3528. *
  3529. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3530. * @param {number} index - The index into the attribute.
  3531. * @return {Quaternion} A reference to this quaternion.
  3532. */
  3533. fromBufferAttribute( attribute, index ) {
  3534. this._x = attribute.getX( index );
  3535. this._y = attribute.getY( index );
  3536. this._z = attribute.getZ( index );
  3537. this._w = attribute.getW( index );
  3538. this._onChangeCallback();
  3539. return this;
  3540. }
  3541. /**
  3542. * This methods defines the serialization result of this class. Returns the
  3543. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3544. *
  3545. * @return {Array<number>} The serialized quaternion.
  3546. */
  3547. toJSON() {
  3548. return this.toArray();
  3549. }
  3550. _onChange( callback ) {
  3551. this._onChangeCallback = callback;
  3552. return this;
  3553. }
  3554. _onChangeCallback() {}
  3555. *[ Symbol.iterator ]() {
  3556. yield this._x;
  3557. yield this._y;
  3558. yield this._z;
  3559. yield this._w;
  3560. }
  3561. }
  3562. /**
  3563. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3564. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3565. *
  3566. * - A point in 3D space.
  3567. * - A direction and length in 3D space. In three.js the length will
  3568. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3569. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3570. * - Any arbitrary ordered triplet of numbers.
  3571. *
  3572. * There are other things a 3D vector can be used to represent, such as
  3573. * momentum vectors and so on, however these are the most
  3574. * common uses in three.js.
  3575. *
  3576. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3577. * the corresponding order.
  3578. * ```js
  3579. * const a = new THREE.Vector3( 0, 1, 0 );
  3580. *
  3581. * //no arguments; will be initialised to (0, 0, 0)
  3582. * const b = new THREE.Vector3( );
  3583. *
  3584. * const d = a.distanceTo( b );
  3585. * ```
  3586. */
  3587. class Vector3 {
  3588. /**
  3589. * Constructs a new 3D vector.
  3590. *
  3591. * @param {number} [x=0] - The x value of this vector.
  3592. * @param {number} [y=0] - The y value of this vector.
  3593. * @param {number} [z=0] - The z value of this vector.
  3594. */
  3595. constructor( x = 0, y = 0, z = 0 ) {
  3596. /**
  3597. * This flag can be used for type testing.
  3598. *
  3599. * @type {boolean}
  3600. * @readonly
  3601. * @default true
  3602. */
  3603. Vector3.prototype.isVector3 = true;
  3604. /**
  3605. * The x value of this vector.
  3606. *
  3607. * @type {number}
  3608. */
  3609. this.x = x;
  3610. /**
  3611. * The y value of this vector.
  3612. *
  3613. * @type {number}
  3614. */
  3615. this.y = y;
  3616. /**
  3617. * The z value of this vector.
  3618. *
  3619. * @type {number}
  3620. */
  3621. this.z = z;
  3622. }
  3623. /**
  3624. * Sets the vector components.
  3625. *
  3626. * @param {number} x - The value of the x component.
  3627. * @param {number} y - The value of the y component.
  3628. * @param {number} z - The value of the z component.
  3629. * @return {Vector3} A reference to this vector.
  3630. */
  3631. set( x, y, z ) {
  3632. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3633. this.x = x;
  3634. this.y = y;
  3635. this.z = z;
  3636. return this;
  3637. }
  3638. /**
  3639. * Sets the vector components to the same value.
  3640. *
  3641. * @param {number} scalar - The value to set for all vector components.
  3642. * @return {Vector3} A reference to this vector.
  3643. */
  3644. setScalar( scalar ) {
  3645. this.x = scalar;
  3646. this.y = scalar;
  3647. this.z = scalar;
  3648. return this;
  3649. }
  3650. /**
  3651. * Sets the vector's x component to the given value
  3652. *
  3653. * @param {number} x - The value to set.
  3654. * @return {Vector3} A reference to this vector.
  3655. */
  3656. setX( x ) {
  3657. this.x = x;
  3658. return this;
  3659. }
  3660. /**
  3661. * Sets the vector's y component to the given value
  3662. *
  3663. * @param {number} y - The value to set.
  3664. * @return {Vector3} A reference to this vector.
  3665. */
  3666. setY( y ) {
  3667. this.y = y;
  3668. return this;
  3669. }
  3670. /**
  3671. * Sets the vector's z component to the given value
  3672. *
  3673. * @param {number} z - The value to set.
  3674. * @return {Vector3} A reference to this vector.
  3675. */
  3676. setZ( z ) {
  3677. this.z = z;
  3678. return this;
  3679. }
  3680. /**
  3681. * Allows to set a vector component with an index.
  3682. *
  3683. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3684. * @param {number} value - The value to set.
  3685. * @return {Vector3} A reference to this vector.
  3686. */
  3687. setComponent( index, value ) {
  3688. switch ( index ) {
  3689. case 0: this.x = value; break;
  3690. case 1: this.y = value; break;
  3691. case 2: this.z = value; break;
  3692. default: throw new Error( 'index is out of range: ' + index );
  3693. }
  3694. return this;
  3695. }
  3696. /**
  3697. * Returns the value of the vector component which matches the given index.
  3698. *
  3699. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3700. * @return {number} A vector component value.
  3701. */
  3702. getComponent( index ) {
  3703. switch ( index ) {
  3704. case 0: return this.x;
  3705. case 1: return this.y;
  3706. case 2: return this.z;
  3707. default: throw new Error( 'index is out of range: ' + index );
  3708. }
  3709. }
  3710. /**
  3711. * Returns a new vector with copied values from this instance.
  3712. *
  3713. * @return {Vector3} A clone of this instance.
  3714. */
  3715. clone() {
  3716. return new this.constructor( this.x, this.y, this.z );
  3717. }
  3718. /**
  3719. * Copies the values of the given vector to this instance.
  3720. *
  3721. * @param {Vector3} v - The vector to copy.
  3722. * @return {Vector3} A reference to this vector.
  3723. */
  3724. copy( v ) {
  3725. this.x = v.x;
  3726. this.y = v.y;
  3727. this.z = v.z;
  3728. return this;
  3729. }
  3730. /**
  3731. * Adds the given vector to this instance.
  3732. *
  3733. * @param {Vector3} v - The vector to add.
  3734. * @return {Vector3} A reference to this vector.
  3735. */
  3736. add( v ) {
  3737. this.x += v.x;
  3738. this.y += v.y;
  3739. this.z += v.z;
  3740. return this;
  3741. }
  3742. /**
  3743. * Adds the given scalar value to all components of this instance.
  3744. *
  3745. * @param {number} s - The scalar to add.
  3746. * @return {Vector3} A reference to this vector.
  3747. */
  3748. addScalar( s ) {
  3749. this.x += s;
  3750. this.y += s;
  3751. this.z += s;
  3752. return this;
  3753. }
  3754. /**
  3755. * Adds the given vectors and stores the result in this instance.
  3756. *
  3757. * @param {Vector3} a - The first vector.
  3758. * @param {Vector3} b - The second vector.
  3759. * @return {Vector3} A reference to this vector.
  3760. */
  3761. addVectors( a, b ) {
  3762. this.x = a.x + b.x;
  3763. this.y = a.y + b.y;
  3764. this.z = a.z + b.z;
  3765. return this;
  3766. }
  3767. /**
  3768. * Adds the given vector scaled by the given factor to this instance.
  3769. *
  3770. * @param {Vector3|Vector4} v - The vector.
  3771. * @param {number} s - The factor that scales `v`.
  3772. * @return {Vector3} A reference to this vector.
  3773. */
  3774. addScaledVector( v, s ) {
  3775. this.x += v.x * s;
  3776. this.y += v.y * s;
  3777. this.z += v.z * s;
  3778. return this;
  3779. }
  3780. /**
  3781. * Subtracts the given vector from this instance.
  3782. *
  3783. * @param {Vector3} v - The vector to subtract.
  3784. * @return {Vector3} A reference to this vector.
  3785. */
  3786. sub( v ) {
  3787. this.x -= v.x;
  3788. this.y -= v.y;
  3789. this.z -= v.z;
  3790. return this;
  3791. }
  3792. /**
  3793. * Subtracts the given scalar value from all components of this instance.
  3794. *
  3795. * @param {number} s - The scalar to subtract.
  3796. * @return {Vector3} A reference to this vector.
  3797. */
  3798. subScalar( s ) {
  3799. this.x -= s;
  3800. this.y -= s;
  3801. this.z -= s;
  3802. return this;
  3803. }
  3804. /**
  3805. * Subtracts the given vectors and stores the result in this instance.
  3806. *
  3807. * @param {Vector3} a - The first vector.
  3808. * @param {Vector3} b - The second vector.
  3809. * @return {Vector3} A reference to this vector.
  3810. */
  3811. subVectors( a, b ) {
  3812. this.x = a.x - b.x;
  3813. this.y = a.y - b.y;
  3814. this.z = a.z - b.z;
  3815. return this;
  3816. }
  3817. /**
  3818. * Multiplies the given vector with this instance.
  3819. *
  3820. * @param {Vector3} v - The vector to multiply.
  3821. * @return {Vector3} A reference to this vector.
  3822. */
  3823. multiply( v ) {
  3824. this.x *= v.x;
  3825. this.y *= v.y;
  3826. this.z *= v.z;
  3827. return this;
  3828. }
  3829. /**
  3830. * Multiplies the given scalar value with all components of this instance.
  3831. *
  3832. * @param {number} scalar - The scalar to multiply.
  3833. * @return {Vector3} A reference to this vector.
  3834. */
  3835. multiplyScalar( scalar ) {
  3836. this.x *= scalar;
  3837. this.y *= scalar;
  3838. this.z *= scalar;
  3839. return this;
  3840. }
  3841. /**
  3842. * Multiplies the given vectors and stores the result in this instance.
  3843. *
  3844. * @param {Vector3} a - The first vector.
  3845. * @param {Vector3} b - The second vector.
  3846. * @return {Vector3} A reference to this vector.
  3847. */
  3848. multiplyVectors( a, b ) {
  3849. this.x = a.x * b.x;
  3850. this.y = a.y * b.y;
  3851. this.z = a.z * b.z;
  3852. return this;
  3853. }
  3854. /**
  3855. * Applies the given Euler rotation to this vector.
  3856. *
  3857. * @param {Euler} euler - The Euler angles.
  3858. * @return {Vector3} A reference to this vector.
  3859. */
  3860. applyEuler( euler ) {
  3861. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3862. }
  3863. /**
  3864. * Applies a rotation specified by an axis and an angle to this vector.
  3865. *
  3866. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3867. * @param {number} angle - The angle in radians.
  3868. * @return {Vector3} A reference to this vector.
  3869. */
  3870. applyAxisAngle( axis, angle ) {
  3871. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3872. }
  3873. /**
  3874. * Multiplies this vector with the given 3x3 matrix.
  3875. *
  3876. * @param {Matrix3} m - The 3x3 matrix.
  3877. * @return {Vector3} A reference to this vector.
  3878. */
  3879. applyMatrix3( m ) {
  3880. const x = this.x, y = this.y, z = this.z;
  3881. const e = m.elements;
  3882. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3883. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3884. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3885. return this;
  3886. }
  3887. /**
  3888. * Multiplies this vector by the given normal matrix and normalizes
  3889. * the result.
  3890. *
  3891. * @param {Matrix3} m - The normal matrix.
  3892. * @return {Vector3} A reference to this vector.
  3893. */
  3894. applyNormalMatrix( m ) {
  3895. return this.applyMatrix3( m ).normalize();
  3896. }
  3897. /**
  3898. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3899. * divides by perspective.
  3900. *
  3901. * @param {Matrix4} m - The matrix to apply.
  3902. * @return {Vector3} A reference to this vector.
  3903. */
  3904. applyMatrix4( m ) {
  3905. const x = this.x, y = this.y, z = this.z;
  3906. const e = m.elements;
  3907. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3908. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3909. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3910. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3911. return this;
  3912. }
  3913. /**
  3914. * Applies the given Quaternion to this vector.
  3915. *
  3916. * @param {Quaternion} q - The Quaternion.
  3917. * @return {Vector3} A reference to this vector.
  3918. */
  3919. applyQuaternion( q ) {
  3920. // quaternion q is assumed to have unit length
  3921. const vx = this.x, vy = this.y, vz = this.z;
  3922. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3923. // t = 2 * cross( q.xyz, v );
  3924. const tx = 2 * ( qy * vz - qz * vy );
  3925. const ty = 2 * ( qz * vx - qx * vz );
  3926. const tz = 2 * ( qx * vy - qy * vx );
  3927. // v + q.w * t + cross( q.xyz, t );
  3928. this.x = vx + qw * tx + qy * tz - qz * ty;
  3929. this.y = vy + qw * ty + qz * tx - qx * tz;
  3930. this.z = vz + qw * tz + qx * ty - qy * tx;
  3931. return this;
  3932. }
  3933. /**
  3934. * Projects this vector from world space into the camera's normalized
  3935. * device coordinate (NDC) space.
  3936. *
  3937. * @param {Camera} camera - The camera.
  3938. * @return {Vector3} A reference to this vector.
  3939. */
  3940. project( camera ) {
  3941. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3942. }
  3943. /**
  3944. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3945. * space into world space.
  3946. *
  3947. * @param {Camera} camera - The camera.
  3948. * @return {Vector3} A reference to this vector.
  3949. */
  3950. unproject( camera ) {
  3951. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3952. }
  3953. /**
  3954. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3955. * subset of the given 4x4 matrix and then normalizes the result.
  3956. *
  3957. * @param {Matrix4} m - The matrix.
  3958. * @return {Vector3} A reference to this vector.
  3959. */
  3960. transformDirection( m ) {
  3961. // input: THREE.Matrix4 affine matrix
  3962. // vector interpreted as a direction
  3963. const x = this.x, y = this.y, z = this.z;
  3964. const e = m.elements;
  3965. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3966. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3967. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3968. return this.normalize();
  3969. }
  3970. /**
  3971. * Divides this instance by the given vector.
  3972. *
  3973. * @param {Vector3} v - The vector to divide.
  3974. * @return {Vector3} A reference to this vector.
  3975. */
  3976. divide( v ) {
  3977. this.x /= v.x;
  3978. this.y /= v.y;
  3979. this.z /= v.z;
  3980. return this;
  3981. }
  3982. /**
  3983. * Divides this vector by the given scalar.
  3984. *
  3985. * @param {number} scalar - The scalar to divide.
  3986. * @return {Vector3} A reference to this vector.
  3987. */
  3988. divideScalar( scalar ) {
  3989. return this.multiplyScalar( 1 / scalar );
  3990. }
  3991. /**
  3992. * If this vector's x, y or z value is greater than the given vector's x, y or z
  3993. * value, replace that value with the corresponding min value.
  3994. *
  3995. * @param {Vector3} v - The vector.
  3996. * @return {Vector3} A reference to this vector.
  3997. */
  3998. min( v ) {
  3999. this.x = Math.min( this.x, v.x );
  4000. this.y = Math.min( this.y, v.y );
  4001. this.z = Math.min( this.z, v.z );
  4002. return this;
  4003. }
  4004. /**
  4005. * If this vector's x, y or z value is less than the given vector's x, y or z
  4006. * value, replace that value with the corresponding max value.
  4007. *
  4008. * @param {Vector3} v - The vector.
  4009. * @return {Vector3} A reference to this vector.
  4010. */
  4011. max( v ) {
  4012. this.x = Math.max( this.x, v.x );
  4013. this.y = Math.max( this.y, v.y );
  4014. this.z = Math.max( this.z, v.z );
  4015. return this;
  4016. }
  4017. /**
  4018. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4019. * value, it is replaced by the corresponding value.
  4020. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4021. * it is replaced by the corresponding value.
  4022. *
  4023. * @param {Vector3} min - The minimum x, y and z values.
  4024. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4025. * @return {Vector3} A reference to this vector.
  4026. */
  4027. clamp( min, max ) {
  4028. // assumes min < max, componentwise
  4029. this.x = clamp( this.x, min.x, max.x );
  4030. this.y = clamp( this.y, min.y, max.y );
  4031. this.z = clamp( this.z, min.z, max.z );
  4032. return this;
  4033. }
  4034. /**
  4035. * If this vector's x, y or z values are greater than the max value, they are
  4036. * replaced by the max value.
  4037. * If this vector's x, y or z values are less than the min value, they are
  4038. * replaced by the min value.
  4039. *
  4040. * @param {number} minVal - The minimum value the components will be clamped to.
  4041. * @param {number} maxVal - The maximum value the components will be clamped to.
  4042. * @return {Vector3} A reference to this vector.
  4043. */
  4044. clampScalar( minVal, maxVal ) {
  4045. this.x = clamp( this.x, minVal, maxVal );
  4046. this.y = clamp( this.y, minVal, maxVal );
  4047. this.z = clamp( this.z, minVal, maxVal );
  4048. return this;
  4049. }
  4050. /**
  4051. * If this vector's length is greater than the max value, it is replaced by
  4052. * the max value.
  4053. * If this vector's length is less than the min value, it is replaced by the
  4054. * min value.
  4055. *
  4056. * @param {number} min - The minimum value the vector length will be clamped to.
  4057. * @param {number} max - The maximum value the vector length will be clamped to.
  4058. * @return {Vector3} A reference to this vector.
  4059. */
  4060. clampLength( min, max ) {
  4061. const length = this.length();
  4062. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4063. }
  4064. /**
  4065. * The components of this vector are rounded down to the nearest integer value.
  4066. *
  4067. * @return {Vector3} A reference to this vector.
  4068. */
  4069. floor() {
  4070. this.x = Math.floor( this.x );
  4071. this.y = Math.floor( this.y );
  4072. this.z = Math.floor( this.z );
  4073. return this;
  4074. }
  4075. /**
  4076. * The components of this vector are rounded up to the nearest integer value.
  4077. *
  4078. * @return {Vector3} A reference to this vector.
  4079. */
  4080. ceil() {
  4081. this.x = Math.ceil( this.x );
  4082. this.y = Math.ceil( this.y );
  4083. this.z = Math.ceil( this.z );
  4084. return this;
  4085. }
  4086. /**
  4087. * The components of this vector are rounded to the nearest integer value
  4088. *
  4089. * @return {Vector3} A reference to this vector.
  4090. */
  4091. round() {
  4092. this.x = Math.round( this.x );
  4093. this.y = Math.round( this.y );
  4094. this.z = Math.round( this.z );
  4095. return this;
  4096. }
  4097. /**
  4098. * The components of this vector are rounded towards zero (up if negative,
  4099. * down if positive) to an integer value.
  4100. *
  4101. * @return {Vector3} A reference to this vector.
  4102. */
  4103. roundToZero() {
  4104. this.x = Math.trunc( this.x );
  4105. this.y = Math.trunc( this.y );
  4106. this.z = Math.trunc( this.z );
  4107. return this;
  4108. }
  4109. /**
  4110. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4111. *
  4112. * @return {Vector3} A reference to this vector.
  4113. */
  4114. negate() {
  4115. this.x = - this.x;
  4116. this.y = - this.y;
  4117. this.z = - this.z;
  4118. return this;
  4119. }
  4120. /**
  4121. * Calculates the dot product of the given vector with this instance.
  4122. *
  4123. * @param {Vector3} v - The vector to compute the dot product with.
  4124. * @return {number} The result of the dot product.
  4125. */
  4126. dot( v ) {
  4127. return this.x * v.x + this.y * v.y + this.z * v.z;
  4128. }
  4129. // TODO lengthSquared?
  4130. /**
  4131. * Computes the square of the Euclidean length (straight-line length) from
  4132. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4133. * compare the length squared instead as it is slightly more efficient to calculate.
  4134. *
  4135. * @return {number} The square length of this vector.
  4136. */
  4137. lengthSq() {
  4138. return this.x * this.x + this.y * this.y + this.z * this.z;
  4139. }
  4140. /**
  4141. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4142. *
  4143. * @return {number} The length of this vector.
  4144. */
  4145. length() {
  4146. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4147. }
  4148. /**
  4149. * Computes the Manhattan length of this vector.
  4150. *
  4151. * @return {number} The length of this vector.
  4152. */
  4153. manhattanLength() {
  4154. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4155. }
  4156. /**
  4157. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4158. * with the same direction as this one, but with a vector length of `1`.
  4159. *
  4160. * @return {Vector3} A reference to this vector.
  4161. */
  4162. normalize() {
  4163. return this.divideScalar( this.length() || 1 );
  4164. }
  4165. /**
  4166. * Sets this vector to a vector with the same direction as this one, but
  4167. * with the specified length.
  4168. *
  4169. * @param {number} length - The new length of this vector.
  4170. * @return {Vector3} A reference to this vector.
  4171. */
  4172. setLength( length ) {
  4173. return this.normalize().multiplyScalar( length );
  4174. }
  4175. /**
  4176. * Linearly interpolates between the given vector and this instance, where
  4177. * alpha is the percent distance along the line - alpha = 0 will be this
  4178. * vector, and alpha = 1 will be the given one.
  4179. *
  4180. * @param {Vector3} v - The vector to interpolate towards.
  4181. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4182. * @return {Vector3} A reference to this vector.
  4183. */
  4184. lerp( v, alpha ) {
  4185. this.x += ( v.x - this.x ) * alpha;
  4186. this.y += ( v.y - this.y ) * alpha;
  4187. this.z += ( v.z - this.z ) * alpha;
  4188. return this;
  4189. }
  4190. /**
  4191. * Linearly interpolates between the given vectors, where alpha is the percent
  4192. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4193. * be the second one. The result is stored in this instance.
  4194. *
  4195. * @param {Vector3} v1 - The first vector.
  4196. * @param {Vector3} v2 - The second vector.
  4197. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4198. * @return {Vector3} A reference to this vector.
  4199. */
  4200. lerpVectors( v1, v2, alpha ) {
  4201. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4202. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4203. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4204. return this;
  4205. }
  4206. /**
  4207. * Calculates the cross product of the given vector with this instance.
  4208. *
  4209. * @param {Vector3} v - The vector to compute the cross product with.
  4210. * @return {Vector3} The result of the cross product.
  4211. */
  4212. cross( v ) {
  4213. return this.crossVectors( this, v );
  4214. }
  4215. /**
  4216. * Calculates the cross product of the given vectors and stores the result
  4217. * in this instance.
  4218. *
  4219. * @param {Vector3} a - The first vector.
  4220. * @param {Vector3} b - The second vector.
  4221. * @return {Vector3} A reference to this vector.
  4222. */
  4223. crossVectors( a, b ) {
  4224. const ax = a.x, ay = a.y, az = a.z;
  4225. const bx = b.x, by = b.y, bz = b.z;
  4226. this.x = ay * bz - az * by;
  4227. this.y = az * bx - ax * bz;
  4228. this.z = ax * by - ay * bx;
  4229. return this;
  4230. }
  4231. /**
  4232. * Projects this vector onto the given one.
  4233. *
  4234. * @param {Vector3} v - The vector to project to.
  4235. * @return {Vector3} A reference to this vector.
  4236. */
  4237. projectOnVector( v ) {
  4238. const denominator = v.lengthSq();
  4239. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4240. const scalar = v.dot( this ) / denominator;
  4241. return this.copy( v ).multiplyScalar( scalar );
  4242. }
  4243. /**
  4244. * Projects this vector onto a plane by subtracting this
  4245. * vector projected onto the plane's normal from this vector.
  4246. *
  4247. * @param {Vector3} planeNormal - The plane normal.
  4248. * @return {Vector3} A reference to this vector.
  4249. */
  4250. projectOnPlane( planeNormal ) {
  4251. _vector$c.copy( this ).projectOnVector( planeNormal );
  4252. return this.sub( _vector$c );
  4253. }
  4254. /**
  4255. * Reflects this vector off a plane orthogonal to the given normal vector.
  4256. *
  4257. * @param {Vector3} normal - The (normalized) normal vector.
  4258. * @return {Vector3} A reference to this vector.
  4259. */
  4260. reflect( normal ) {
  4261. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4262. }
  4263. /**
  4264. * Returns the angle between the given vector and this instance in radians.
  4265. *
  4266. * @param {Vector3} v - The vector to compute the angle with.
  4267. * @return {number} The angle in radians.
  4268. */
  4269. angleTo( v ) {
  4270. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4271. if ( denominator === 0 ) return Math.PI / 2;
  4272. const theta = this.dot( v ) / denominator;
  4273. // clamp, to handle numerical problems
  4274. return Math.acos( clamp( theta, -1, 1 ) );
  4275. }
  4276. /**
  4277. * Computes the distance from the given vector to this instance.
  4278. *
  4279. * @param {Vector3} v - The vector to compute the distance to.
  4280. * @return {number} The distance.
  4281. */
  4282. distanceTo( v ) {
  4283. return Math.sqrt( this.distanceToSquared( v ) );
  4284. }
  4285. /**
  4286. * Computes the squared distance from the given vector to this instance.
  4287. * If you are just comparing the distance with another distance, you should compare
  4288. * the distance squared instead as it is slightly more efficient to calculate.
  4289. *
  4290. * @param {Vector3} v - The vector to compute the squared distance to.
  4291. * @return {number} The squared distance.
  4292. */
  4293. distanceToSquared( v ) {
  4294. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4295. return dx * dx + dy * dy + dz * dz;
  4296. }
  4297. /**
  4298. * Computes the Manhattan distance from the given vector to this instance.
  4299. *
  4300. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4301. * @return {number} The Manhattan distance.
  4302. */
  4303. manhattanDistanceTo( v ) {
  4304. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4305. }
  4306. /**
  4307. * Sets the vector components from the given spherical coordinates.
  4308. *
  4309. * @param {Spherical} s - The spherical coordinates.
  4310. * @return {Vector3} A reference to this vector.
  4311. */
  4312. setFromSpherical( s ) {
  4313. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4314. }
  4315. /**
  4316. * Sets the vector components from the given spherical coordinates.
  4317. *
  4318. * @param {number} radius - The radius.
  4319. * @param {number} phi - The phi angle in radians.
  4320. * @param {number} theta - The theta angle in radians.
  4321. * @return {Vector3} A reference to this vector.
  4322. */
  4323. setFromSphericalCoords( radius, phi, theta ) {
  4324. const sinPhiRadius = Math.sin( phi ) * radius;
  4325. this.x = sinPhiRadius * Math.sin( theta );
  4326. this.y = Math.cos( phi ) * radius;
  4327. this.z = sinPhiRadius * Math.cos( theta );
  4328. return this;
  4329. }
  4330. /**
  4331. * Sets the vector components from the given cylindrical coordinates.
  4332. *
  4333. * @param {Cylindrical} c - The cylindrical coordinates.
  4334. * @return {Vector3} A reference to this vector.
  4335. */
  4336. setFromCylindrical( c ) {
  4337. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4338. }
  4339. /**
  4340. * Sets the vector components from the given cylindrical coordinates.
  4341. *
  4342. * @param {number} radius - The radius.
  4343. * @param {number} theta - The theta angle in radians.
  4344. * @param {number} y - The y value.
  4345. * @return {Vector3} A reference to this vector.
  4346. */
  4347. setFromCylindricalCoords( radius, theta, y ) {
  4348. this.x = radius * Math.sin( theta );
  4349. this.y = y;
  4350. this.z = radius * Math.cos( theta );
  4351. return this;
  4352. }
  4353. /**
  4354. * Sets the vector components to the position elements of the
  4355. * given transformation matrix.
  4356. *
  4357. * @param {Matrix4} m - The 4x4 matrix.
  4358. * @return {Vector3} A reference to this vector.
  4359. */
  4360. setFromMatrixPosition( m ) {
  4361. const e = m.elements;
  4362. this.x = e[ 12 ];
  4363. this.y = e[ 13 ];
  4364. this.z = e[ 14 ];
  4365. return this;
  4366. }
  4367. /**
  4368. * Sets the vector components to the scale elements of the
  4369. * given transformation matrix.
  4370. *
  4371. * @param {Matrix4} m - The 4x4 matrix.
  4372. * @return {Vector3} A reference to this vector.
  4373. */
  4374. setFromMatrixScale( m ) {
  4375. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4376. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4377. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4378. this.x = sx;
  4379. this.y = sy;
  4380. this.z = sz;
  4381. return this;
  4382. }
  4383. /**
  4384. * Sets the vector components from the specified matrix column.
  4385. *
  4386. * @param {Matrix4} m - The 4x4 matrix.
  4387. * @param {number} index - The column index.
  4388. * @return {Vector3} A reference to this vector.
  4389. */
  4390. setFromMatrixColumn( m, index ) {
  4391. return this.fromArray( m.elements, index * 4 );
  4392. }
  4393. /**
  4394. * Sets the vector components from the specified matrix column.
  4395. *
  4396. * @param {Matrix3} m - The 3x3 matrix.
  4397. * @param {number} index - The column index.
  4398. * @return {Vector3} A reference to this vector.
  4399. */
  4400. setFromMatrix3Column( m, index ) {
  4401. return this.fromArray( m.elements, index * 3 );
  4402. }
  4403. /**
  4404. * Sets the vector components from the given Euler angles.
  4405. *
  4406. * @param {Euler} e - The Euler angles to set.
  4407. * @return {Vector3} A reference to this vector.
  4408. */
  4409. setFromEuler( e ) {
  4410. this.x = e._x;
  4411. this.y = e._y;
  4412. this.z = e._z;
  4413. return this;
  4414. }
  4415. /**
  4416. * Sets the vector components from the RGB components of the
  4417. * given color.
  4418. *
  4419. * @param {Color} c - The color to set.
  4420. * @return {Vector3} A reference to this vector.
  4421. */
  4422. setFromColor( c ) {
  4423. this.x = c.r;
  4424. this.y = c.g;
  4425. this.z = c.b;
  4426. return this;
  4427. }
  4428. /**
  4429. * Returns `true` if this vector is equal with the given one.
  4430. *
  4431. * @param {Vector3} v - The vector to test for equality.
  4432. * @return {boolean} Whether this vector is equal with the given one.
  4433. */
  4434. equals( v ) {
  4435. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4436. }
  4437. /**
  4438. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4439. * and z value to be `array[ offset + 2 ]`.
  4440. *
  4441. * @param {Array<number>} array - An array holding the vector component values.
  4442. * @param {number} [offset=0] - The offset into the array.
  4443. * @return {Vector3} A reference to this vector.
  4444. */
  4445. fromArray( array, offset = 0 ) {
  4446. this.x = array[ offset ];
  4447. this.y = array[ offset + 1 ];
  4448. this.z = array[ offset + 2 ];
  4449. return this;
  4450. }
  4451. /**
  4452. * Writes the components of this vector to the given array. If no array is provided,
  4453. * the method returns a new instance.
  4454. *
  4455. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4456. * @param {number} [offset=0] - Index of the first element in the array.
  4457. * @return {Array<number>} The vector components.
  4458. */
  4459. toArray( array = [], offset = 0 ) {
  4460. array[ offset ] = this.x;
  4461. array[ offset + 1 ] = this.y;
  4462. array[ offset + 2 ] = this.z;
  4463. return array;
  4464. }
  4465. /**
  4466. * Sets the components of this vector from the given buffer attribute.
  4467. *
  4468. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4469. * @param {number} index - The index into the attribute.
  4470. * @return {Vector3} A reference to this vector.
  4471. */
  4472. fromBufferAttribute( attribute, index ) {
  4473. this.x = attribute.getX( index );
  4474. this.y = attribute.getY( index );
  4475. this.z = attribute.getZ( index );
  4476. return this;
  4477. }
  4478. /**
  4479. * Sets each component of this vector to a pseudo-random value between `0` and
  4480. * `1`, excluding `1`.
  4481. *
  4482. * @return {Vector3} A reference to this vector.
  4483. */
  4484. random() {
  4485. this.x = Math.random();
  4486. this.y = Math.random();
  4487. this.z = Math.random();
  4488. return this;
  4489. }
  4490. /**
  4491. * Sets this vector to a uniformly random point on a unit sphere.
  4492. *
  4493. * @return {Vector3} A reference to this vector.
  4494. */
  4495. randomDirection() {
  4496. // https://mathworld.wolfram.com/SpherePointPicking.html
  4497. const theta = Math.random() * Math.PI * 2;
  4498. const u = Math.random() * 2 - 1;
  4499. const c = Math.sqrt( 1 - u * u );
  4500. this.x = c * Math.cos( theta );
  4501. this.y = u;
  4502. this.z = c * Math.sin( theta );
  4503. return this;
  4504. }
  4505. *[ Symbol.iterator ]() {
  4506. yield this.x;
  4507. yield this.y;
  4508. yield this.z;
  4509. }
  4510. }
  4511. const _vector$c = /*@__PURE__*/ new Vector3();
  4512. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4513. /**
  4514. * Represents a 3x3 matrix.
  4515. *
  4516. * A Note on Row-Major and Column-Major Ordering:
  4517. *
  4518. * The constructor and {@link Matrix3#set} method take arguments in
  4519. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  4520. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4521. * This means that calling:
  4522. * ```js
  4523. * const m = new THREE.Matrix();
  4524. * m.set( 11, 12, 13,
  4525. * 21, 22, 23,
  4526. * 31, 32, 33 );
  4527. * ```
  4528. * will result in the elements array containing:
  4529. * ```js
  4530. * m.elements = [ 11, 21, 31,
  4531. * 12, 22, 32,
  4532. * 13, 23, 33 ];
  4533. * ```
  4534. * and internally all calculations are performed using column-major ordering.
  4535. * However, as the actual ordering makes no difference mathematically and
  4536. * most people are used to thinking about matrices in row-major order, the
  4537. * three.js documentation shows matrices in row-major order. Just bear in
  4538. * mind that if you are reading the source code, you'll have to take the
  4539. * transpose of any matrices outlined here to make sense of the calculations.
  4540. */
  4541. class Matrix3 {
  4542. /**
  4543. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4544. * in row-major order. If no arguments are provided, the constructor
  4545. * initializes the matrix as an identity matrix.
  4546. *
  4547. * @param {number} [n11] - 1-1 matrix element.
  4548. * @param {number} [n12] - 1-2 matrix element.
  4549. * @param {number} [n13] - 1-3 matrix element.
  4550. * @param {number} [n21] - 2-1 matrix element.
  4551. * @param {number} [n22] - 2-2 matrix element.
  4552. * @param {number} [n23] - 2-3 matrix element.
  4553. * @param {number} [n31] - 3-1 matrix element.
  4554. * @param {number} [n32] - 3-2 matrix element.
  4555. * @param {number} [n33] - 3-3 matrix element.
  4556. */
  4557. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4558. /**
  4559. * This flag can be used for type testing.
  4560. *
  4561. * @type {boolean}
  4562. * @readonly
  4563. * @default true
  4564. */
  4565. Matrix3.prototype.isMatrix3 = true;
  4566. /**
  4567. * A column-major list of matrix values.
  4568. *
  4569. * @type {Array<number>}
  4570. */
  4571. this.elements = [
  4572. 1, 0, 0,
  4573. 0, 1, 0,
  4574. 0, 0, 1
  4575. ];
  4576. if ( n11 !== undefined ) {
  4577. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4578. }
  4579. }
  4580. /**
  4581. * Sets the elements of the matrix.The arguments are supposed to be
  4582. * in row-major order.
  4583. *
  4584. * @param {number} [n11] - 1-1 matrix element.
  4585. * @param {number} [n12] - 1-2 matrix element.
  4586. * @param {number} [n13] - 1-3 matrix element.
  4587. * @param {number} [n21] - 2-1 matrix element.
  4588. * @param {number} [n22] - 2-2 matrix element.
  4589. * @param {number} [n23] - 2-3 matrix element.
  4590. * @param {number} [n31] - 3-1 matrix element.
  4591. * @param {number} [n32] - 3-2 matrix element.
  4592. * @param {number} [n33] - 3-3 matrix element.
  4593. * @return {Matrix3} A reference to this matrix.
  4594. */
  4595. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4596. const te = this.elements;
  4597. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4598. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4599. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4600. return this;
  4601. }
  4602. /**
  4603. * Sets this matrix to the 3x3 identity matrix.
  4604. *
  4605. * @return {Matrix3} A reference to this matrix.
  4606. */
  4607. identity() {
  4608. this.set(
  4609. 1, 0, 0,
  4610. 0, 1, 0,
  4611. 0, 0, 1
  4612. );
  4613. return this;
  4614. }
  4615. /**
  4616. * Copies the values of the given matrix to this instance.
  4617. *
  4618. * @param {Matrix3} m - The matrix to copy.
  4619. * @return {Matrix3} A reference to this matrix.
  4620. */
  4621. copy( m ) {
  4622. const te = this.elements;
  4623. const me = m.elements;
  4624. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4625. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4626. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4627. return this;
  4628. }
  4629. /**
  4630. * Extracts the basis of this matrix into the three axis vectors provided.
  4631. *
  4632. * @param {Vector3} xAxis - The basis's x axis.
  4633. * @param {Vector3} yAxis - The basis's y axis.
  4634. * @param {Vector3} zAxis - The basis's z axis.
  4635. * @return {Matrix3} A reference to this matrix.
  4636. */
  4637. extractBasis( xAxis, yAxis, zAxis ) {
  4638. xAxis.setFromMatrix3Column( this, 0 );
  4639. yAxis.setFromMatrix3Column( this, 1 );
  4640. zAxis.setFromMatrix3Column( this, 2 );
  4641. return this;
  4642. }
  4643. /**
  4644. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4645. *
  4646. * @param {Matrix4} m - The 4x4 matrix.
  4647. * @return {Matrix3} A reference to this matrix.
  4648. */
  4649. setFromMatrix4( m ) {
  4650. const me = m.elements;
  4651. this.set(
  4652. me[ 0 ], me[ 4 ], me[ 8 ],
  4653. me[ 1 ], me[ 5 ], me[ 9 ],
  4654. me[ 2 ], me[ 6 ], me[ 10 ]
  4655. );
  4656. return this;
  4657. }
  4658. /**
  4659. * Post-multiplies this matrix by the given 3x3 matrix.
  4660. *
  4661. * @param {Matrix3} m - The matrix to multiply with.
  4662. * @return {Matrix3} A reference to this matrix.
  4663. */
  4664. multiply( m ) {
  4665. return this.multiplyMatrices( this, m );
  4666. }
  4667. /**
  4668. * Pre-multiplies this matrix by the given 3x3 matrix.
  4669. *
  4670. * @param {Matrix3} m - The matrix to multiply with.
  4671. * @return {Matrix3} A reference to this matrix.
  4672. */
  4673. premultiply( m ) {
  4674. return this.multiplyMatrices( m, this );
  4675. }
  4676. /**
  4677. * Multiples the given 3x3 matrices and stores the result
  4678. * in this matrix.
  4679. *
  4680. * @param {Matrix3} a - The first matrix.
  4681. * @param {Matrix3} b - The second matrix.
  4682. * @return {Matrix3} A reference to this matrix.
  4683. */
  4684. multiplyMatrices( a, b ) {
  4685. const ae = a.elements;
  4686. const be = b.elements;
  4687. const te = this.elements;
  4688. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4689. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4690. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4691. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4692. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4693. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4694. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4695. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4696. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4697. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4698. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4699. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4700. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4701. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4702. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4703. return this;
  4704. }
  4705. /**
  4706. * Multiplies every component of the matrix by the given scalar.
  4707. *
  4708. * @param {number} s - The scalar.
  4709. * @return {Matrix3} A reference to this matrix.
  4710. */
  4711. multiplyScalar( s ) {
  4712. const te = this.elements;
  4713. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4714. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4715. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4716. return this;
  4717. }
  4718. /**
  4719. * Computes and returns the determinant of this matrix.
  4720. *
  4721. * @return {number} The determinant.
  4722. */
  4723. determinant() {
  4724. const te = this.elements;
  4725. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4726. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4727. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4728. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4729. }
  4730. /**
  4731. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  4732. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4733. * a zero matrix instead.
  4734. *
  4735. * @return {Matrix3} A reference to this matrix.
  4736. */
  4737. invert() {
  4738. const te = this.elements,
  4739. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4740. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4741. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4742. t11 = n33 * n22 - n32 * n23,
  4743. t12 = n32 * n13 - n33 * n12,
  4744. t13 = n23 * n12 - n22 * n13,
  4745. det = n11 * t11 + n21 * t12 + n31 * t13;
  4746. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4747. const detInv = 1 / det;
  4748. te[ 0 ] = t11 * detInv;
  4749. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4750. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4751. te[ 3 ] = t12 * detInv;
  4752. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4753. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4754. te[ 6 ] = t13 * detInv;
  4755. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4756. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4757. return this;
  4758. }
  4759. /**
  4760. * Transposes this matrix in place.
  4761. *
  4762. * @return {Matrix3} A reference to this matrix.
  4763. */
  4764. transpose() {
  4765. let tmp;
  4766. const m = this.elements;
  4767. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4768. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4769. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4770. return this;
  4771. }
  4772. /**
  4773. * Computes the normal matrix which is the inverse transpose of the upper
  4774. * left 3x3 portion of the given 4x4 matrix.
  4775. *
  4776. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4777. * @return {Matrix3} A reference to this matrix.
  4778. */
  4779. getNormalMatrix( matrix4 ) {
  4780. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4781. }
  4782. /**
  4783. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4784. *
  4785. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4786. * @return {Matrix3} A reference to this matrix.
  4787. */
  4788. transposeIntoArray( r ) {
  4789. const m = this.elements;
  4790. r[ 0 ] = m[ 0 ];
  4791. r[ 1 ] = m[ 3 ];
  4792. r[ 2 ] = m[ 6 ];
  4793. r[ 3 ] = m[ 1 ];
  4794. r[ 4 ] = m[ 4 ];
  4795. r[ 5 ] = m[ 7 ];
  4796. r[ 6 ] = m[ 2 ];
  4797. r[ 7 ] = m[ 5 ];
  4798. r[ 8 ] = m[ 8 ];
  4799. return this;
  4800. }
  4801. /**
  4802. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4803. *
  4804. * @param {number} tx - Offset x.
  4805. * @param {number} ty - Offset y.
  4806. * @param {number} sx - Repeat x.
  4807. * @param {number} sy - Repeat y.
  4808. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4809. * @param {number} cx - Center x of rotation.
  4810. * @param {number} cy - Center y of rotation
  4811. * @return {Matrix3} A reference to this matrix.
  4812. */
  4813. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4814. const c = Math.cos( rotation );
  4815. const s = Math.sin( rotation );
  4816. this.set(
  4817. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4818. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4819. 0, 0, 1
  4820. );
  4821. return this;
  4822. }
  4823. /**
  4824. * Scales this matrix with the given scalar values.
  4825. *
  4826. * @param {number} sx - The amount to scale in the X axis.
  4827. * @param {number} sy - The amount to scale in the Y axis.
  4828. * @return {Matrix3} A reference to this matrix.
  4829. */
  4830. scale( sx, sy ) {
  4831. this.premultiply( _m3.makeScale( sx, sy ) );
  4832. return this;
  4833. }
  4834. /**
  4835. * Rotates this matrix by the given angle.
  4836. *
  4837. * @param {number} theta - The rotation in radians.
  4838. * @return {Matrix3} A reference to this matrix.
  4839. */
  4840. rotate( theta ) {
  4841. this.premultiply( _m3.makeRotation( - theta ) );
  4842. return this;
  4843. }
  4844. /**
  4845. * Translates this matrix by the given scalar values.
  4846. *
  4847. * @param {number} tx - The amount to translate in the X axis.
  4848. * @param {number} ty - The amount to translate in the Y axis.
  4849. * @return {Matrix3} A reference to this matrix.
  4850. */
  4851. translate( tx, ty ) {
  4852. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4853. return this;
  4854. }
  4855. // for 2D Transforms
  4856. /**
  4857. * Sets this matrix as a 2D translation transform.
  4858. *
  4859. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4860. * @param {number} y - The amount to translate in the Y axis.
  4861. * @return {Matrix3} A reference to this matrix.
  4862. */
  4863. makeTranslation( x, y ) {
  4864. if ( x.isVector2 ) {
  4865. this.set(
  4866. 1, 0, x.x,
  4867. 0, 1, x.y,
  4868. 0, 0, 1
  4869. );
  4870. } else {
  4871. this.set(
  4872. 1, 0, x,
  4873. 0, 1, y,
  4874. 0, 0, 1
  4875. );
  4876. }
  4877. return this;
  4878. }
  4879. /**
  4880. * Sets this matrix as a 2D rotational transformation.
  4881. *
  4882. * @param {number} theta - The rotation in radians.
  4883. * @return {Matrix3} A reference to this matrix.
  4884. */
  4885. makeRotation( theta ) {
  4886. // counterclockwise
  4887. const c = Math.cos( theta );
  4888. const s = Math.sin( theta );
  4889. this.set(
  4890. c, - s, 0,
  4891. s, c, 0,
  4892. 0, 0, 1
  4893. );
  4894. return this;
  4895. }
  4896. /**
  4897. * Sets this matrix as a 2D scale transform.
  4898. *
  4899. * @param {number} x - The amount to scale in the X axis.
  4900. * @param {number} y - The amount to scale in the Y axis.
  4901. * @return {Matrix3} A reference to this matrix.
  4902. */
  4903. makeScale( x, y ) {
  4904. this.set(
  4905. x, 0, 0,
  4906. 0, y, 0,
  4907. 0, 0, 1
  4908. );
  4909. return this;
  4910. }
  4911. /**
  4912. * Returns `true` if this matrix is equal with the given one.
  4913. *
  4914. * @param {Matrix3} matrix - The matrix to test for equality.
  4915. * @return {boolean} Whether this matrix is equal with the given one.
  4916. */
  4917. equals( matrix ) {
  4918. const te = this.elements;
  4919. const me = matrix.elements;
  4920. for ( let i = 0; i < 9; i ++ ) {
  4921. if ( te[ i ] !== me[ i ] ) return false;
  4922. }
  4923. return true;
  4924. }
  4925. /**
  4926. * Sets the elements of the matrix from the given array.
  4927. *
  4928. * @param {Array<number>} array - The matrix elements in column-major order.
  4929. * @param {number} [offset=0] - Index of the first element in the array.
  4930. * @return {Matrix3} A reference to this matrix.
  4931. */
  4932. fromArray( array, offset = 0 ) {
  4933. for ( let i = 0; i < 9; i ++ ) {
  4934. this.elements[ i ] = array[ i + offset ];
  4935. }
  4936. return this;
  4937. }
  4938. /**
  4939. * Writes the elements of this matrix to the given array. If no array is provided,
  4940. * the method returns a new instance.
  4941. *
  4942. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4943. * @param {number} [offset=0] - Index of the first element in the array.
  4944. * @return {Array<number>} The matrix elements in column-major order.
  4945. */
  4946. toArray( array = [], offset = 0 ) {
  4947. const te = this.elements;
  4948. array[ offset ] = te[ 0 ];
  4949. array[ offset + 1 ] = te[ 1 ];
  4950. array[ offset + 2 ] = te[ 2 ];
  4951. array[ offset + 3 ] = te[ 3 ];
  4952. array[ offset + 4 ] = te[ 4 ];
  4953. array[ offset + 5 ] = te[ 5 ];
  4954. array[ offset + 6 ] = te[ 6 ];
  4955. array[ offset + 7 ] = te[ 7 ];
  4956. array[ offset + 8 ] = te[ 8 ];
  4957. return array;
  4958. }
  4959. /**
  4960. * Returns a matrix with copied values from this instance.
  4961. *
  4962. * @return {Matrix3} A clone of this instance.
  4963. */
  4964. clone() {
  4965. return new this.constructor().fromArray( this.elements );
  4966. }
  4967. }
  4968. const _m3 = /*@__PURE__*/ new Matrix3();
  4969. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  4970. 0.4123908, 0.3575843, 0.1804808,
  4971. 0.2126390, 0.7151687, 0.0721923,
  4972. 0.0193308, 0.1191948, 0.9505322
  4973. );
  4974. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  4975. 3.2409699, -1.5373832, -0.4986108,
  4976. -0.9692436, 1.8759675, 0.0415551,
  4977. 0.0556301, -0.203977, 1.0569715
  4978. );
  4979. function createColorManagement() {
  4980. const ColorManagement = {
  4981. enabled: true,
  4982. workingColorSpace: LinearSRGBColorSpace,
  4983. /**
  4984. * Implementations of supported color spaces.
  4985. *
  4986. * Required:
  4987. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  4988. * - whitePoint: reference white [ x y ]
  4989. * - transfer: transfer function (pre-defined)
  4990. * - toXYZ: Matrix3 RGB to XYZ transform
  4991. * - fromXYZ: Matrix3 XYZ to RGB transform
  4992. * - luminanceCoefficients: RGB luminance coefficients
  4993. *
  4994. * Optional:
  4995. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  4996. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  4997. *
  4998. * Reference:
  4999. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5000. */
  5001. spaces: {},
  5002. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5003. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5004. return color;
  5005. }
  5006. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5007. color.r = SRGBToLinear( color.r );
  5008. color.g = SRGBToLinear( color.g );
  5009. color.b = SRGBToLinear( color.b );
  5010. }
  5011. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5012. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5013. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5014. }
  5015. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5016. color.r = LinearToSRGB( color.r );
  5017. color.g = LinearToSRGB( color.g );
  5018. color.b = LinearToSRGB( color.b );
  5019. }
  5020. return color;
  5021. },
  5022. workingToColorSpace: function ( color, targetColorSpace ) {
  5023. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5024. },
  5025. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5026. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5027. },
  5028. getPrimaries: function ( colorSpace ) {
  5029. return this.spaces[ colorSpace ].primaries;
  5030. },
  5031. getTransfer: function ( colorSpace ) {
  5032. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5033. return this.spaces[ colorSpace ].transfer;
  5034. },
  5035. getToneMappingMode: function ( colorSpace ) {
  5036. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5037. },
  5038. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5039. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5040. },
  5041. define: function ( colorSpaces ) {
  5042. Object.assign( this.spaces, colorSpaces );
  5043. },
  5044. // Internal APIs
  5045. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5046. return targetMatrix
  5047. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5048. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5049. },
  5050. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5051. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5052. },
  5053. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5054. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5055. },
  5056. // Deprecated
  5057. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5058. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5059. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5060. },
  5061. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5062. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5063. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5064. },
  5065. };
  5066. /******************************************************************************
  5067. * sRGB definitions
  5068. */
  5069. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5070. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5071. const D65 = [ 0.3127, 0.3290 ];
  5072. ColorManagement.define( {
  5073. [ LinearSRGBColorSpace ]: {
  5074. primaries: REC709_PRIMARIES,
  5075. whitePoint: D65,
  5076. transfer: LinearTransfer,
  5077. toXYZ: LINEAR_REC709_TO_XYZ,
  5078. fromXYZ: XYZ_TO_LINEAR_REC709,
  5079. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5080. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5081. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5082. },
  5083. [ SRGBColorSpace ]: {
  5084. primaries: REC709_PRIMARIES,
  5085. whitePoint: D65,
  5086. transfer: SRGBTransfer,
  5087. toXYZ: LINEAR_REC709_TO_XYZ,
  5088. fromXYZ: XYZ_TO_LINEAR_REC709,
  5089. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5090. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5091. },
  5092. } );
  5093. return ColorManagement;
  5094. }
  5095. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5096. function SRGBToLinear( c ) {
  5097. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5098. }
  5099. function LinearToSRGB( c ) {
  5100. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5101. }
  5102. let _canvas;
  5103. /**
  5104. * A class containing utility functions for images.
  5105. *
  5106. * @hideconstructor
  5107. */
  5108. class ImageUtils {
  5109. /**
  5110. * Returns a data URI containing a representation of the given image.
  5111. *
  5112. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5113. * @param {string} [type='image/png'] - Indicates the image format.
  5114. * @return {string} The data URI.
  5115. */
  5116. static getDataURL( image, type = 'image/png' ) {
  5117. if ( /^data:/i.test( image.src ) ) {
  5118. return image.src;
  5119. }
  5120. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5121. return image.src;
  5122. }
  5123. let canvas;
  5124. if ( image instanceof HTMLCanvasElement ) {
  5125. canvas = image;
  5126. } else {
  5127. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5128. _canvas.width = image.width;
  5129. _canvas.height = image.height;
  5130. const context = _canvas.getContext( '2d' );
  5131. if ( image instanceof ImageData ) {
  5132. context.putImageData( image, 0, 0 );
  5133. } else {
  5134. context.drawImage( image, 0, 0, image.width, image.height );
  5135. }
  5136. canvas = _canvas;
  5137. }
  5138. return canvas.toDataURL( type );
  5139. }
  5140. /**
  5141. * Converts the given sRGB image data to linear color space.
  5142. *
  5143. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5144. * @return {HTMLCanvasElement|Object} The converted image.
  5145. */
  5146. static sRGBToLinear( image ) {
  5147. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5148. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5149. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5150. const canvas = createElementNS( 'canvas' );
  5151. canvas.width = image.width;
  5152. canvas.height = image.height;
  5153. const context = canvas.getContext( '2d' );
  5154. context.drawImage( image, 0, 0, image.width, image.height );
  5155. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5156. const data = imageData.data;
  5157. for ( let i = 0; i < data.length; i ++ ) {
  5158. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5159. }
  5160. context.putImageData( imageData, 0, 0 );
  5161. return canvas;
  5162. } else if ( image.data ) {
  5163. const data = image.data.slice( 0 );
  5164. for ( let i = 0; i < data.length; i ++ ) {
  5165. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5166. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5167. } else {
  5168. // assuming float
  5169. data[ i ] = SRGBToLinear( data[ i ] );
  5170. }
  5171. }
  5172. return {
  5173. data: data,
  5174. width: image.width,
  5175. height: image.height
  5176. };
  5177. } else {
  5178. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5179. return image;
  5180. }
  5181. }
  5182. }
  5183. let _sourceId = 0;
  5184. /**
  5185. * Represents the data source of a texture.
  5186. *
  5187. * The main purpose of this class is to decouple the data definition from the texture
  5188. * definition so the same data can be used with multiple texture instances.
  5189. */
  5190. class Source {
  5191. /**
  5192. * Constructs a new video texture.
  5193. *
  5194. * @param {any} [data=null] - The data definition of a texture.
  5195. */
  5196. constructor( data = null ) {
  5197. /**
  5198. * This flag can be used for type testing.
  5199. *
  5200. * @type {boolean}
  5201. * @readonly
  5202. * @default true
  5203. */
  5204. this.isSource = true;
  5205. /**
  5206. * The ID of the source.
  5207. *
  5208. * @name Source#id
  5209. * @type {number}
  5210. * @readonly
  5211. */
  5212. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5213. /**
  5214. * The UUID of the source.
  5215. *
  5216. * @type {string}
  5217. * @readonly
  5218. */
  5219. this.uuid = generateUUID();
  5220. /**
  5221. * The data definition of a texture.
  5222. *
  5223. * @type {any}
  5224. */
  5225. this.data = data;
  5226. /**
  5227. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5228. * provides more control on how texture data should be processed. When `dataReady` is set
  5229. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5230. * the data into the GPU memory.
  5231. *
  5232. * @type {boolean}
  5233. * @default true
  5234. */
  5235. this.dataReady = true;
  5236. /**
  5237. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5238. *
  5239. * @type {number}
  5240. * @readonly
  5241. * @default 0
  5242. */
  5243. this.version = 0;
  5244. }
  5245. /**
  5246. * Returns the dimensions of the source into the given target vector.
  5247. *
  5248. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5249. * @return {(Vector2|Vector3)} The dimensions of the source.
  5250. */
  5251. getSize( target ) {
  5252. const data = this.data;
  5253. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5254. target.set( data.videoWidth, data.videoHeight, 0 );
  5255. } else if ( data instanceof VideoFrame ) {
  5256. target.set( data.displayHeight, data.displayWidth, 0 );
  5257. } else if ( data !== null ) {
  5258. target.set( data.width, data.height, data.depth || 0 );
  5259. } else {
  5260. target.set( 0, 0, 0 );
  5261. }
  5262. return target;
  5263. }
  5264. /**
  5265. * When the property is set to `true`, the engine allocates the memory
  5266. * for the texture (if necessary) and triggers the actual texture upload
  5267. * to the GPU next time the source is used.
  5268. *
  5269. * @type {boolean}
  5270. * @default false
  5271. * @param {boolean} value
  5272. */
  5273. set needsUpdate( value ) {
  5274. if ( value === true ) this.version ++;
  5275. }
  5276. /**
  5277. * Serializes the source into JSON.
  5278. *
  5279. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5280. * @return {Object} A JSON object representing the serialized source.
  5281. * @see {@link ObjectLoader#parse}
  5282. */
  5283. toJSON( meta ) {
  5284. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5285. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5286. return meta.images[ this.uuid ];
  5287. }
  5288. const output = {
  5289. uuid: this.uuid,
  5290. url: ''
  5291. };
  5292. const data = this.data;
  5293. if ( data !== null ) {
  5294. let url;
  5295. if ( Array.isArray( data ) ) {
  5296. // cube texture
  5297. url = [];
  5298. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5299. if ( data[ i ].isDataTexture ) {
  5300. url.push( serializeImage( data[ i ].image ) );
  5301. } else {
  5302. url.push( serializeImage( data[ i ] ) );
  5303. }
  5304. }
  5305. } else {
  5306. // texture
  5307. url = serializeImage( data );
  5308. }
  5309. output.url = url;
  5310. }
  5311. if ( ! isRootObject ) {
  5312. meta.images[ this.uuid ] = output;
  5313. }
  5314. return output;
  5315. }
  5316. }
  5317. function serializeImage( image ) {
  5318. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5319. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5320. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5321. // default images
  5322. return ImageUtils.getDataURL( image );
  5323. } else {
  5324. if ( image.data ) {
  5325. // images of DataTexture
  5326. return {
  5327. data: Array.from( image.data ),
  5328. width: image.width,
  5329. height: image.height,
  5330. type: image.data.constructor.name
  5331. };
  5332. } else {
  5333. warn( 'Texture: Unable to serialize Texture.' );
  5334. return {};
  5335. }
  5336. }
  5337. }
  5338. let _textureId = 0;
  5339. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5340. /**
  5341. * Base class for all textures.
  5342. *
  5343. * Note: After the initial use of a texture, its dimensions, format, and type
  5344. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5345. *
  5346. * @augments EventDispatcher
  5347. */
  5348. class Texture extends EventDispatcher {
  5349. /**
  5350. * Constructs a new texture.
  5351. *
  5352. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5353. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5354. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5355. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5356. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5357. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5358. * @param {number} [format=RGBAFormat] - The texture format.
  5359. * @param {number} [type=UnsignedByteType] - The texture type.
  5360. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5361. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5362. */
  5363. constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
  5364. super();
  5365. /**
  5366. * This flag can be used for type testing.
  5367. *
  5368. * @type {boolean}
  5369. * @readonly
  5370. * @default true
  5371. */
  5372. this.isTexture = true;
  5373. /**
  5374. * The ID of the texture.
  5375. *
  5376. * @name Texture#id
  5377. * @type {number}
  5378. * @readonly
  5379. */
  5380. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5381. /**
  5382. * The UUID of the material.
  5383. *
  5384. * @type {string}
  5385. * @readonly
  5386. */
  5387. this.uuid = generateUUID();
  5388. /**
  5389. * The name of the material.
  5390. *
  5391. * @type {string}
  5392. */
  5393. this.name = '';
  5394. /**
  5395. * The data definition of a texture. A reference to the data source can be
  5396. * shared across textures. This is often useful in context of spritesheets
  5397. * where multiple textures render the same data but with different texture
  5398. * transformations.
  5399. *
  5400. * @type {Source}
  5401. */
  5402. this.source = new Source( image );
  5403. /**
  5404. * An array holding user-defined mipmaps.
  5405. *
  5406. * @type {Array<Object>}
  5407. */
  5408. this.mipmaps = [];
  5409. /**
  5410. * How the texture is applied to the object. The value `UVMapping`
  5411. * is the default, where texture or uv coordinates are used to apply the map.
  5412. *
  5413. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5414. * @default UVMapping
  5415. */
  5416. this.mapping = mapping;
  5417. /**
  5418. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5419. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5420. *
  5421. * @type {number}
  5422. * @default 0
  5423. */
  5424. this.channel = 0;
  5425. /**
  5426. * This defines how the texture is wrapped horizontally and corresponds to
  5427. * *U* in UV mapping.
  5428. *
  5429. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5430. * @default ClampToEdgeWrapping
  5431. */
  5432. this.wrapS = wrapS;
  5433. /**
  5434. * This defines how the texture is wrapped horizontally and corresponds to
  5435. * *V* in UV mapping.
  5436. *
  5437. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5438. * @default ClampToEdgeWrapping
  5439. */
  5440. this.wrapT = wrapT;
  5441. /**
  5442. * How the texture is sampled when a texel covers more than one pixel.
  5443. *
  5444. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5445. * @default LinearFilter
  5446. */
  5447. this.magFilter = magFilter;
  5448. /**
  5449. * How the texture is sampled when a texel covers less than one pixel.
  5450. *
  5451. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5452. * @default LinearMipmapLinearFilter
  5453. */
  5454. this.minFilter = minFilter;
  5455. /**
  5456. * The number of samples taken along the axis through the pixel that has the
  5457. * highest density of texels. By default, this value is `1`. A higher value
  5458. * gives a less blurry result than a basic mipmap, at the cost of more
  5459. * texture samples being used.
  5460. *
  5461. * @type {number}
  5462. * @default 0
  5463. */
  5464. this.anisotropy = anisotropy;
  5465. /**
  5466. * The format of the texture.
  5467. *
  5468. * @type {number}
  5469. * @default RGBAFormat
  5470. */
  5471. this.format = format;
  5472. /**
  5473. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5474. * defines how the texture data is going to be stored on the GPU.
  5475. *
  5476. * This property allows to overwrite the default format.
  5477. *
  5478. * @type {?string}
  5479. * @default null
  5480. */
  5481. this.internalFormat = null;
  5482. /**
  5483. * The data type of the texture.
  5484. *
  5485. * @type {number}
  5486. * @default UnsignedByteType
  5487. */
  5488. this.type = type;
  5489. /**
  5490. * How much a single repetition of the texture is offset from the beginning,
  5491. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5492. *
  5493. * @type {Vector2}
  5494. * @default (0,0)
  5495. */
  5496. this.offset = new Vector2( 0, 0 );
  5497. /**
  5498. * How many times the texture is repeated across the surface, in each
  5499. * direction U and V. If repeat is set greater than `1` in either direction,
  5500. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5501. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5502. *
  5503. * @type {Vector2}
  5504. * @default (1,1)
  5505. */
  5506. this.repeat = new Vector2( 1, 1 );
  5507. /**
  5508. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5509. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5510. *
  5511. * @type {Vector2}
  5512. * @default (0,0)
  5513. */
  5514. this.center = new Vector2( 0, 0 );
  5515. /**
  5516. * How much the texture is rotated around the center point, in radians.
  5517. * Positive values are counter-clockwise.
  5518. *
  5519. * @type {number}
  5520. * @default 0
  5521. */
  5522. this.rotation = 0;
  5523. /**
  5524. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5525. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5526. * {@link Texture#rotation}, and {@link Texture#center}.
  5527. *
  5528. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5529. *
  5530. * @type {boolean}
  5531. * @default true
  5532. */
  5533. this.matrixAutoUpdate = true;
  5534. /**
  5535. * The uv-transformation matrix of the texture.
  5536. *
  5537. * @type {Matrix3}
  5538. */
  5539. this.matrix = new Matrix3();
  5540. /**
  5541. * Whether to generate mipmaps (if possible) for a texture.
  5542. *
  5543. * Set this to `false` if you are creating mipmaps manually.
  5544. *
  5545. * @type {boolean}
  5546. * @default true
  5547. */
  5548. this.generateMipmaps = true;
  5549. /**
  5550. * If set to `true`, the alpha channel, if present, is multiplied into the
  5551. * color channels when the texture is uploaded to the GPU.
  5552. *
  5553. * Note that this property has no effect when using `ImageBitmap`. You need to
  5554. * configure premultiply alpha on bitmap creation instead.
  5555. *
  5556. * @type {boolean}
  5557. * @default false
  5558. */
  5559. this.premultiplyAlpha = false;
  5560. /**
  5561. * If set to `true`, the texture is flipped along the vertical axis when
  5562. * uploaded to the GPU.
  5563. *
  5564. * Note that this property has no effect when using `ImageBitmap`. You need to
  5565. * configure the flip on bitmap creation instead.
  5566. *
  5567. * @type {boolean}
  5568. * @default true
  5569. */
  5570. this.flipY = true;
  5571. /**
  5572. * Specifies the alignment requirements for the start of each pixel row in memory.
  5573. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5574. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5575. *
  5576. * @type {number}
  5577. * @default 4
  5578. */
  5579. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5580. /**
  5581. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5582. *
  5583. * @type {string}
  5584. * @default NoColorSpace
  5585. */
  5586. this.colorSpace = colorSpace;
  5587. /**
  5588. * An object that can be used to store custom data about the texture. It
  5589. * should not hold references to functions as these will not be cloned.
  5590. *
  5591. * @type {Object}
  5592. */
  5593. this.userData = {};
  5594. /**
  5595. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5596. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5597. *
  5598. * @type {Array<Object>}
  5599. */
  5600. this.updateRanges = [];
  5601. /**
  5602. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5603. *
  5604. * @type {number}
  5605. * @readonly
  5606. * @default 0
  5607. */
  5608. this.version = 0;
  5609. /**
  5610. * A callback function, called when the texture is updated (e.g., when
  5611. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5612. *
  5613. * @type {?Function}
  5614. * @default null
  5615. */
  5616. this.onUpdate = null;
  5617. /**
  5618. * An optional back reference to the textures render target.
  5619. *
  5620. * @type {?(RenderTarget|WebGLRenderTarget)}
  5621. * @default null
  5622. */
  5623. this.renderTarget = null;
  5624. /**
  5625. * Indicates whether a texture belongs to a render target or not.
  5626. *
  5627. * @type {boolean}
  5628. * @readonly
  5629. * @default false
  5630. */
  5631. this.isRenderTargetTexture = false;
  5632. /**
  5633. * Indicates if a texture should be handled like a texture array.
  5634. *
  5635. * @type {boolean}
  5636. * @readonly
  5637. * @default false
  5638. */
  5639. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5640. /**
  5641. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5642. * (only relevant for render target textures).
  5643. *
  5644. * @type {number}
  5645. * @readonly
  5646. * @default 0
  5647. */
  5648. this.pmremVersion = 0;
  5649. }
  5650. /**
  5651. * The width of the texture in pixels.
  5652. */
  5653. get width() {
  5654. return this.source.getSize( _tempVec3 ).x;
  5655. }
  5656. /**
  5657. * The height of the texture in pixels.
  5658. */
  5659. get height() {
  5660. return this.source.getSize( _tempVec3 ).y;
  5661. }
  5662. /**
  5663. * The depth of the texture in pixels.
  5664. */
  5665. get depth() {
  5666. return this.source.getSize( _tempVec3 ).z;
  5667. }
  5668. /**
  5669. * The image object holding the texture data.
  5670. *
  5671. * @type {?Object}
  5672. */
  5673. get image() {
  5674. return this.source.data;
  5675. }
  5676. set image( value = null ) {
  5677. this.source.data = value;
  5678. }
  5679. /**
  5680. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5681. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5682. */
  5683. updateMatrix() {
  5684. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5685. }
  5686. /**
  5687. * Adds a range of data in the data texture to be updated on the GPU.
  5688. *
  5689. * @param {number} start - Position at which to start update.
  5690. * @param {number} count - The number of components to update.
  5691. */
  5692. addUpdateRange( start, count ) {
  5693. this.updateRanges.push( { start, count } );
  5694. }
  5695. /**
  5696. * Clears the update ranges.
  5697. */
  5698. clearUpdateRanges() {
  5699. this.updateRanges.length = 0;
  5700. }
  5701. /**
  5702. * Returns a new texture with copied values from this instance.
  5703. *
  5704. * @return {Texture} A clone of this instance.
  5705. */
  5706. clone() {
  5707. return new this.constructor().copy( this );
  5708. }
  5709. /**
  5710. * Copies the values of the given texture to this instance.
  5711. *
  5712. * @param {Texture} source - The texture to copy.
  5713. * @return {Texture} A reference to this instance.
  5714. */
  5715. copy( source ) {
  5716. this.name = source.name;
  5717. this.source = source.source;
  5718. this.mipmaps = source.mipmaps.slice( 0 );
  5719. this.mapping = source.mapping;
  5720. this.channel = source.channel;
  5721. this.wrapS = source.wrapS;
  5722. this.wrapT = source.wrapT;
  5723. this.magFilter = source.magFilter;
  5724. this.minFilter = source.minFilter;
  5725. this.anisotropy = source.anisotropy;
  5726. this.format = source.format;
  5727. this.internalFormat = source.internalFormat;
  5728. this.type = source.type;
  5729. this.offset.copy( source.offset );
  5730. this.repeat.copy( source.repeat );
  5731. this.center.copy( source.center );
  5732. this.rotation = source.rotation;
  5733. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5734. this.matrix.copy( source.matrix );
  5735. this.generateMipmaps = source.generateMipmaps;
  5736. this.premultiplyAlpha = source.premultiplyAlpha;
  5737. this.flipY = source.flipY;
  5738. this.unpackAlignment = source.unpackAlignment;
  5739. this.colorSpace = source.colorSpace;
  5740. this.renderTarget = source.renderTarget;
  5741. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5742. this.isArrayTexture = source.isArrayTexture;
  5743. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5744. this.needsUpdate = true;
  5745. return this;
  5746. }
  5747. /**
  5748. * Sets this texture's properties based on `values`.
  5749. * @param {Object} values - A container with texture parameters.
  5750. */
  5751. setValues( values ) {
  5752. for ( const key in values ) {
  5753. const newValue = values[ key ];
  5754. if ( newValue === undefined ) {
  5755. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5756. continue;
  5757. }
  5758. const currentValue = this[ key ];
  5759. if ( currentValue === undefined ) {
  5760. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5761. continue;
  5762. }
  5763. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5764. currentValue.copy( newValue );
  5765. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5766. currentValue.copy( newValue );
  5767. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5768. currentValue.copy( newValue );
  5769. } else {
  5770. this[ key ] = newValue;
  5771. }
  5772. }
  5773. }
  5774. /**
  5775. * Serializes the texture into JSON.
  5776. *
  5777. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5778. * @return {Object} A JSON object representing the serialized texture.
  5779. * @see {@link ObjectLoader#parse}
  5780. */
  5781. toJSON( meta ) {
  5782. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5783. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5784. return meta.textures[ this.uuid ];
  5785. }
  5786. const output = {
  5787. metadata: {
  5788. version: 4.7,
  5789. type: 'Texture',
  5790. generator: 'Texture.toJSON'
  5791. },
  5792. uuid: this.uuid,
  5793. name: this.name,
  5794. image: this.source.toJSON( meta ).uuid,
  5795. mapping: this.mapping,
  5796. channel: this.channel,
  5797. repeat: [ this.repeat.x, this.repeat.y ],
  5798. offset: [ this.offset.x, this.offset.y ],
  5799. center: [ this.center.x, this.center.y ],
  5800. rotation: this.rotation,
  5801. wrap: [ this.wrapS, this.wrapT ],
  5802. format: this.format,
  5803. internalFormat: this.internalFormat,
  5804. type: this.type,
  5805. colorSpace: this.colorSpace,
  5806. minFilter: this.minFilter,
  5807. magFilter: this.magFilter,
  5808. anisotropy: this.anisotropy,
  5809. flipY: this.flipY,
  5810. generateMipmaps: this.generateMipmaps,
  5811. premultiplyAlpha: this.premultiplyAlpha,
  5812. unpackAlignment: this.unpackAlignment
  5813. };
  5814. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5815. if ( ! isRootObject ) {
  5816. meta.textures[ this.uuid ] = output;
  5817. }
  5818. return output;
  5819. }
  5820. /**
  5821. * Frees the GPU-related resources allocated by this instance. Call this
  5822. * method whenever this instance is no longer used in your app.
  5823. *
  5824. * @fires Texture#dispose
  5825. */
  5826. dispose() {
  5827. /**
  5828. * Fires when the texture has been disposed of.
  5829. *
  5830. * @event Texture#dispose
  5831. * @type {Object}
  5832. */
  5833. this.dispatchEvent( { type: 'dispose' } );
  5834. }
  5835. /**
  5836. * Transforms the given uv vector with the textures uv transformation matrix.
  5837. *
  5838. * @param {Vector2} uv - The uv vector.
  5839. * @return {Vector2} The transformed uv vector.
  5840. */
  5841. transformUv( uv ) {
  5842. if ( this.mapping !== UVMapping ) return uv;
  5843. uv.applyMatrix3( this.matrix );
  5844. if ( uv.x < 0 || uv.x > 1 ) {
  5845. switch ( this.wrapS ) {
  5846. case RepeatWrapping:
  5847. uv.x = uv.x - Math.floor( uv.x );
  5848. break;
  5849. case ClampToEdgeWrapping:
  5850. uv.x = uv.x < 0 ? 0 : 1;
  5851. break;
  5852. case MirroredRepeatWrapping:
  5853. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5854. uv.x = Math.ceil( uv.x ) - uv.x;
  5855. } else {
  5856. uv.x = uv.x - Math.floor( uv.x );
  5857. }
  5858. break;
  5859. }
  5860. }
  5861. if ( uv.y < 0 || uv.y > 1 ) {
  5862. switch ( this.wrapT ) {
  5863. case RepeatWrapping:
  5864. uv.y = uv.y - Math.floor( uv.y );
  5865. break;
  5866. case ClampToEdgeWrapping:
  5867. uv.y = uv.y < 0 ? 0 : 1;
  5868. break;
  5869. case MirroredRepeatWrapping:
  5870. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5871. uv.y = Math.ceil( uv.y ) - uv.y;
  5872. } else {
  5873. uv.y = uv.y - Math.floor( uv.y );
  5874. }
  5875. break;
  5876. }
  5877. }
  5878. if ( this.flipY ) {
  5879. uv.y = 1 - uv.y;
  5880. }
  5881. return uv;
  5882. }
  5883. /**
  5884. * Setting this property to `true` indicates the engine the texture
  5885. * must be updated in the next render. This triggers a texture upload
  5886. * to the GPU and ensures correct texture parameter configuration.
  5887. *
  5888. * @type {boolean}
  5889. * @default false
  5890. * @param {boolean} value
  5891. */
  5892. set needsUpdate( value ) {
  5893. if ( value === true ) {
  5894. this.version ++;
  5895. this.source.needsUpdate = true;
  5896. }
  5897. }
  5898. /**
  5899. * Setting this property to `true` indicates the engine the PMREM
  5900. * must be regenerated.
  5901. *
  5902. * @type {boolean}
  5903. * @default false
  5904. * @param {boolean} value
  5905. */
  5906. set needsPMREMUpdate( value ) {
  5907. if ( value === true ) {
  5908. this.pmremVersion ++;
  5909. }
  5910. }
  5911. }
  5912. /**
  5913. * The default image for all textures.
  5914. *
  5915. * @static
  5916. * @type {?Image}
  5917. * @default null
  5918. */
  5919. Texture.DEFAULT_IMAGE = null;
  5920. /**
  5921. * The default mapping for all textures.
  5922. *
  5923. * @static
  5924. * @type {number}
  5925. * @default UVMapping
  5926. */
  5927. Texture.DEFAULT_MAPPING = UVMapping;
  5928. /**
  5929. * The default anisotropy value for all textures.
  5930. *
  5931. * @static
  5932. * @type {number}
  5933. * @default 1
  5934. */
  5935. Texture.DEFAULT_ANISOTROPY = 1;
  5936. /**
  5937. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5938. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5939. *
  5940. * - A point in 4D space.
  5941. * - A direction and length in 4D space. In three.js the length will
  5942. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5943. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5944. * - Any arbitrary ordered quadruplet of numbers.
  5945. *
  5946. * There are other things a 4D vector can be used to represent, however these
  5947. * are the most common uses in *three.js*.
  5948. *
  5949. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5950. * the corresponding order.
  5951. * ```js
  5952. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5953. *
  5954. * //no arguments; will be initialised to (0, 0, 0, 1)
  5955. * const b = new THREE.Vector4( );
  5956. *
  5957. * const d = a.dot( b );
  5958. * ```
  5959. */
  5960. class Vector4 {
  5961. /**
  5962. * Constructs a new 4D vector.
  5963. *
  5964. * @param {number} [x=0] - The x value of this vector.
  5965. * @param {number} [y=0] - The y value of this vector.
  5966. * @param {number} [z=0] - The z value of this vector.
  5967. * @param {number} [w=1] - The w value of this vector.
  5968. */
  5969. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5970. /**
  5971. * This flag can be used for type testing.
  5972. *
  5973. * @type {boolean}
  5974. * @readonly
  5975. * @default true
  5976. */
  5977. Vector4.prototype.isVector4 = true;
  5978. /**
  5979. * The x value of this vector.
  5980. *
  5981. * @type {number}
  5982. */
  5983. this.x = x;
  5984. /**
  5985. * The y value of this vector.
  5986. *
  5987. * @type {number}
  5988. */
  5989. this.y = y;
  5990. /**
  5991. * The z value of this vector.
  5992. *
  5993. * @type {number}
  5994. */
  5995. this.z = z;
  5996. /**
  5997. * The w value of this vector.
  5998. *
  5999. * @type {number}
  6000. */
  6001. this.w = w;
  6002. }
  6003. /**
  6004. * Alias for {@link Vector4#z}.
  6005. *
  6006. * @type {number}
  6007. */
  6008. get width() {
  6009. return this.z;
  6010. }
  6011. set width( value ) {
  6012. this.z = value;
  6013. }
  6014. /**
  6015. * Alias for {@link Vector4#w}.
  6016. *
  6017. * @type {number}
  6018. */
  6019. get height() {
  6020. return this.w;
  6021. }
  6022. set height( value ) {
  6023. this.w = value;
  6024. }
  6025. /**
  6026. * Sets the vector components.
  6027. *
  6028. * @param {number} x - The value of the x component.
  6029. * @param {number} y - The value of the y component.
  6030. * @param {number} z - The value of the z component.
  6031. * @param {number} w - The value of the w component.
  6032. * @return {Vector4} A reference to this vector.
  6033. */
  6034. set( x, y, z, w ) {
  6035. this.x = x;
  6036. this.y = y;
  6037. this.z = z;
  6038. this.w = w;
  6039. return this;
  6040. }
  6041. /**
  6042. * Sets the vector components to the same value.
  6043. *
  6044. * @param {number} scalar - The value to set for all vector components.
  6045. * @return {Vector4} A reference to this vector.
  6046. */
  6047. setScalar( scalar ) {
  6048. this.x = scalar;
  6049. this.y = scalar;
  6050. this.z = scalar;
  6051. this.w = scalar;
  6052. return this;
  6053. }
  6054. /**
  6055. * Sets the vector's x component to the given value
  6056. *
  6057. * @param {number} x - The value to set.
  6058. * @return {Vector4} A reference to this vector.
  6059. */
  6060. setX( x ) {
  6061. this.x = x;
  6062. return this;
  6063. }
  6064. /**
  6065. * Sets the vector's y component to the given value
  6066. *
  6067. * @param {number} y - The value to set.
  6068. * @return {Vector4} A reference to this vector.
  6069. */
  6070. setY( y ) {
  6071. this.y = y;
  6072. return this;
  6073. }
  6074. /**
  6075. * Sets the vector's z component to the given value
  6076. *
  6077. * @param {number} z - The value to set.
  6078. * @return {Vector4} A reference to this vector.
  6079. */
  6080. setZ( z ) {
  6081. this.z = z;
  6082. return this;
  6083. }
  6084. /**
  6085. * Sets the vector's w component to the given value
  6086. *
  6087. * @param {number} w - The value to set.
  6088. * @return {Vector4} A reference to this vector.
  6089. */
  6090. setW( w ) {
  6091. this.w = w;
  6092. return this;
  6093. }
  6094. /**
  6095. * Allows to set a vector component with an index.
  6096. *
  6097. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6098. * `2` equals to z, `3` equals to w.
  6099. * @param {number} value - The value to set.
  6100. * @return {Vector4} A reference to this vector.
  6101. */
  6102. setComponent( index, value ) {
  6103. switch ( index ) {
  6104. case 0: this.x = value; break;
  6105. case 1: this.y = value; break;
  6106. case 2: this.z = value; break;
  6107. case 3: this.w = value; break;
  6108. default: throw new Error( 'index is out of range: ' + index );
  6109. }
  6110. return this;
  6111. }
  6112. /**
  6113. * Returns the value of the vector component which matches the given index.
  6114. *
  6115. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6116. * `2` equals to z, `3` equals to w.
  6117. * @return {number} A vector component value.
  6118. */
  6119. getComponent( index ) {
  6120. switch ( index ) {
  6121. case 0: return this.x;
  6122. case 1: return this.y;
  6123. case 2: return this.z;
  6124. case 3: return this.w;
  6125. default: throw new Error( 'index is out of range: ' + index );
  6126. }
  6127. }
  6128. /**
  6129. * Returns a new vector with copied values from this instance.
  6130. *
  6131. * @return {Vector4} A clone of this instance.
  6132. */
  6133. clone() {
  6134. return new this.constructor( this.x, this.y, this.z, this.w );
  6135. }
  6136. /**
  6137. * Copies the values of the given vector to this instance.
  6138. *
  6139. * @param {Vector3|Vector4} v - The vector to copy.
  6140. * @return {Vector4} A reference to this vector.
  6141. */
  6142. copy( v ) {
  6143. this.x = v.x;
  6144. this.y = v.y;
  6145. this.z = v.z;
  6146. this.w = ( v.w !== undefined ) ? v.w : 1;
  6147. return this;
  6148. }
  6149. /**
  6150. * Adds the given vector to this instance.
  6151. *
  6152. * @param {Vector4} v - The vector to add.
  6153. * @return {Vector4} A reference to this vector.
  6154. */
  6155. add( v ) {
  6156. this.x += v.x;
  6157. this.y += v.y;
  6158. this.z += v.z;
  6159. this.w += v.w;
  6160. return this;
  6161. }
  6162. /**
  6163. * Adds the given scalar value to all components of this instance.
  6164. *
  6165. * @param {number} s - The scalar to add.
  6166. * @return {Vector4} A reference to this vector.
  6167. */
  6168. addScalar( s ) {
  6169. this.x += s;
  6170. this.y += s;
  6171. this.z += s;
  6172. this.w += s;
  6173. return this;
  6174. }
  6175. /**
  6176. * Adds the given vectors and stores the result in this instance.
  6177. *
  6178. * @param {Vector4} a - The first vector.
  6179. * @param {Vector4} b - The second vector.
  6180. * @return {Vector4} A reference to this vector.
  6181. */
  6182. addVectors( a, b ) {
  6183. this.x = a.x + b.x;
  6184. this.y = a.y + b.y;
  6185. this.z = a.z + b.z;
  6186. this.w = a.w + b.w;
  6187. return this;
  6188. }
  6189. /**
  6190. * Adds the given vector scaled by the given factor to this instance.
  6191. *
  6192. * @param {Vector4} v - The vector.
  6193. * @param {number} s - The factor that scales `v`.
  6194. * @return {Vector4} A reference to this vector.
  6195. */
  6196. addScaledVector( v, s ) {
  6197. this.x += v.x * s;
  6198. this.y += v.y * s;
  6199. this.z += v.z * s;
  6200. this.w += v.w * s;
  6201. return this;
  6202. }
  6203. /**
  6204. * Subtracts the given vector from this instance.
  6205. *
  6206. * @param {Vector4} v - The vector to subtract.
  6207. * @return {Vector4} A reference to this vector.
  6208. */
  6209. sub( v ) {
  6210. this.x -= v.x;
  6211. this.y -= v.y;
  6212. this.z -= v.z;
  6213. this.w -= v.w;
  6214. return this;
  6215. }
  6216. /**
  6217. * Subtracts the given scalar value from all components of this instance.
  6218. *
  6219. * @param {number} s - The scalar to subtract.
  6220. * @return {Vector4} A reference to this vector.
  6221. */
  6222. subScalar( s ) {
  6223. this.x -= s;
  6224. this.y -= s;
  6225. this.z -= s;
  6226. this.w -= s;
  6227. return this;
  6228. }
  6229. /**
  6230. * Subtracts the given vectors and stores the result in this instance.
  6231. *
  6232. * @param {Vector4} a - The first vector.
  6233. * @param {Vector4} b - The second vector.
  6234. * @return {Vector4} A reference to this vector.
  6235. */
  6236. subVectors( a, b ) {
  6237. this.x = a.x - b.x;
  6238. this.y = a.y - b.y;
  6239. this.z = a.z - b.z;
  6240. this.w = a.w - b.w;
  6241. return this;
  6242. }
  6243. /**
  6244. * Multiplies the given vector with this instance.
  6245. *
  6246. * @param {Vector4} v - The vector to multiply.
  6247. * @return {Vector4} A reference to this vector.
  6248. */
  6249. multiply( v ) {
  6250. this.x *= v.x;
  6251. this.y *= v.y;
  6252. this.z *= v.z;
  6253. this.w *= v.w;
  6254. return this;
  6255. }
  6256. /**
  6257. * Multiplies the given scalar value with all components of this instance.
  6258. *
  6259. * @param {number} scalar - The scalar to multiply.
  6260. * @return {Vector4} A reference to this vector.
  6261. */
  6262. multiplyScalar( scalar ) {
  6263. this.x *= scalar;
  6264. this.y *= scalar;
  6265. this.z *= scalar;
  6266. this.w *= scalar;
  6267. return this;
  6268. }
  6269. /**
  6270. * Multiplies this vector with the given 4x4 matrix.
  6271. *
  6272. * @param {Matrix4} m - The 4x4 matrix.
  6273. * @return {Vector4} A reference to this vector.
  6274. */
  6275. applyMatrix4( m ) {
  6276. const x = this.x, y = this.y, z = this.z, w = this.w;
  6277. const e = m.elements;
  6278. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6279. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6280. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6281. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6282. return this;
  6283. }
  6284. /**
  6285. * Divides this instance by the given vector.
  6286. *
  6287. * @param {Vector4} v - The vector to divide.
  6288. * @return {Vector4} A reference to this vector.
  6289. */
  6290. divide( v ) {
  6291. this.x /= v.x;
  6292. this.y /= v.y;
  6293. this.z /= v.z;
  6294. this.w /= v.w;
  6295. return this;
  6296. }
  6297. /**
  6298. * Divides this vector by the given scalar.
  6299. *
  6300. * @param {number} scalar - The scalar to divide.
  6301. * @return {Vector4} A reference to this vector.
  6302. */
  6303. divideScalar( scalar ) {
  6304. return this.multiplyScalar( 1 / scalar );
  6305. }
  6306. /**
  6307. * Sets the x, y and z components of this
  6308. * vector to the quaternion's axis and w to the angle.
  6309. *
  6310. * @param {Quaternion} q - The Quaternion to set.
  6311. * @return {Vector4} A reference to this vector.
  6312. */
  6313. setAxisAngleFromQuaternion( q ) {
  6314. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6315. // q is assumed to be normalized
  6316. this.w = 2 * Math.acos( q.w );
  6317. const s = Math.sqrt( 1 - q.w * q.w );
  6318. if ( s < 0.0001 ) {
  6319. this.x = 1;
  6320. this.y = 0;
  6321. this.z = 0;
  6322. } else {
  6323. this.x = q.x / s;
  6324. this.y = q.y / s;
  6325. this.z = q.z / s;
  6326. }
  6327. return this;
  6328. }
  6329. /**
  6330. * Sets the x, y and z components of this
  6331. * vector to the axis of rotation and w to the angle.
  6332. *
  6333. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6334. * @return {Vector4} A reference to this vector.
  6335. */
  6336. setAxisAngleFromRotationMatrix( m ) {
  6337. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6338. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6339. let angle, x, y, z; // variables for result
  6340. const epsilon = 0.01, // margin to allow for rounding errors
  6341. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6342. te = m.elements,
  6343. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6344. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6345. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6346. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6347. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6348. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6349. // singularity found
  6350. // first check for identity matrix which must have +1 for all terms
  6351. // in leading diagonal and zero in other terms
  6352. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6353. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6354. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6355. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6356. // this singularity is identity matrix so angle = 0
  6357. this.set( 1, 0, 0, 0 );
  6358. return this; // zero angle, arbitrary axis
  6359. }
  6360. // otherwise this singularity is angle = 180
  6361. angle = Math.PI;
  6362. const xx = ( m11 + 1 ) / 2;
  6363. const yy = ( m22 + 1 ) / 2;
  6364. const zz = ( m33 + 1 ) / 2;
  6365. const xy = ( m12 + m21 ) / 4;
  6366. const xz = ( m13 + m31 ) / 4;
  6367. const yz = ( m23 + m32 ) / 4;
  6368. if ( ( xx > yy ) && ( xx > zz ) ) {
  6369. // m11 is the largest diagonal term
  6370. if ( xx < epsilon ) {
  6371. x = 0;
  6372. y = 0.707106781;
  6373. z = 0.707106781;
  6374. } else {
  6375. x = Math.sqrt( xx );
  6376. y = xy / x;
  6377. z = xz / x;
  6378. }
  6379. } else if ( yy > zz ) {
  6380. // m22 is the largest diagonal term
  6381. if ( yy < epsilon ) {
  6382. x = 0.707106781;
  6383. y = 0;
  6384. z = 0.707106781;
  6385. } else {
  6386. y = Math.sqrt( yy );
  6387. x = xy / y;
  6388. z = yz / y;
  6389. }
  6390. } else {
  6391. // m33 is the largest diagonal term so base result on this
  6392. if ( zz < epsilon ) {
  6393. x = 0.707106781;
  6394. y = 0.707106781;
  6395. z = 0;
  6396. } else {
  6397. z = Math.sqrt( zz );
  6398. x = xz / z;
  6399. y = yz / z;
  6400. }
  6401. }
  6402. this.set( x, y, z, angle );
  6403. return this; // return 180 deg rotation
  6404. }
  6405. // as we have reached here there are no singularities so we can handle normally
  6406. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6407. ( m13 - m31 ) * ( m13 - m31 ) +
  6408. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6409. if ( Math.abs( s ) < 0.001 ) s = 1;
  6410. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6411. // caught by singularity test above, but I've left it in just in case
  6412. this.x = ( m32 - m23 ) / s;
  6413. this.y = ( m13 - m31 ) / s;
  6414. this.z = ( m21 - m12 ) / s;
  6415. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6416. return this;
  6417. }
  6418. /**
  6419. * Sets the vector components to the position elements of the
  6420. * given transformation matrix.
  6421. *
  6422. * @param {Matrix4} m - The 4x4 matrix.
  6423. * @return {Vector4} A reference to this vector.
  6424. */
  6425. setFromMatrixPosition( m ) {
  6426. const e = m.elements;
  6427. this.x = e[ 12 ];
  6428. this.y = e[ 13 ];
  6429. this.z = e[ 14 ];
  6430. this.w = e[ 15 ];
  6431. return this;
  6432. }
  6433. /**
  6434. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6435. * value, replace that value with the corresponding min value.
  6436. *
  6437. * @param {Vector4} v - The vector.
  6438. * @return {Vector4} A reference to this vector.
  6439. */
  6440. min( v ) {
  6441. this.x = Math.min( this.x, v.x );
  6442. this.y = Math.min( this.y, v.y );
  6443. this.z = Math.min( this.z, v.z );
  6444. this.w = Math.min( this.w, v.w );
  6445. return this;
  6446. }
  6447. /**
  6448. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6449. * value, replace that value with the corresponding max value.
  6450. *
  6451. * @param {Vector4} v - The vector.
  6452. * @return {Vector4} A reference to this vector.
  6453. */
  6454. max( v ) {
  6455. this.x = Math.max( this.x, v.x );
  6456. this.y = Math.max( this.y, v.y );
  6457. this.z = Math.max( this.z, v.z );
  6458. this.w = Math.max( this.w, v.w );
  6459. return this;
  6460. }
  6461. /**
  6462. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6463. * value, it is replaced by the corresponding value.
  6464. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6465. * it is replaced by the corresponding value.
  6466. *
  6467. * @param {Vector4} min - The minimum x, y and z values.
  6468. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6469. * @return {Vector4} A reference to this vector.
  6470. */
  6471. clamp( min, max ) {
  6472. // assumes min < max, componentwise
  6473. this.x = clamp( this.x, min.x, max.x );
  6474. this.y = clamp( this.y, min.y, max.y );
  6475. this.z = clamp( this.z, min.z, max.z );
  6476. this.w = clamp( this.w, min.w, max.w );
  6477. return this;
  6478. }
  6479. /**
  6480. * If this vector's x, y, z or w values are greater than the max value, they are
  6481. * replaced by the max value.
  6482. * If this vector's x, y, z or w values are less than the min value, they are
  6483. * replaced by the min value.
  6484. *
  6485. * @param {number} minVal - The minimum value the components will be clamped to.
  6486. * @param {number} maxVal - The maximum value the components will be clamped to.
  6487. * @return {Vector4} A reference to this vector.
  6488. */
  6489. clampScalar( minVal, maxVal ) {
  6490. this.x = clamp( this.x, minVal, maxVal );
  6491. this.y = clamp( this.y, minVal, maxVal );
  6492. this.z = clamp( this.z, minVal, maxVal );
  6493. this.w = clamp( this.w, minVal, maxVal );
  6494. return this;
  6495. }
  6496. /**
  6497. * If this vector's length is greater than the max value, it is replaced by
  6498. * the max value.
  6499. * If this vector's length is less than the min value, it is replaced by the
  6500. * min value.
  6501. *
  6502. * @param {number} min - The minimum value the vector length will be clamped to.
  6503. * @param {number} max - The maximum value the vector length will be clamped to.
  6504. * @return {Vector4} A reference to this vector.
  6505. */
  6506. clampLength( min, max ) {
  6507. const length = this.length();
  6508. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6509. }
  6510. /**
  6511. * The components of this vector are rounded down to the nearest integer value.
  6512. *
  6513. * @return {Vector4} A reference to this vector.
  6514. */
  6515. floor() {
  6516. this.x = Math.floor( this.x );
  6517. this.y = Math.floor( this.y );
  6518. this.z = Math.floor( this.z );
  6519. this.w = Math.floor( this.w );
  6520. return this;
  6521. }
  6522. /**
  6523. * The components of this vector are rounded up to the nearest integer value.
  6524. *
  6525. * @return {Vector4} A reference to this vector.
  6526. */
  6527. ceil() {
  6528. this.x = Math.ceil( this.x );
  6529. this.y = Math.ceil( this.y );
  6530. this.z = Math.ceil( this.z );
  6531. this.w = Math.ceil( this.w );
  6532. return this;
  6533. }
  6534. /**
  6535. * The components of this vector are rounded to the nearest integer value
  6536. *
  6537. * @return {Vector4} A reference to this vector.
  6538. */
  6539. round() {
  6540. this.x = Math.round( this.x );
  6541. this.y = Math.round( this.y );
  6542. this.z = Math.round( this.z );
  6543. this.w = Math.round( this.w );
  6544. return this;
  6545. }
  6546. /**
  6547. * The components of this vector are rounded towards zero (up if negative,
  6548. * down if positive) to an integer value.
  6549. *
  6550. * @return {Vector4} A reference to this vector.
  6551. */
  6552. roundToZero() {
  6553. this.x = Math.trunc( this.x );
  6554. this.y = Math.trunc( this.y );
  6555. this.z = Math.trunc( this.z );
  6556. this.w = Math.trunc( this.w );
  6557. return this;
  6558. }
  6559. /**
  6560. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6561. *
  6562. * @return {Vector4} A reference to this vector.
  6563. */
  6564. negate() {
  6565. this.x = - this.x;
  6566. this.y = - this.y;
  6567. this.z = - this.z;
  6568. this.w = - this.w;
  6569. return this;
  6570. }
  6571. /**
  6572. * Calculates the dot product of the given vector with this instance.
  6573. *
  6574. * @param {Vector4} v - The vector to compute the dot product with.
  6575. * @return {number} The result of the dot product.
  6576. */
  6577. dot( v ) {
  6578. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6579. }
  6580. /**
  6581. * Computes the square of the Euclidean length (straight-line length) from
  6582. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6583. * compare the length squared instead as it is slightly more efficient to calculate.
  6584. *
  6585. * @return {number} The square length of this vector.
  6586. */
  6587. lengthSq() {
  6588. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6589. }
  6590. /**
  6591. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6592. *
  6593. * @return {number} The length of this vector.
  6594. */
  6595. length() {
  6596. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6597. }
  6598. /**
  6599. * Computes the Manhattan length of this vector.
  6600. *
  6601. * @return {number} The length of this vector.
  6602. */
  6603. manhattanLength() {
  6604. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6605. }
  6606. /**
  6607. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6608. * with the same direction as this one, but with a vector length of `1`.
  6609. *
  6610. * @return {Vector4} A reference to this vector.
  6611. */
  6612. normalize() {
  6613. return this.divideScalar( this.length() || 1 );
  6614. }
  6615. /**
  6616. * Sets this vector to a vector with the same direction as this one, but
  6617. * with the specified length.
  6618. *
  6619. * @param {number} length - The new length of this vector.
  6620. * @return {Vector4} A reference to this vector.
  6621. */
  6622. setLength( length ) {
  6623. return this.normalize().multiplyScalar( length );
  6624. }
  6625. /**
  6626. * Linearly interpolates between the given vector and this instance, where
  6627. * alpha is the percent distance along the line - alpha = 0 will be this
  6628. * vector, and alpha = 1 will be the given one.
  6629. *
  6630. * @param {Vector4} v - The vector to interpolate towards.
  6631. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6632. * @return {Vector4} A reference to this vector.
  6633. */
  6634. lerp( v, alpha ) {
  6635. this.x += ( v.x - this.x ) * alpha;
  6636. this.y += ( v.y - this.y ) * alpha;
  6637. this.z += ( v.z - this.z ) * alpha;
  6638. this.w += ( v.w - this.w ) * alpha;
  6639. return this;
  6640. }
  6641. /**
  6642. * Linearly interpolates between the given vectors, where alpha is the percent
  6643. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6644. * be the second one. The result is stored in this instance.
  6645. *
  6646. * @param {Vector4} v1 - The first vector.
  6647. * @param {Vector4} v2 - The second vector.
  6648. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6649. * @return {Vector4} A reference to this vector.
  6650. */
  6651. lerpVectors( v1, v2, alpha ) {
  6652. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6653. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6654. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6655. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6656. return this;
  6657. }
  6658. /**
  6659. * Returns `true` if this vector is equal with the given one.
  6660. *
  6661. * @param {Vector4} v - The vector to test for equality.
  6662. * @return {boolean} Whether this vector is equal with the given one.
  6663. */
  6664. equals( v ) {
  6665. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6666. }
  6667. /**
  6668. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6669. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6670. *
  6671. * @param {Array<number>} array - An array holding the vector component values.
  6672. * @param {number} [offset=0] - The offset into the array.
  6673. * @return {Vector4} A reference to this vector.
  6674. */
  6675. fromArray( array, offset = 0 ) {
  6676. this.x = array[ offset ];
  6677. this.y = array[ offset + 1 ];
  6678. this.z = array[ offset + 2 ];
  6679. this.w = array[ offset + 3 ];
  6680. return this;
  6681. }
  6682. /**
  6683. * Writes the components of this vector to the given array. If no array is provided,
  6684. * the method returns a new instance.
  6685. *
  6686. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6687. * @param {number} [offset=0] - Index of the first element in the array.
  6688. * @return {Array<number>} The vector components.
  6689. */
  6690. toArray( array = [], offset = 0 ) {
  6691. array[ offset ] = this.x;
  6692. array[ offset + 1 ] = this.y;
  6693. array[ offset + 2 ] = this.z;
  6694. array[ offset + 3 ] = this.w;
  6695. return array;
  6696. }
  6697. /**
  6698. * Sets the components of this vector from the given buffer attribute.
  6699. *
  6700. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6701. * @param {number} index - The index into the attribute.
  6702. * @return {Vector4} A reference to this vector.
  6703. */
  6704. fromBufferAttribute( attribute, index ) {
  6705. this.x = attribute.getX( index );
  6706. this.y = attribute.getY( index );
  6707. this.z = attribute.getZ( index );
  6708. this.w = attribute.getW( index );
  6709. return this;
  6710. }
  6711. /**
  6712. * Sets each component of this vector to a pseudo-random value between `0` and
  6713. * `1`, excluding `1`.
  6714. *
  6715. * @return {Vector4} A reference to this vector.
  6716. */
  6717. random() {
  6718. this.x = Math.random();
  6719. this.y = Math.random();
  6720. this.z = Math.random();
  6721. this.w = Math.random();
  6722. return this;
  6723. }
  6724. *[ Symbol.iterator ]() {
  6725. yield this.x;
  6726. yield this.y;
  6727. yield this.z;
  6728. yield this.w;
  6729. }
  6730. }
  6731. /**
  6732. * A render target is a buffer where the video card draws pixels for a scene
  6733. * that is being rendered in the background. It is used in different effects,
  6734. * such as applying postprocessing to a rendered image before displaying it
  6735. * on the screen.
  6736. *
  6737. * @augments EventDispatcher
  6738. */
  6739. class RenderTarget extends EventDispatcher {
  6740. /**
  6741. * Render target options.
  6742. *
  6743. * @typedef {Object} RenderTarget~Options
  6744. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6745. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6746. * @property {number} [minFilter=LinearFilter] - The min filter.
  6747. * @property {number} [format=RGBAFormat] - The texture format.
  6748. * @property {number} [type=UnsignedByteType] - The texture type.
  6749. * @property {?string} [internalFormat=null] - The texture's internal format.
  6750. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6751. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6752. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6753. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6754. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6755. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6756. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6757. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6758. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6759. * @property {number} [samples=0] - The MSAA samples count.
  6760. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6761. * @property {number} [depth=1] - The texture depth.
  6762. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6763. */
  6764. /**
  6765. * Constructs a new render target.
  6766. *
  6767. * @param {number} [width=1] - The width of the render target.
  6768. * @param {number} [height=1] - The height of the render target.
  6769. * @param {RenderTarget~Options} [options] - The configuration object.
  6770. */
  6771. constructor( width = 1, height = 1, options = {} ) {
  6772. super();
  6773. options = Object.assign( {
  6774. generateMipmaps: false,
  6775. internalFormat: null,
  6776. minFilter: LinearFilter,
  6777. depthBuffer: true,
  6778. stencilBuffer: false,
  6779. resolveDepthBuffer: true,
  6780. resolveStencilBuffer: true,
  6781. depthTexture: null,
  6782. samples: 0,
  6783. count: 1,
  6784. depth: 1,
  6785. multiview: false
  6786. }, options );
  6787. /**
  6788. * This flag can be used for type testing.
  6789. *
  6790. * @type {boolean}
  6791. * @readonly
  6792. * @default true
  6793. */
  6794. this.isRenderTarget = true;
  6795. /**
  6796. * The width of the render target.
  6797. *
  6798. * @type {number}
  6799. * @default 1
  6800. */
  6801. this.width = width;
  6802. /**
  6803. * The height of the render target.
  6804. *
  6805. * @type {number}
  6806. * @default 1
  6807. */
  6808. this.height = height;
  6809. /**
  6810. * The depth of the render target.
  6811. *
  6812. * @type {number}
  6813. * @default 1
  6814. */
  6815. this.depth = options.depth;
  6816. /**
  6817. * A rectangular area inside the render target's viewport. Fragments that are
  6818. * outside the area will be discarded.
  6819. *
  6820. * @type {Vector4}
  6821. * @default (0,0,width,height)
  6822. */
  6823. this.scissor = new Vector4( 0, 0, width, height );
  6824. /**
  6825. * Indicates whether the scissor test should be enabled when rendering into
  6826. * this render target or not.
  6827. *
  6828. * @type {boolean}
  6829. * @default false
  6830. */
  6831. this.scissorTest = false;
  6832. /**
  6833. * A rectangular area representing the render target's viewport.
  6834. *
  6835. * @type {Vector4}
  6836. * @default (0,0,width,height)
  6837. */
  6838. this.viewport = new Vector4( 0, 0, width, height );
  6839. const image = { width: width, height: height, depth: options.depth };
  6840. const texture = new Texture( image );
  6841. /**
  6842. * An array of textures. Each color attachment is represented as a separate texture.
  6843. * Has at least a single entry for the default color attachment.
  6844. *
  6845. * @type {Array<Texture>}
  6846. */
  6847. this.textures = [];
  6848. const count = options.count;
  6849. for ( let i = 0; i < count; i ++ ) {
  6850. this.textures[ i ] = texture.clone();
  6851. this.textures[ i ].isRenderTargetTexture = true;
  6852. this.textures[ i ].renderTarget = this;
  6853. }
  6854. this._setTextureOptions( options );
  6855. /**
  6856. * Whether to allocate a depth buffer or not.
  6857. *
  6858. * @type {boolean}
  6859. * @default true
  6860. */
  6861. this.depthBuffer = options.depthBuffer;
  6862. /**
  6863. * Whether to allocate a stencil buffer or not.
  6864. *
  6865. * @type {boolean}
  6866. * @default false
  6867. */
  6868. this.stencilBuffer = options.stencilBuffer;
  6869. /**
  6870. * Whether to resolve the depth buffer or not.
  6871. *
  6872. * @type {boolean}
  6873. * @default true
  6874. */
  6875. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6876. /**
  6877. * Whether to resolve the stencil buffer or not.
  6878. *
  6879. * @type {boolean}
  6880. * @default true
  6881. */
  6882. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6883. this._depthTexture = null;
  6884. this.depthTexture = options.depthTexture;
  6885. /**
  6886. * The number of MSAA samples.
  6887. *
  6888. * A value of `0` disables MSAA.
  6889. *
  6890. * @type {number}
  6891. * @default 0
  6892. */
  6893. this.samples = options.samples;
  6894. /**
  6895. * Whether to this target is used in multiview rendering.
  6896. *
  6897. * @type {boolean}
  6898. * @default false
  6899. */
  6900. this.multiview = options.multiview;
  6901. }
  6902. _setTextureOptions( options = {} ) {
  6903. const values = {
  6904. minFilter: LinearFilter,
  6905. generateMipmaps: false,
  6906. flipY: false,
  6907. internalFormat: null
  6908. };
  6909. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6910. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6911. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6912. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6913. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6914. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6915. if ( options.format !== undefined ) values.format = options.format;
  6916. if ( options.type !== undefined ) values.type = options.type;
  6917. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6918. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6919. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6920. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6921. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6922. for ( let i = 0; i < this.textures.length; i ++ ) {
  6923. const texture = this.textures[ i ];
  6924. texture.setValues( values );
  6925. }
  6926. }
  6927. /**
  6928. * The texture representing the default color attachment.
  6929. *
  6930. * @type {Texture}
  6931. */
  6932. get texture() {
  6933. return this.textures[ 0 ];
  6934. }
  6935. set texture( value ) {
  6936. this.textures[ 0 ] = value;
  6937. }
  6938. set depthTexture( current ) {
  6939. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6940. if ( current !== null ) current.renderTarget = this;
  6941. this._depthTexture = current;
  6942. }
  6943. /**
  6944. * Instead of saving the depth in a renderbuffer, a texture
  6945. * can be used instead which is useful for further processing
  6946. * e.g. in context of post-processing.
  6947. *
  6948. * @type {?DepthTexture}
  6949. * @default null
  6950. */
  6951. get depthTexture() {
  6952. return this._depthTexture;
  6953. }
  6954. /**
  6955. * Sets the size of this render target.
  6956. *
  6957. * @param {number} width - The width.
  6958. * @param {number} height - The height.
  6959. * @param {number} [depth=1] - The depth.
  6960. */
  6961. setSize( width, height, depth = 1 ) {
  6962. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6963. this.width = width;
  6964. this.height = height;
  6965. this.depth = depth;
  6966. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6967. this.textures[ i ].image.width = width;
  6968. this.textures[ i ].image.height = height;
  6969. this.textures[ i ].image.depth = depth;
  6970. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  6971. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  6972. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  6973. // both are evaluated on each call?
  6974. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  6975. }
  6976. }
  6977. this.dispose();
  6978. }
  6979. this.viewport.set( 0, 0, width, height );
  6980. this.scissor.set( 0, 0, width, height );
  6981. }
  6982. /**
  6983. * Returns a new render target with copied values from this instance.
  6984. *
  6985. * @return {RenderTarget} A clone of this instance.
  6986. */
  6987. clone() {
  6988. return new this.constructor().copy( this );
  6989. }
  6990. /**
  6991. * Copies the settings of the given render target. This is a structural copy so
  6992. * no resources are shared between render targets after the copy. That includes
  6993. * all MRT textures and the depth texture.
  6994. *
  6995. * @param {RenderTarget} source - The render target to copy.
  6996. * @return {RenderTarget} A reference to this instance.
  6997. */
  6998. copy( source ) {
  6999. this.width = source.width;
  7000. this.height = source.height;
  7001. this.depth = source.depth;
  7002. this.scissor.copy( source.scissor );
  7003. this.scissorTest = source.scissorTest;
  7004. this.viewport.copy( source.viewport );
  7005. this.textures.length = 0;
  7006. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7007. this.textures[ i ] = source.textures[ i ].clone();
  7008. this.textures[ i ].isRenderTargetTexture = true;
  7009. this.textures[ i ].renderTarget = this;
  7010. // ensure image object is not shared, see #20328
  7011. const image = Object.assign( {}, source.textures[ i ].image );
  7012. this.textures[ i ].source = new Source( image );
  7013. }
  7014. this.depthBuffer = source.depthBuffer;
  7015. this.stencilBuffer = source.stencilBuffer;
  7016. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7017. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7018. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7019. this.samples = source.samples;
  7020. return this;
  7021. }
  7022. /**
  7023. * Frees the GPU-related resources allocated by this instance. Call this
  7024. * method whenever this instance is no longer used in your app.
  7025. *
  7026. * @fires RenderTarget#dispose
  7027. */
  7028. dispose() {
  7029. this.dispatchEvent( { type: 'dispose' } );
  7030. }
  7031. }
  7032. /**
  7033. * A render target used in context of {@link WebGLRenderer}.
  7034. *
  7035. * @augments RenderTarget
  7036. */
  7037. class WebGLRenderTarget extends RenderTarget {
  7038. /**
  7039. * Constructs a new 3D render target.
  7040. *
  7041. * @param {number} [width=1] - The width of the render target.
  7042. * @param {number} [height=1] - The height of the render target.
  7043. * @param {RenderTarget~Options} [options] - The configuration object.
  7044. */
  7045. constructor( width = 1, height = 1, options = {} ) {
  7046. super( width, height, options );
  7047. /**
  7048. * This flag can be used for type testing.
  7049. *
  7050. * @type {boolean}
  7051. * @readonly
  7052. * @default true
  7053. */
  7054. this.isWebGLRenderTarget = true;
  7055. }
  7056. }
  7057. /**
  7058. * Creates an array of textures directly from raw buffer data.
  7059. *
  7060. * @augments Texture
  7061. */
  7062. class DataArrayTexture extends Texture {
  7063. /**
  7064. * Constructs a new data array texture.
  7065. *
  7066. * @param {?TypedArray} [data=null] - The buffer data.
  7067. * @param {number} [width=1] - The width of the texture.
  7068. * @param {number} [height=1] - The height of the texture.
  7069. * @param {number} [depth=1] - The depth of the texture.
  7070. */
  7071. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7072. super( null );
  7073. /**
  7074. * This flag can be used for type testing.
  7075. *
  7076. * @type {boolean}
  7077. * @readonly
  7078. * @default true
  7079. */
  7080. this.isDataArrayTexture = true;
  7081. /**
  7082. * The image definition of a data texture.
  7083. *
  7084. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7085. */
  7086. this.image = { data, width, height, depth };
  7087. /**
  7088. * How the texture is sampled when a texel covers more than one pixel.
  7089. *
  7090. * Overwritten and set to `NearestFilter` by default.
  7091. *
  7092. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7093. * @default NearestFilter
  7094. */
  7095. this.magFilter = NearestFilter;
  7096. /**
  7097. * How the texture is sampled when a texel covers less than one pixel.
  7098. *
  7099. * Overwritten and set to `NearestFilter` by default.
  7100. *
  7101. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7102. * @default NearestFilter
  7103. */
  7104. this.minFilter = NearestFilter;
  7105. /**
  7106. * This defines how the texture is wrapped in the depth and corresponds to
  7107. * *W* in UVW mapping.
  7108. *
  7109. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7110. * @default ClampToEdgeWrapping
  7111. */
  7112. this.wrapR = ClampToEdgeWrapping;
  7113. /**
  7114. * Whether to generate mipmaps (if possible) for a texture.
  7115. *
  7116. * Overwritten and set to `false` by default.
  7117. *
  7118. * @type {boolean}
  7119. * @default false
  7120. */
  7121. this.generateMipmaps = false;
  7122. /**
  7123. * If set to `true`, the texture is flipped along the vertical axis when
  7124. * uploaded to the GPU.
  7125. *
  7126. * Overwritten and set to `false` by default.
  7127. *
  7128. * @type {boolean}
  7129. * @default false
  7130. */
  7131. this.flipY = false;
  7132. /**
  7133. * Specifies the alignment requirements for the start of each pixel row in memory.
  7134. *
  7135. * Overwritten and set to `1` by default.
  7136. *
  7137. * @type {boolean}
  7138. * @default 1
  7139. */
  7140. this.unpackAlignment = 1;
  7141. /**
  7142. * A set of all layers which need to be updated in the texture.
  7143. *
  7144. * @type {Set<number>}
  7145. */
  7146. this.layerUpdates = new Set();
  7147. }
  7148. /**
  7149. * Describes that a specific layer of the texture needs to be updated.
  7150. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7151. * entire data texture array is sent to the GPU. Marking specific
  7152. * layers will only transmit subsets of all mipmaps associated with a
  7153. * specific depth in the array which is often much more performant.
  7154. *
  7155. * @param {number} layerIndex - The layer index that should be updated.
  7156. */
  7157. addLayerUpdate( layerIndex ) {
  7158. this.layerUpdates.add( layerIndex );
  7159. }
  7160. /**
  7161. * Resets the layer updates registry.
  7162. */
  7163. clearLayerUpdates() {
  7164. this.layerUpdates.clear();
  7165. }
  7166. }
  7167. /**
  7168. * An array render target used in context of {@link WebGLRenderer}.
  7169. *
  7170. * @augments WebGLRenderTarget
  7171. */
  7172. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7173. /**
  7174. * Constructs a new array render target.
  7175. *
  7176. * @param {number} [width=1] - The width of the render target.
  7177. * @param {number} [height=1] - The height of the render target.
  7178. * @param {number} [depth=1] - The height of the render target.
  7179. * @param {RenderTarget~Options} [options] - The configuration object.
  7180. */
  7181. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7182. super( width, height, options );
  7183. /**
  7184. * This flag can be used for type testing.
  7185. *
  7186. * @type {boolean}
  7187. * @readonly
  7188. * @default true
  7189. */
  7190. this.isWebGLArrayRenderTarget = true;
  7191. this.depth = depth;
  7192. /**
  7193. * Overwritten with a different texture type.
  7194. *
  7195. * @type {DataArrayTexture}
  7196. */
  7197. this.texture = new DataArrayTexture( null, width, height, depth );
  7198. this._setTextureOptions( options );
  7199. this.texture.isRenderTargetTexture = true;
  7200. }
  7201. }
  7202. /**
  7203. * Creates a three-dimensional texture from raw data, with parameters to
  7204. * divide it into width, height, and depth.
  7205. *
  7206. * @augments Texture
  7207. */
  7208. class Data3DTexture extends Texture {
  7209. /**
  7210. * Constructs a new data array texture.
  7211. *
  7212. * @param {?TypedArray} [data=null] - The buffer data.
  7213. * @param {number} [width=1] - The width of the texture.
  7214. * @param {number} [height=1] - The height of the texture.
  7215. * @param {number} [depth=1] - The depth of the texture.
  7216. */
  7217. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7218. // We're going to add .setXXX() methods for setting properties later.
  7219. // Users can still set in Data3DTexture directly.
  7220. //
  7221. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7222. // texture.anisotropy = 16;
  7223. //
  7224. // See #14839
  7225. super( null );
  7226. /**
  7227. * This flag can be used for type testing.
  7228. *
  7229. * @type {boolean}
  7230. * @readonly
  7231. * @default true
  7232. */
  7233. this.isData3DTexture = true;
  7234. /**
  7235. * The image definition of a data texture.
  7236. *
  7237. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7238. */
  7239. this.image = { data, width, height, depth };
  7240. /**
  7241. * How the texture is sampled when a texel covers more than one pixel.
  7242. *
  7243. * Overwritten and set to `NearestFilter` by default.
  7244. *
  7245. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7246. * @default NearestFilter
  7247. */
  7248. this.magFilter = NearestFilter;
  7249. /**
  7250. * How the texture is sampled when a texel covers less than one pixel.
  7251. *
  7252. * Overwritten and set to `NearestFilter` by default.
  7253. *
  7254. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7255. * @default NearestFilter
  7256. */
  7257. this.minFilter = NearestFilter;
  7258. /**
  7259. * This defines how the texture is wrapped in the depth and corresponds to
  7260. * *W* in UVW mapping.
  7261. *
  7262. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7263. * @default ClampToEdgeWrapping
  7264. */
  7265. this.wrapR = ClampToEdgeWrapping;
  7266. /**
  7267. * Whether to generate mipmaps (if possible) for a texture.
  7268. *
  7269. * Overwritten and set to `false` by default.
  7270. *
  7271. * @type {boolean}
  7272. * @default false
  7273. */
  7274. this.generateMipmaps = false;
  7275. /**
  7276. * If set to `true`, the texture is flipped along the vertical axis when
  7277. * uploaded to the GPU.
  7278. *
  7279. * Overwritten and set to `false` by default.
  7280. *
  7281. * @type {boolean}
  7282. * @default false
  7283. */
  7284. this.flipY = false;
  7285. /**
  7286. * Specifies the alignment requirements for the start of each pixel row in memory.
  7287. *
  7288. * Overwritten and set to `1` by default.
  7289. *
  7290. * @type {boolean}
  7291. * @default 1
  7292. */
  7293. this.unpackAlignment = 1;
  7294. }
  7295. }
  7296. /**
  7297. * A 3D render target used in context of {@link WebGLRenderer}.
  7298. *
  7299. * @augments WebGLRenderTarget
  7300. */
  7301. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7302. /**
  7303. * Constructs a new 3D render target.
  7304. *
  7305. * @param {number} [width=1] - The width of the render target.
  7306. * @param {number} [height=1] - The height of the render target.
  7307. * @param {number} [depth=1] - The height of the render target.
  7308. * @param {RenderTarget~Options} [options] - The configuration object.
  7309. */
  7310. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7311. super( width, height, options );
  7312. /**
  7313. * This flag can be used for type testing.
  7314. *
  7315. * @type {boolean}
  7316. * @readonly
  7317. * @default true
  7318. */
  7319. this.isWebGL3DRenderTarget = true;
  7320. this.depth = depth;
  7321. /**
  7322. * Overwritten with a different texture type.
  7323. *
  7324. * @type {Data3DTexture}
  7325. */
  7326. this.texture = new Data3DTexture( null, width, height, depth );
  7327. this._setTextureOptions( options );
  7328. this.texture.isRenderTargetTexture = true;
  7329. }
  7330. }
  7331. /**
  7332. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7333. */
  7334. class Box3 {
  7335. /**
  7336. * Constructs a new bounding box.
  7337. *
  7338. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7339. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7340. */
  7341. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7342. /**
  7343. * This flag can be used for type testing.
  7344. *
  7345. * @type {boolean}
  7346. * @readonly
  7347. * @default true
  7348. */
  7349. this.isBox3 = true;
  7350. /**
  7351. * The lower boundary of the box.
  7352. *
  7353. * @type {Vector3}
  7354. */
  7355. this.min = min;
  7356. /**
  7357. * The upper boundary of the box.
  7358. *
  7359. * @type {Vector3}
  7360. */
  7361. this.max = max;
  7362. }
  7363. /**
  7364. * Sets the lower and upper boundaries of this box.
  7365. * Please note that this method only copies the values from the given objects.
  7366. *
  7367. * @param {Vector3} min - The lower boundary of the box.
  7368. * @param {Vector3} max - The upper boundary of the box.
  7369. * @return {Box3} A reference to this bounding box.
  7370. */
  7371. set( min, max ) {
  7372. this.min.copy( min );
  7373. this.max.copy( max );
  7374. return this;
  7375. }
  7376. /**
  7377. * Sets the upper and lower bounds of this box so it encloses the position data
  7378. * in the given array.
  7379. *
  7380. * @param {Array<number>} array - An array holding 3D position data.
  7381. * @return {Box3} A reference to this bounding box.
  7382. */
  7383. setFromArray( array ) {
  7384. this.makeEmpty();
  7385. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7386. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7387. }
  7388. return this;
  7389. }
  7390. /**
  7391. * Sets the upper and lower bounds of this box so it encloses the position data
  7392. * in the given buffer attribute.
  7393. *
  7394. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7395. * @return {Box3} A reference to this bounding box.
  7396. */
  7397. setFromBufferAttribute( attribute ) {
  7398. this.makeEmpty();
  7399. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7400. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7401. }
  7402. return this;
  7403. }
  7404. /**
  7405. * Sets the upper and lower bounds of this box so it encloses the position data
  7406. * in the given array.
  7407. *
  7408. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7409. * @return {Box3} A reference to this bounding box.
  7410. */
  7411. setFromPoints( points ) {
  7412. this.makeEmpty();
  7413. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7414. this.expandByPoint( points[ i ] );
  7415. }
  7416. return this;
  7417. }
  7418. /**
  7419. * Centers this box on the given center vector and sets this box's width, height and
  7420. * depth to the given size values.
  7421. *
  7422. * @param {Vector3} center - The center of the box.
  7423. * @param {Vector3} size - The x, y and z dimensions of the box.
  7424. * @return {Box3} A reference to this bounding box.
  7425. */
  7426. setFromCenterAndSize( center, size ) {
  7427. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7428. this.min.copy( center ).sub( halfSize );
  7429. this.max.copy( center ).add( halfSize );
  7430. return this;
  7431. }
  7432. /**
  7433. * Computes the world-axis-aligned bounding box for the given 3D object
  7434. * (including its children), accounting for the object's, and children's,
  7435. * world transforms. The function may result in a larger box than strictly necessary.
  7436. *
  7437. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7438. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7439. * world-axis-aligned bounding box at the expense of more computation.
  7440. * @return {Box3} A reference to this bounding box.
  7441. */
  7442. setFromObject( object, precise = false ) {
  7443. this.makeEmpty();
  7444. return this.expandByObject( object, precise );
  7445. }
  7446. /**
  7447. * Returns a new box with copied values from this instance.
  7448. *
  7449. * @return {Box3} A clone of this instance.
  7450. */
  7451. clone() {
  7452. return new this.constructor().copy( this );
  7453. }
  7454. /**
  7455. * Copies the values of the given box to this instance.
  7456. *
  7457. * @param {Box3} box - The box to copy.
  7458. * @return {Box3} A reference to this bounding box.
  7459. */
  7460. copy( box ) {
  7461. this.min.copy( box.min );
  7462. this.max.copy( box.max );
  7463. return this;
  7464. }
  7465. /**
  7466. * Makes this box empty which means in encloses a zero space in 3D.
  7467. *
  7468. * @return {Box3} A reference to this bounding box.
  7469. */
  7470. makeEmpty() {
  7471. this.min.x = this.min.y = this.min.z = + Infinity;
  7472. this.max.x = this.max.y = this.max.z = - Infinity;
  7473. return this;
  7474. }
  7475. /**
  7476. * Returns true if this box includes zero points within its bounds.
  7477. * Note that a box with equal lower and upper bounds still includes one
  7478. * point, the one both bounds share.
  7479. *
  7480. * @return {boolean} Whether this box is empty or not.
  7481. */
  7482. isEmpty() {
  7483. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7484. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7485. }
  7486. /**
  7487. * Returns the center point of this box.
  7488. *
  7489. * @param {Vector3} target - The target vector that is used to store the method's result.
  7490. * @return {Vector3} The center point.
  7491. */
  7492. getCenter( target ) {
  7493. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7494. }
  7495. /**
  7496. * Returns the dimensions of this box.
  7497. *
  7498. * @param {Vector3} target - The target vector that is used to store the method's result.
  7499. * @return {Vector3} The size.
  7500. */
  7501. getSize( target ) {
  7502. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7503. }
  7504. /**
  7505. * Expands the boundaries of this box to include the given point.
  7506. *
  7507. * @param {Vector3} point - The point that should be included by the bounding box.
  7508. * @return {Box3} A reference to this bounding box.
  7509. */
  7510. expandByPoint( point ) {
  7511. this.min.min( point );
  7512. this.max.max( point );
  7513. return this;
  7514. }
  7515. /**
  7516. * Expands this box equilaterally by the given vector. The width of this
  7517. * box will be expanded by the x component of the vector in both
  7518. * directions. The height of this box will be expanded by the y component of
  7519. * the vector in both directions. The depth of this box will be
  7520. * expanded by the z component of the vector in both directions.
  7521. *
  7522. * @param {Vector3} vector - The vector that should expand the bounding box.
  7523. * @return {Box3} A reference to this bounding box.
  7524. */
  7525. expandByVector( vector ) {
  7526. this.min.sub( vector );
  7527. this.max.add( vector );
  7528. return this;
  7529. }
  7530. /**
  7531. * Expands each dimension of the box by the given scalar. If negative, the
  7532. * dimensions of the box will be contracted.
  7533. *
  7534. * @param {number} scalar - The scalar value that should expand the bounding box.
  7535. * @return {Box3} A reference to this bounding box.
  7536. */
  7537. expandByScalar( scalar ) {
  7538. this.min.addScalar( - scalar );
  7539. this.max.addScalar( scalar );
  7540. return this;
  7541. }
  7542. /**
  7543. * Expands the boundaries of this box to include the given 3D object and
  7544. * its children, accounting for the object's, and children's, world
  7545. * transforms. The function may result in a larger box than strictly
  7546. * necessary (unless the precise parameter is set to true).
  7547. *
  7548. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7549. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7550. * as little as necessary at the expense of more computation.
  7551. * @return {Box3} A reference to this bounding box.
  7552. */
  7553. expandByObject( object, precise = false ) {
  7554. // Computes the world-axis-aligned bounding box of an object (including its children),
  7555. // accounting for both the object's, and children's, world transforms
  7556. object.updateWorldMatrix( false, false );
  7557. const geometry = object.geometry;
  7558. if ( geometry !== undefined ) {
  7559. const positionAttribute = geometry.getAttribute( 'position' );
  7560. // precise AABB computation based on vertex data requires at least a position attribute.
  7561. // instancing isn't supported so far and uses the normal (conservative) code path.
  7562. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7563. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7564. if ( object.isMesh === true ) {
  7565. object.getVertexPosition( i, _vector$b );
  7566. } else {
  7567. _vector$b.fromBufferAttribute( positionAttribute, i );
  7568. }
  7569. _vector$b.applyMatrix4( object.matrixWorld );
  7570. this.expandByPoint( _vector$b );
  7571. }
  7572. } else {
  7573. if ( object.boundingBox !== undefined ) {
  7574. // object-level bounding box
  7575. if ( object.boundingBox === null ) {
  7576. object.computeBoundingBox();
  7577. }
  7578. _box$4.copy( object.boundingBox );
  7579. } else {
  7580. // geometry-level bounding box
  7581. if ( geometry.boundingBox === null ) {
  7582. geometry.computeBoundingBox();
  7583. }
  7584. _box$4.copy( geometry.boundingBox );
  7585. }
  7586. _box$4.applyMatrix4( object.matrixWorld );
  7587. this.union( _box$4 );
  7588. }
  7589. }
  7590. const children = object.children;
  7591. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7592. this.expandByObject( children[ i ], precise );
  7593. }
  7594. return this;
  7595. }
  7596. /**
  7597. * Returns `true` if the given point lies within or on the boundaries of this box.
  7598. *
  7599. * @param {Vector3} point - The point to test.
  7600. * @return {boolean} Whether the bounding box contains the given point or not.
  7601. */
  7602. containsPoint( point ) {
  7603. return point.x >= this.min.x && point.x <= this.max.x &&
  7604. point.y >= this.min.y && point.y <= this.max.y &&
  7605. point.z >= this.min.z && point.z <= this.max.z;
  7606. }
  7607. /**
  7608. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7609. * If this box and the given one are identical, this function also returns `true`.
  7610. *
  7611. * @param {Box3} box - The bounding box to test.
  7612. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7613. */
  7614. containsBox( box ) {
  7615. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7616. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7617. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7618. }
  7619. /**
  7620. * Returns a point as a proportion of this box's width, height and depth.
  7621. *
  7622. * @param {Vector3} point - A point in 3D space.
  7623. * @param {Vector3} target - The target vector that is used to store the method's result.
  7624. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7625. */
  7626. getParameter( point, target ) {
  7627. // This can potentially have a divide by zero if the box
  7628. // has a size dimension of 0.
  7629. return target.set(
  7630. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7631. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7632. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7633. );
  7634. }
  7635. /**
  7636. * Returns `true` if the given bounding box intersects with this bounding box.
  7637. *
  7638. * @param {Box3} box - The bounding box to test.
  7639. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7640. */
  7641. intersectsBox( box ) {
  7642. // using 6 splitting planes to rule out intersections.
  7643. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7644. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7645. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7646. }
  7647. /**
  7648. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7649. *
  7650. * @param {Sphere} sphere - The bounding sphere to test.
  7651. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7652. */
  7653. intersectsSphere( sphere ) {
  7654. // Find the point on the AABB closest to the sphere center.
  7655. this.clampPoint( sphere.center, _vector$b );
  7656. // If that point is inside the sphere, the AABB and sphere intersect.
  7657. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7658. }
  7659. /**
  7660. * Returns `true` if the given plane intersects with this bounding box.
  7661. *
  7662. * @param {Plane} plane - The plane to test.
  7663. * @return {boolean} Whether the given plane intersects with this bounding box.
  7664. */
  7665. intersectsPlane( plane ) {
  7666. // We compute the minimum and maximum dot product values. If those values
  7667. // are on the same side (back or front) of the plane, then there is no intersection.
  7668. let min, max;
  7669. if ( plane.normal.x > 0 ) {
  7670. min = plane.normal.x * this.min.x;
  7671. max = plane.normal.x * this.max.x;
  7672. } else {
  7673. min = plane.normal.x * this.max.x;
  7674. max = plane.normal.x * this.min.x;
  7675. }
  7676. if ( plane.normal.y > 0 ) {
  7677. min += plane.normal.y * this.min.y;
  7678. max += plane.normal.y * this.max.y;
  7679. } else {
  7680. min += plane.normal.y * this.max.y;
  7681. max += plane.normal.y * this.min.y;
  7682. }
  7683. if ( plane.normal.z > 0 ) {
  7684. min += plane.normal.z * this.min.z;
  7685. max += plane.normal.z * this.max.z;
  7686. } else {
  7687. min += plane.normal.z * this.max.z;
  7688. max += plane.normal.z * this.min.z;
  7689. }
  7690. return ( min <= - plane.constant && max >= - plane.constant );
  7691. }
  7692. /**
  7693. * Returns `true` if the given triangle intersects with this bounding box.
  7694. *
  7695. * @param {Triangle} triangle - The triangle to test.
  7696. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7697. */
  7698. intersectsTriangle( triangle ) {
  7699. if ( this.isEmpty() ) {
  7700. return false;
  7701. }
  7702. // compute box center and extents
  7703. this.getCenter( _center );
  7704. _extents.subVectors( this.max, _center );
  7705. // translate triangle to aabb origin
  7706. _v0$2.subVectors( triangle.a, _center );
  7707. _v1$7.subVectors( triangle.b, _center );
  7708. _v2$4.subVectors( triangle.c, _center );
  7709. // compute edge vectors for triangle
  7710. _f0.subVectors( _v1$7, _v0$2 );
  7711. _f1.subVectors( _v2$4, _v1$7 );
  7712. _f2.subVectors( _v0$2, _v2$4 );
  7713. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7714. // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  7715. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7716. let axes = [
  7717. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7718. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7719. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7720. ];
  7721. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7722. return false;
  7723. }
  7724. // test 3 face normals from the aabb
  7725. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7726. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7727. return false;
  7728. }
  7729. // finally testing the face normal of the triangle
  7730. // use already existing triangle edge vectors here
  7731. _triangleNormal.crossVectors( _f0, _f1 );
  7732. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7733. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7734. }
  7735. /**
  7736. * Clamps the given point within the bounds of this box.
  7737. *
  7738. * @param {Vector3} point - The point to clamp.
  7739. * @param {Vector3} target - The target vector that is used to store the method's result.
  7740. * @return {Vector3} The clamped point.
  7741. */
  7742. clampPoint( point, target ) {
  7743. return target.copy( point ).clamp( this.min, this.max );
  7744. }
  7745. /**
  7746. * Returns the euclidean distance from any edge of this box to the specified point. If
  7747. * the given point lies inside of this box, the distance will be `0`.
  7748. *
  7749. * @param {Vector3} point - The point to compute the distance to.
  7750. * @return {number} The euclidean distance.
  7751. */
  7752. distanceToPoint( point ) {
  7753. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7754. }
  7755. /**
  7756. * Returns a bounding sphere that encloses this bounding box.
  7757. *
  7758. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7759. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7760. */
  7761. getBoundingSphere( target ) {
  7762. if ( this.isEmpty() ) {
  7763. target.makeEmpty();
  7764. } else {
  7765. this.getCenter( target.center );
  7766. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7767. }
  7768. return target;
  7769. }
  7770. /**
  7771. * Computes the intersection of this bounding box and the given one, setting the upper
  7772. * bound of this box to the lesser of the two boxes' upper bounds and the
  7773. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7774. * there's no overlap, makes this box empty.
  7775. *
  7776. * @param {Box3} box - The bounding box to intersect with.
  7777. * @return {Box3} A reference to this bounding box.
  7778. */
  7779. intersect( box ) {
  7780. this.min.max( box.min );
  7781. this.max.min( box.max );
  7782. // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
  7783. if ( this.isEmpty() ) this.makeEmpty();
  7784. return this;
  7785. }
  7786. /**
  7787. * Computes the union of this box and another and the given one, setting the upper
  7788. * bound of this box to the greater of the two boxes' upper bounds and the
  7789. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7790. *
  7791. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7792. * @return {Box3} A reference to this bounding box.
  7793. */
  7794. union( box ) {
  7795. this.min.min( box.min );
  7796. this.max.max( box.max );
  7797. return this;
  7798. }
  7799. /**
  7800. * Transforms this bounding box by the given 4x4 transformation matrix.
  7801. *
  7802. * @param {Matrix4} matrix - The transformation matrix.
  7803. * @return {Box3} A reference to this bounding box.
  7804. */
  7805. applyMatrix4( matrix ) {
  7806. // transform of empty box is an empty box.
  7807. if ( this.isEmpty() ) return this;
  7808. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7809. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7810. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7811. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7812. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7813. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7814. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7815. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7816. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7817. this.setFromPoints( _points );
  7818. return this;
  7819. }
  7820. /**
  7821. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7822. * effectively moving it in 3D space.
  7823. *
  7824. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7825. * @return {Box3} A reference to this bounding box.
  7826. */
  7827. translate( offset ) {
  7828. this.min.add( offset );
  7829. this.max.add( offset );
  7830. return this;
  7831. }
  7832. /**
  7833. * Returns `true` if this bounding box is equal with the given one.
  7834. *
  7835. * @param {Box3} box - The box to test for equality.
  7836. * @return {boolean} Whether this bounding box is equal with the given one.
  7837. */
  7838. equals( box ) {
  7839. return box.min.equals( this.min ) && box.max.equals( this.max );
  7840. }
  7841. /**
  7842. * Returns a serialized structure of the bounding box.
  7843. *
  7844. * @return {Object} Serialized structure with fields representing the object state.
  7845. */
  7846. toJSON() {
  7847. return {
  7848. min: this.min.toArray(),
  7849. max: this.max.toArray()
  7850. };
  7851. }
  7852. /**
  7853. * Returns a serialized structure of the bounding box.
  7854. *
  7855. * @param {Object} json - The serialized json to set the box from.
  7856. * @return {Box3} A reference to this bounding box.
  7857. */
  7858. fromJSON( json ) {
  7859. this.min.fromArray( json.min );
  7860. this.max.fromArray( json.max );
  7861. return this;
  7862. }
  7863. }
  7864. const _points = [
  7865. /*@__PURE__*/ new Vector3(),
  7866. /*@__PURE__*/ new Vector3(),
  7867. /*@__PURE__*/ new Vector3(),
  7868. /*@__PURE__*/ new Vector3(),
  7869. /*@__PURE__*/ new Vector3(),
  7870. /*@__PURE__*/ new Vector3(),
  7871. /*@__PURE__*/ new Vector3(),
  7872. /*@__PURE__*/ new Vector3()
  7873. ];
  7874. const _vector$b = /*@__PURE__*/ new Vector3();
  7875. const _box$4 = /*@__PURE__*/ new Box3();
  7876. // triangle centered vertices
  7877. const _v0$2 = /*@__PURE__*/ new Vector3();
  7878. const _v1$7 = /*@__PURE__*/ new Vector3();
  7879. const _v2$4 = /*@__PURE__*/ new Vector3();
  7880. // triangle edge vectors
  7881. const _f0 = /*@__PURE__*/ new Vector3();
  7882. const _f1 = /*@__PURE__*/ new Vector3();
  7883. const _f2 = /*@__PURE__*/ new Vector3();
  7884. const _center = /*@__PURE__*/ new Vector3();
  7885. const _extents = /*@__PURE__*/ new Vector3();
  7886. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7887. const _testAxis = /*@__PURE__*/ new Vector3();
  7888. function satForAxes( axes, v0, v1, v2, extents ) {
  7889. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7890. _testAxis.fromArray( axes, i );
  7891. // project the aabb onto the separating axis
  7892. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7893. // project all 3 vertices of the triangle onto the separating axis
  7894. const p0 = v0.dot( _testAxis );
  7895. const p1 = v1.dot( _testAxis );
  7896. const p2 = v2.dot( _testAxis );
  7897. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7898. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7899. // points of the projected triangle are outside the projected half-length of the aabb
  7900. // the axis is separating and we can exit
  7901. return false;
  7902. }
  7903. }
  7904. return true;
  7905. }
  7906. const _box$3 = /*@__PURE__*/ new Box3();
  7907. const _v1$6 = /*@__PURE__*/ new Vector3();
  7908. const _v2$3 = /*@__PURE__*/ new Vector3();
  7909. /**
  7910. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7911. * used as a Bounding Sphere for 3D objects.
  7912. */
  7913. class Sphere {
  7914. /**
  7915. * Constructs a new sphere.
  7916. *
  7917. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7918. * @param {number} [radius=-1] - The radius of the sphere.
  7919. */
  7920. constructor( center = new Vector3(), radius = -1 ) {
  7921. /**
  7922. * This flag can be used for type testing.
  7923. *
  7924. * @type {boolean}
  7925. * @readonly
  7926. * @default true
  7927. */
  7928. this.isSphere = true;
  7929. /**
  7930. * The center of the sphere
  7931. *
  7932. * @type {Vector3}
  7933. */
  7934. this.center = center;
  7935. /**
  7936. * The radius of the sphere.
  7937. *
  7938. * @type {number}
  7939. */
  7940. this.radius = radius;
  7941. }
  7942. /**
  7943. * Sets the sphere's components by copying the given values.
  7944. *
  7945. * @param {Vector3} center - The center.
  7946. * @param {number} radius - The radius.
  7947. * @return {Sphere} A reference to this sphere.
  7948. */
  7949. set( center, radius ) {
  7950. this.center.copy( center );
  7951. this.radius = radius;
  7952. return this;
  7953. }
  7954. /**
  7955. * Computes the minimum bounding sphere for list of points.
  7956. * If the optional center point is given, it is used as the sphere's
  7957. * center. Otherwise, the center of the axis-aligned bounding box
  7958. * encompassing the points is calculated.
  7959. *
  7960. * @param {Array<Vector3>} points - A list of points in 3D space.
  7961. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7962. * @return {Sphere} A reference to this sphere.
  7963. */
  7964. setFromPoints( points, optionalCenter ) {
  7965. const center = this.center;
  7966. if ( optionalCenter !== undefined ) {
  7967. center.copy( optionalCenter );
  7968. } else {
  7969. _box$3.setFromPoints( points ).getCenter( center );
  7970. }
  7971. let maxRadiusSq = 0;
  7972. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7973. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7974. }
  7975. this.radius = Math.sqrt( maxRadiusSq );
  7976. return this;
  7977. }
  7978. /**
  7979. * Copies the values of the given sphere to this instance.
  7980. *
  7981. * @param {Sphere} sphere - The sphere to copy.
  7982. * @return {Sphere} A reference to this sphere.
  7983. */
  7984. copy( sphere ) {
  7985. this.center.copy( sphere.center );
  7986. this.radius = sphere.radius;
  7987. return this;
  7988. }
  7989. /**
  7990. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7991. *
  7992. * Spheres with a radius of `0` contain only their center point and are not
  7993. * considered to be empty.
  7994. *
  7995. * @return {boolean} Whether this sphere is empty or not.
  7996. */
  7997. isEmpty() {
  7998. return ( this.radius < 0 );
  7999. }
  8000. /**
  8001. * Makes this sphere empty which means in encloses a zero space in 3D.
  8002. *
  8003. * @return {Sphere} A reference to this sphere.
  8004. */
  8005. makeEmpty() {
  8006. this.center.set( 0, 0, 0 );
  8007. this.radius = -1;
  8008. return this;
  8009. }
  8010. /**
  8011. * Returns `true` if this sphere contains the given point inclusive of
  8012. * the surface of the sphere.
  8013. *
  8014. * @param {Vector3} point - The point to check.
  8015. * @return {boolean} Whether this sphere contains the given point or not.
  8016. */
  8017. containsPoint( point ) {
  8018. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8019. }
  8020. /**
  8021. * Returns the closest distance from the boundary of the sphere to the
  8022. * given point. If the sphere contains the point, the distance will
  8023. * be negative.
  8024. *
  8025. * @param {Vector3} point - The point to compute the distance to.
  8026. * @return {number} The distance to the point.
  8027. */
  8028. distanceToPoint( point ) {
  8029. return ( point.distanceTo( this.center ) - this.radius );
  8030. }
  8031. /**
  8032. * Returns `true` if this sphere intersects with the given one.
  8033. *
  8034. * @param {Sphere} sphere - The sphere to test.
  8035. * @return {boolean} Whether this sphere intersects with the given one or not.
  8036. */
  8037. intersectsSphere( sphere ) {
  8038. const radiusSum = this.radius + sphere.radius;
  8039. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8040. }
  8041. /**
  8042. * Returns `true` if this sphere intersects with the given box.
  8043. *
  8044. * @param {Box3} box - The box to test.
  8045. * @return {boolean} Whether this sphere intersects with the given box or not.
  8046. */
  8047. intersectsBox( box ) {
  8048. return box.intersectsSphere( this );
  8049. }
  8050. /**
  8051. * Returns `true` if this sphere intersects with the given plane.
  8052. *
  8053. * @param {Plane} plane - The plane to test.
  8054. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8055. */
  8056. intersectsPlane( plane ) {
  8057. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8058. }
  8059. /**
  8060. * Clamps a point within the sphere. If the point is outside the sphere, it
  8061. * will clamp it to the closest point on the edge of the sphere. Points
  8062. * already inside the sphere will not be affected.
  8063. *
  8064. * @param {Vector3} point - The plane to clamp.
  8065. * @param {Vector3} target - The target vector that is used to store the method's result.
  8066. * @return {Vector3} The clamped point.
  8067. */
  8068. clampPoint( point, target ) {
  8069. const deltaLengthSq = this.center.distanceToSquared( point );
  8070. target.copy( point );
  8071. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8072. target.sub( this.center ).normalize();
  8073. target.multiplyScalar( this.radius ).add( this.center );
  8074. }
  8075. return target;
  8076. }
  8077. /**
  8078. * Returns a bounding box that encloses this sphere.
  8079. *
  8080. * @param {Box3} target - The target box that is used to store the method's result.
  8081. * @return {Box3} The bounding box that encloses this sphere.
  8082. */
  8083. getBoundingBox( target ) {
  8084. if ( this.isEmpty() ) {
  8085. // Empty sphere produces empty bounding box
  8086. target.makeEmpty();
  8087. return target;
  8088. }
  8089. target.set( this.center, this.center );
  8090. target.expandByScalar( this.radius );
  8091. return target;
  8092. }
  8093. /**
  8094. * Transforms this sphere with the given 4x4 transformation matrix.
  8095. *
  8096. * @param {Matrix4} matrix - The transformation matrix.
  8097. * @return {Sphere} A reference to this sphere.
  8098. */
  8099. applyMatrix4( matrix ) {
  8100. this.center.applyMatrix4( matrix );
  8101. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8102. return this;
  8103. }
  8104. /**
  8105. * Translates the sphere's center by the given offset.
  8106. *
  8107. * @param {Vector3} offset - The offset.
  8108. * @return {Sphere} A reference to this sphere.
  8109. */
  8110. translate( offset ) {
  8111. this.center.add( offset );
  8112. return this;
  8113. }
  8114. /**
  8115. * Expands the boundaries of this sphere to include the given point.
  8116. *
  8117. * @param {Vector3} point - The point to include.
  8118. * @return {Sphere} A reference to this sphere.
  8119. */
  8120. expandByPoint( point ) {
  8121. if ( this.isEmpty() ) {
  8122. this.center.copy( point );
  8123. this.radius = 0;
  8124. return this;
  8125. }
  8126. _v1$6.subVectors( point, this.center );
  8127. const lengthSq = _v1$6.lengthSq();
  8128. if ( lengthSq > ( this.radius * this.radius ) ) {
  8129. // calculate the minimal sphere
  8130. const length = Math.sqrt( lengthSq );
  8131. const delta = ( length - this.radius ) * 0.5;
  8132. this.center.addScaledVector( _v1$6, delta / length );
  8133. this.radius += delta;
  8134. }
  8135. return this;
  8136. }
  8137. /**
  8138. * Expands this sphere to enclose both the original sphere and the given sphere.
  8139. *
  8140. * @param {Sphere} sphere - The sphere to include.
  8141. * @return {Sphere} A reference to this sphere.
  8142. */
  8143. union( sphere ) {
  8144. if ( sphere.isEmpty() ) {
  8145. return this;
  8146. }
  8147. if ( this.isEmpty() ) {
  8148. this.copy( sphere );
  8149. return this;
  8150. }
  8151. if ( this.center.equals( sphere.center ) === true ) {
  8152. this.radius = Math.max( this.radius, sphere.radius );
  8153. } else {
  8154. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8155. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8156. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8157. }
  8158. return this;
  8159. }
  8160. /**
  8161. * Returns `true` if this sphere is equal with the given one.
  8162. *
  8163. * @param {Sphere} sphere - The sphere to test for equality.
  8164. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8165. */
  8166. equals( sphere ) {
  8167. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8168. }
  8169. /**
  8170. * Returns a new sphere with copied values from this instance.
  8171. *
  8172. * @return {Sphere} A clone of this instance.
  8173. */
  8174. clone() {
  8175. return new this.constructor().copy( this );
  8176. }
  8177. /**
  8178. * Returns a serialized structure of the bounding sphere.
  8179. *
  8180. * @return {Object} Serialized structure with fields representing the object state.
  8181. */
  8182. toJSON() {
  8183. return {
  8184. radius: this.radius,
  8185. center: this.center.toArray()
  8186. };
  8187. }
  8188. /**
  8189. * Returns a serialized structure of the bounding sphere.
  8190. *
  8191. * @param {Object} json - The serialized json to set the sphere from.
  8192. * @return {Box3} A reference to this bounding sphere.
  8193. */
  8194. fromJSON( json ) {
  8195. this.radius = json.radius;
  8196. this.center.fromArray( json.center );
  8197. return this;
  8198. }
  8199. }
  8200. const _vector$a = /*@__PURE__*/ new Vector3();
  8201. const _segCenter = /*@__PURE__*/ new Vector3();
  8202. const _segDir = /*@__PURE__*/ new Vector3();
  8203. const _diff = /*@__PURE__*/ new Vector3();
  8204. const _edge1 = /*@__PURE__*/ new Vector3();
  8205. const _edge2 = /*@__PURE__*/ new Vector3();
  8206. const _normal$1 = /*@__PURE__*/ new Vector3();
  8207. /**
  8208. * A ray that emits from an origin in a certain direction. The class is used by
  8209. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8210. * mouse picking (working out what objects in the 3D space the mouse is over)
  8211. * amongst other things.
  8212. */
  8213. class Ray {
  8214. /**
  8215. * Constructs a new ray.
  8216. *
  8217. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8218. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8219. */
  8220. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8221. /**
  8222. * The origin of the ray.
  8223. *
  8224. * @type {Vector3}
  8225. */
  8226. this.origin = origin;
  8227. /**
  8228. * The (normalized) direction of the ray.
  8229. *
  8230. * @type {Vector3}
  8231. */
  8232. this.direction = direction;
  8233. }
  8234. /**
  8235. * Sets the ray's components by copying the given values.
  8236. *
  8237. * @param {Vector3} origin - The origin.
  8238. * @param {Vector3} direction - The direction.
  8239. * @return {Ray} A reference to this ray.
  8240. */
  8241. set( origin, direction ) {
  8242. this.origin.copy( origin );
  8243. this.direction.copy( direction );
  8244. return this;
  8245. }
  8246. /**
  8247. * Copies the values of the given ray to this instance.
  8248. *
  8249. * @param {Ray} ray - The ray to copy.
  8250. * @return {Ray} A reference to this ray.
  8251. */
  8252. copy( ray ) {
  8253. this.origin.copy( ray.origin );
  8254. this.direction.copy( ray.direction );
  8255. return this;
  8256. }
  8257. /**
  8258. * Returns a vector that is located at a given distance along this ray.
  8259. *
  8260. * @param {number} t - The distance along the ray to retrieve a position for.
  8261. * @param {Vector3} target - The target vector that is used to store the method's result.
  8262. * @return {Vector3} A position on the ray.
  8263. */
  8264. at( t, target ) {
  8265. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8266. }
  8267. /**
  8268. * Adjusts the direction of the ray to point at the given vector in world space.
  8269. *
  8270. * @param {Vector3} v - The target position.
  8271. * @return {Ray} A reference to this ray.
  8272. */
  8273. lookAt( v ) {
  8274. this.direction.copy( v ).sub( this.origin ).normalize();
  8275. return this;
  8276. }
  8277. /**
  8278. * Shift the origin of this ray along its direction by the given distance.
  8279. *
  8280. * @param {number} t - The distance along the ray to interpolate.
  8281. * @return {Ray} A reference to this ray.
  8282. */
  8283. recast( t ) {
  8284. this.origin.copy( this.at( t, _vector$a ) );
  8285. return this;
  8286. }
  8287. /**
  8288. * Returns the point along this ray that is closest to the given point.
  8289. *
  8290. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8291. * @param {Vector3} target - The target vector that is used to store the method's result.
  8292. * @return {Vector3} The closest point on this ray.
  8293. */
  8294. closestPointToPoint( point, target ) {
  8295. target.subVectors( point, this.origin );
  8296. const directionDistance = target.dot( this.direction );
  8297. if ( directionDistance < 0 ) {
  8298. return target.copy( this.origin );
  8299. }
  8300. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8301. }
  8302. /**
  8303. * Returns the distance of the closest approach between this ray and the given point.
  8304. *
  8305. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8306. * @return {number} The distance.
  8307. */
  8308. distanceToPoint( point ) {
  8309. return Math.sqrt( this.distanceSqToPoint( point ) );
  8310. }
  8311. /**
  8312. * Returns the squared distance of the closest approach between this ray and the given point.
  8313. *
  8314. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8315. * @return {number} The squared distance.
  8316. */
  8317. distanceSqToPoint( point ) {
  8318. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8319. // point behind the ray
  8320. if ( directionDistance < 0 ) {
  8321. return this.origin.distanceToSquared( point );
  8322. }
  8323. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8324. return _vector$a.distanceToSquared( point );
  8325. }
  8326. /**
  8327. * Returns the squared distance between this ray and the given line segment.
  8328. *
  8329. * @param {Vector3} v0 - The start point of the line segment.
  8330. * @param {Vector3} v1 - The end point of the line segment.
  8331. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8332. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8333. * @return {number} The squared distance.
  8334. */
  8335. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8336. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8337. // It returns the min distance between the ray and the segment
  8338. // defined by v0 and v1
  8339. // It can also set two optional targets :
  8340. // - The closest point on the ray
  8341. // - The closest point on the segment
  8342. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8343. _segDir.copy( v1 ).sub( v0 ).normalize();
  8344. _diff.copy( this.origin ).sub( _segCenter );
  8345. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8346. const a01 = - this.direction.dot( _segDir );
  8347. const b0 = _diff.dot( this.direction );
  8348. const b1 = - _diff.dot( _segDir );
  8349. const c = _diff.lengthSq();
  8350. const det = Math.abs( 1 - a01 * a01 );
  8351. let s0, s1, sqrDist, extDet;
  8352. if ( det > 0 ) {
  8353. // The ray and segment are not parallel.
  8354. s0 = a01 * b1 - b0;
  8355. s1 = a01 * b0 - b1;
  8356. extDet = segExtent * det;
  8357. if ( s0 >= 0 ) {
  8358. if ( s1 >= - extDet ) {
  8359. if ( s1 <= extDet ) {
  8360. // region 0
  8361. // Minimum at interior points of ray and segment.
  8362. const invDet = 1 / det;
  8363. s0 *= invDet;
  8364. s1 *= invDet;
  8365. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8366. } else {
  8367. // region 1
  8368. s1 = segExtent;
  8369. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8370. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8371. }
  8372. } else {
  8373. // region 5
  8374. s1 = - segExtent;
  8375. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8376. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8377. }
  8378. } else {
  8379. if ( s1 <= - extDet ) {
  8380. // region 4
  8381. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8382. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8383. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8384. } else if ( s1 <= extDet ) {
  8385. // region 3
  8386. s0 = 0;
  8387. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8388. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8389. } else {
  8390. // region 2
  8391. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8392. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8393. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8394. }
  8395. }
  8396. } else {
  8397. // Ray and segment are parallel.
  8398. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8399. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8400. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8401. }
  8402. if ( optionalPointOnRay ) {
  8403. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8404. }
  8405. if ( optionalPointOnSegment ) {
  8406. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8407. }
  8408. return sqrDist;
  8409. }
  8410. /**
  8411. * Intersects this ray with the given sphere, returning the intersection
  8412. * point or `null` if there is no intersection.
  8413. *
  8414. * @param {Sphere} sphere - The sphere to intersect.
  8415. * @param {Vector3} target - The target vector that is used to store the method's result.
  8416. * @return {?Vector3} The intersection point.
  8417. */
  8418. intersectSphere( sphere, target ) {
  8419. _vector$a.subVectors( sphere.center, this.origin );
  8420. const tca = _vector$a.dot( this.direction );
  8421. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8422. const radius2 = sphere.radius * sphere.radius;
  8423. if ( d2 > radius2 ) return null;
  8424. const thc = Math.sqrt( radius2 - d2 );
  8425. // t0 = first intersect point - entrance on front of sphere
  8426. const t0 = tca - thc;
  8427. // t1 = second intersect point - exit point on back of sphere
  8428. const t1 = tca + thc;
  8429. // test to see if t1 is behind the ray - if so, return null
  8430. if ( t1 < 0 ) return null;
  8431. // test to see if t0 is behind the ray:
  8432. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8433. // in order to always return an intersect point that is in front of the ray.
  8434. if ( t0 < 0 ) return this.at( t1, target );
  8435. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8436. return this.at( t0, target );
  8437. }
  8438. /**
  8439. * Returns `true` if this ray intersects with the given sphere.
  8440. *
  8441. * @param {Sphere} sphere - The sphere to intersect.
  8442. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8443. */
  8444. intersectsSphere( sphere ) {
  8445. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8446. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8447. }
  8448. /**
  8449. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8450. * does not intersect with the plane.
  8451. *
  8452. * @param {Plane} plane - The plane to compute the distance to.
  8453. * @return {?number} Whether this ray intersects with the given sphere or not.
  8454. */
  8455. distanceToPlane( plane ) {
  8456. const denominator = plane.normal.dot( this.direction );
  8457. if ( denominator === 0 ) {
  8458. // line is coplanar, return origin
  8459. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8460. return 0;
  8461. }
  8462. // Null is preferable to undefined since undefined means.... it is undefined
  8463. return null;
  8464. }
  8465. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8466. // Return if the ray never intersects the plane
  8467. return t >= 0 ? t : null;
  8468. }
  8469. /**
  8470. * Intersects this ray with the given plane, returning the intersection
  8471. * point or `null` if there is no intersection.
  8472. *
  8473. * @param {Plane} plane - The plane to intersect.
  8474. * @param {Vector3} target - The target vector that is used to store the method's result.
  8475. * @return {?Vector3} The intersection point.
  8476. */
  8477. intersectPlane( plane, target ) {
  8478. const t = this.distanceToPlane( plane );
  8479. if ( t === null ) {
  8480. return null;
  8481. }
  8482. return this.at( t, target );
  8483. }
  8484. /**
  8485. * Returns `true` if this ray intersects with the given plane.
  8486. *
  8487. * @param {Plane} plane - The plane to intersect.
  8488. * @return {boolean} Whether this ray intersects with the given plane or not.
  8489. */
  8490. intersectsPlane( plane ) {
  8491. // check if the ray lies on the plane first
  8492. const distToPoint = plane.distanceToPoint( this.origin );
  8493. if ( distToPoint === 0 ) {
  8494. return true;
  8495. }
  8496. const denominator = plane.normal.dot( this.direction );
  8497. if ( denominator * distToPoint < 0 ) {
  8498. return true;
  8499. }
  8500. // ray origin is behind the plane (and is pointing behind it)
  8501. return false;
  8502. }
  8503. /**
  8504. * Intersects this ray with the given bounding box, returning the intersection
  8505. * point or `null` if there is no intersection.
  8506. *
  8507. * @param {Box3} box - The box to intersect.
  8508. * @param {Vector3} target - The target vector that is used to store the method's result.
  8509. * @return {?Vector3} The intersection point.
  8510. */
  8511. intersectBox( box, target ) {
  8512. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8513. const invdirx = 1 / this.direction.x,
  8514. invdiry = 1 / this.direction.y,
  8515. invdirz = 1 / this.direction.z;
  8516. const origin = this.origin;
  8517. if ( invdirx >= 0 ) {
  8518. tmin = ( box.min.x - origin.x ) * invdirx;
  8519. tmax = ( box.max.x - origin.x ) * invdirx;
  8520. } else {
  8521. tmin = ( box.max.x - origin.x ) * invdirx;
  8522. tmax = ( box.min.x - origin.x ) * invdirx;
  8523. }
  8524. if ( invdiry >= 0 ) {
  8525. tymin = ( box.min.y - origin.y ) * invdiry;
  8526. tymax = ( box.max.y - origin.y ) * invdiry;
  8527. } else {
  8528. tymin = ( box.max.y - origin.y ) * invdiry;
  8529. tymax = ( box.min.y - origin.y ) * invdiry;
  8530. }
  8531. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8532. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8533. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8534. if ( invdirz >= 0 ) {
  8535. tzmin = ( box.min.z - origin.z ) * invdirz;
  8536. tzmax = ( box.max.z - origin.z ) * invdirz;
  8537. } else {
  8538. tzmin = ( box.max.z - origin.z ) * invdirz;
  8539. tzmax = ( box.min.z - origin.z ) * invdirz;
  8540. }
  8541. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8542. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8543. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8544. //return point closest to the ray (positive side)
  8545. if ( tmax < 0 ) return null;
  8546. return this.at( tmin >= 0 ? tmin : tmax, target );
  8547. }
  8548. /**
  8549. * Returns `true` if this ray intersects with the given box.
  8550. *
  8551. * @param {Box3} box - The box to intersect.
  8552. * @return {boolean} Whether this ray intersects with the given box or not.
  8553. */
  8554. intersectsBox( box ) {
  8555. return this.intersectBox( box, _vector$a ) !== null;
  8556. }
  8557. /**
  8558. * Intersects this ray with the given triangle, returning the intersection
  8559. * point or `null` if there is no intersection.
  8560. *
  8561. * @param {Vector3} a - The first vertex of the triangle.
  8562. * @param {Vector3} b - The second vertex of the triangle.
  8563. * @param {Vector3} c - The third vertex of the triangle.
  8564. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8565. * @param {Vector3} target - The target vector that is used to store the method's result.
  8566. * @return {?Vector3} The intersection point.
  8567. */
  8568. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8569. // Compute the offset origin, edges, and normal.
  8570. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8571. _edge1.subVectors( b, a );
  8572. _edge2.subVectors( c, a );
  8573. _normal$1.crossVectors( _edge1, _edge2 );
  8574. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8575. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8576. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8577. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8578. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8579. let DdN = this.direction.dot( _normal$1 );
  8580. let sign;
  8581. if ( DdN > 0 ) {
  8582. if ( backfaceCulling ) return null;
  8583. sign = 1;
  8584. } else if ( DdN < 0 ) {
  8585. sign = -1;
  8586. DdN = - DdN;
  8587. } else {
  8588. return null;
  8589. }
  8590. _diff.subVectors( this.origin, a );
  8591. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8592. // b1 < 0, no intersection
  8593. if ( DdQxE2 < 0 ) {
  8594. return null;
  8595. }
  8596. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8597. // b2 < 0, no intersection
  8598. if ( DdE1xQ < 0 ) {
  8599. return null;
  8600. }
  8601. // b1+b2 > 1, no intersection
  8602. if ( DdQxE2 + DdE1xQ > DdN ) {
  8603. return null;
  8604. }
  8605. // Line intersects triangle, check if ray does.
  8606. const QdN = - sign * _diff.dot( _normal$1 );
  8607. // t < 0, no intersection
  8608. if ( QdN < 0 ) {
  8609. return null;
  8610. }
  8611. // Ray intersects triangle.
  8612. return this.at( QdN / DdN, target );
  8613. }
  8614. /**
  8615. * Transforms this ray with the given 4x4 transformation matrix.
  8616. *
  8617. * @param {Matrix4} matrix4 - The transformation matrix.
  8618. * @return {Ray} A reference to this ray.
  8619. */
  8620. applyMatrix4( matrix4 ) {
  8621. this.origin.applyMatrix4( matrix4 );
  8622. this.direction.transformDirection( matrix4 );
  8623. return this;
  8624. }
  8625. /**
  8626. * Returns `true` if this ray is equal with the given one.
  8627. *
  8628. * @param {Ray} ray - The ray to test for equality.
  8629. * @return {boolean} Whether this ray is equal with the given one.
  8630. */
  8631. equals( ray ) {
  8632. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8633. }
  8634. /**
  8635. * Returns a new ray with copied values from this instance.
  8636. *
  8637. * @return {Ray} A clone of this instance.
  8638. */
  8639. clone() {
  8640. return new this.constructor().copy( this );
  8641. }
  8642. }
  8643. /**
  8644. * Represents a 4x4 matrix.
  8645. *
  8646. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8647. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial]{@link https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices}
  8648. *
  8649. * This allows a 3D vector representing a point in 3D space to undergo
  8650. * transformations such as translation, rotation, shear, scale, reflection,
  8651. * orthogonal or perspective projection and so on, by being multiplied by the
  8652. * matrix. This is known as `applying` the matrix to the vector.
  8653. *
  8654. * A Note on Row-Major and Column-Major Ordering:
  8655. *
  8656. * The constructor and {@link Matrix3#set} method take arguments in
  8657. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  8658. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8659. * This means that calling:
  8660. * ```js
  8661. * const m = new THREE.Matrix4();
  8662. * m.set( 11, 12, 13, 14,
  8663. * 21, 22, 23, 24,
  8664. * 31, 32, 33, 34,
  8665. * 41, 42, 43, 44 );
  8666. * ```
  8667. * will result in the elements array containing:
  8668. * ```js
  8669. * m.elements = [ 11, 21, 31, 41,
  8670. * 12, 22, 32, 42,
  8671. * 13, 23, 33, 43,
  8672. * 14, 24, 34, 44 ];
  8673. * ```
  8674. * and internally all calculations are performed using column-major ordering.
  8675. * However, as the actual ordering makes no difference mathematically and
  8676. * most people are used to thinking about matrices in row-major order, the
  8677. * three.js documentation shows matrices in row-major order. Just bear in
  8678. * mind that if you are reading the source code, you'll have to take the
  8679. * transpose of any matrices outlined here to make sense of the calculations.
  8680. */
  8681. class Matrix4 {
  8682. /**
  8683. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8684. * in row-major order. If no arguments are provided, the constructor
  8685. * initializes the matrix as an identity matrix.
  8686. *
  8687. * @param {number} [n11] - 1-1 matrix element.
  8688. * @param {number} [n12] - 1-2 matrix element.
  8689. * @param {number} [n13] - 1-3 matrix element.
  8690. * @param {number} [n14] - 1-4 matrix element.
  8691. * @param {number} [n21] - 2-1 matrix element.
  8692. * @param {number} [n22] - 2-2 matrix element.
  8693. * @param {number} [n23] - 2-3 matrix element.
  8694. * @param {number} [n24] - 2-4 matrix element.
  8695. * @param {number} [n31] - 3-1 matrix element.
  8696. * @param {number} [n32] - 3-2 matrix element.
  8697. * @param {number} [n33] - 3-3 matrix element.
  8698. * @param {number} [n34] - 3-4 matrix element.
  8699. * @param {number} [n41] - 4-1 matrix element.
  8700. * @param {number} [n42] - 4-2 matrix element.
  8701. * @param {number} [n43] - 4-3 matrix element.
  8702. * @param {number} [n44] - 4-4 matrix element.
  8703. */
  8704. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8705. /**
  8706. * This flag can be used for type testing.
  8707. *
  8708. * @type {boolean}
  8709. * @readonly
  8710. * @default true
  8711. */
  8712. Matrix4.prototype.isMatrix4 = true;
  8713. /**
  8714. * A column-major list of matrix values.
  8715. *
  8716. * @type {Array<number>}
  8717. */
  8718. this.elements = [
  8719. 1, 0, 0, 0,
  8720. 0, 1, 0, 0,
  8721. 0, 0, 1, 0,
  8722. 0, 0, 0, 1
  8723. ];
  8724. if ( n11 !== undefined ) {
  8725. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8726. }
  8727. }
  8728. /**
  8729. * Sets the elements of the matrix.The arguments are supposed to be
  8730. * in row-major order.
  8731. *
  8732. * @param {number} [n11] - 1-1 matrix element.
  8733. * @param {number} [n12] - 1-2 matrix element.
  8734. * @param {number} [n13] - 1-3 matrix element.
  8735. * @param {number} [n14] - 1-4 matrix element.
  8736. * @param {number} [n21] - 2-1 matrix element.
  8737. * @param {number} [n22] - 2-2 matrix element.
  8738. * @param {number} [n23] - 2-3 matrix element.
  8739. * @param {number} [n24] - 2-4 matrix element.
  8740. * @param {number} [n31] - 3-1 matrix element.
  8741. * @param {number} [n32] - 3-2 matrix element.
  8742. * @param {number} [n33] - 3-3 matrix element.
  8743. * @param {number} [n34] - 3-4 matrix element.
  8744. * @param {number} [n41] - 4-1 matrix element.
  8745. * @param {number} [n42] - 4-2 matrix element.
  8746. * @param {number} [n43] - 4-3 matrix element.
  8747. * @param {number} [n44] - 4-4 matrix element.
  8748. * @return {Matrix4} A reference to this matrix.
  8749. */
  8750. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8751. const te = this.elements;
  8752. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8753. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8754. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8755. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8756. return this;
  8757. }
  8758. /**
  8759. * Sets this matrix to the 4x4 identity matrix.
  8760. *
  8761. * @return {Matrix4} A reference to this matrix.
  8762. */
  8763. identity() {
  8764. this.set(
  8765. 1, 0, 0, 0,
  8766. 0, 1, 0, 0,
  8767. 0, 0, 1, 0,
  8768. 0, 0, 0, 1
  8769. );
  8770. return this;
  8771. }
  8772. /**
  8773. * Returns a matrix with copied values from this instance.
  8774. *
  8775. * @return {Matrix4} A clone of this instance.
  8776. */
  8777. clone() {
  8778. return new Matrix4().fromArray( this.elements );
  8779. }
  8780. /**
  8781. * Copies the values of the given matrix to this instance.
  8782. *
  8783. * @param {Matrix4} m - The matrix to copy.
  8784. * @return {Matrix4} A reference to this matrix.
  8785. */
  8786. copy( m ) {
  8787. const te = this.elements;
  8788. const me = m.elements;
  8789. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8790. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8791. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8792. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8793. return this;
  8794. }
  8795. /**
  8796. * Copies the translation component of the given matrix
  8797. * into this matrix's translation component.
  8798. *
  8799. * @param {Matrix4} m - The matrix to copy the translation component.
  8800. * @return {Matrix4} A reference to this matrix.
  8801. */
  8802. copyPosition( m ) {
  8803. const te = this.elements, me = m.elements;
  8804. te[ 12 ] = me[ 12 ];
  8805. te[ 13 ] = me[ 13 ];
  8806. te[ 14 ] = me[ 14 ];
  8807. return this;
  8808. }
  8809. /**
  8810. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8811. *
  8812. * @param {Matrix3} m - The 3x3 matrix.
  8813. * @return {Matrix4} A reference to this matrix.
  8814. */
  8815. setFromMatrix3( m ) {
  8816. const me = m.elements;
  8817. this.set(
  8818. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8819. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8820. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8821. 0, 0, 0, 1
  8822. );
  8823. return this;
  8824. }
  8825. /**
  8826. * Extracts the basis of this matrix into the three axis vectors provided.
  8827. *
  8828. * @param {Vector3} xAxis - The basis's x axis.
  8829. * @param {Vector3} yAxis - The basis's y axis.
  8830. * @param {Vector3} zAxis - The basis's z axis.
  8831. * @return {Matrix4} A reference to this matrix.
  8832. */
  8833. extractBasis( xAxis, yAxis, zAxis ) {
  8834. xAxis.setFromMatrixColumn( this, 0 );
  8835. yAxis.setFromMatrixColumn( this, 1 );
  8836. zAxis.setFromMatrixColumn( this, 2 );
  8837. return this;
  8838. }
  8839. /**
  8840. * Sets the given basis vectors to this matrix.
  8841. *
  8842. * @param {Vector3} xAxis - The basis's x axis.
  8843. * @param {Vector3} yAxis - The basis's y axis.
  8844. * @param {Vector3} zAxis - The basis's z axis.
  8845. * @return {Matrix4} A reference to this matrix.
  8846. */
  8847. makeBasis( xAxis, yAxis, zAxis ) {
  8848. this.set(
  8849. xAxis.x, yAxis.x, zAxis.x, 0,
  8850. xAxis.y, yAxis.y, zAxis.y, 0,
  8851. xAxis.z, yAxis.z, zAxis.z, 0,
  8852. 0, 0, 0, 1
  8853. );
  8854. return this;
  8855. }
  8856. /**
  8857. * Extracts the rotation component of the given matrix
  8858. * into this matrix's rotation component.
  8859. *
  8860. * Note: This method does not support reflection matrices.
  8861. *
  8862. * @param {Matrix4} m - The matrix.
  8863. * @return {Matrix4} A reference to this matrix.
  8864. */
  8865. extractRotation( m ) {
  8866. const te = this.elements;
  8867. const me = m.elements;
  8868. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8869. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8870. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8871. te[ 0 ] = me[ 0 ] * scaleX;
  8872. te[ 1 ] = me[ 1 ] * scaleX;
  8873. te[ 2 ] = me[ 2 ] * scaleX;
  8874. te[ 3 ] = 0;
  8875. te[ 4 ] = me[ 4 ] * scaleY;
  8876. te[ 5 ] = me[ 5 ] * scaleY;
  8877. te[ 6 ] = me[ 6 ] * scaleY;
  8878. te[ 7 ] = 0;
  8879. te[ 8 ] = me[ 8 ] * scaleZ;
  8880. te[ 9 ] = me[ 9 ] * scaleZ;
  8881. te[ 10 ] = me[ 10 ] * scaleZ;
  8882. te[ 11 ] = 0;
  8883. te[ 12 ] = 0;
  8884. te[ 13 ] = 0;
  8885. te[ 14 ] = 0;
  8886. te[ 15 ] = 1;
  8887. return this;
  8888. }
  8889. /**
  8890. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8891. * the rotation specified by the given Euler angles. The rest of
  8892. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8893. * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
  8894. * for a complete list.
  8895. *
  8896. * @param {Euler} euler - The Euler angles.
  8897. * @return {Matrix4} A reference to this matrix.
  8898. */
  8899. makeRotationFromEuler( euler ) {
  8900. const te = this.elements;
  8901. const x = euler.x, y = euler.y, z = euler.z;
  8902. const a = Math.cos( x ), b = Math.sin( x );
  8903. const c = Math.cos( y ), d = Math.sin( y );
  8904. const e = Math.cos( z ), f = Math.sin( z );
  8905. if ( euler.order === 'XYZ' ) {
  8906. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8907. te[ 0 ] = c * e;
  8908. te[ 4 ] = - c * f;
  8909. te[ 8 ] = d;
  8910. te[ 1 ] = af + be * d;
  8911. te[ 5 ] = ae - bf * d;
  8912. te[ 9 ] = - b * c;
  8913. te[ 2 ] = bf - ae * d;
  8914. te[ 6 ] = be + af * d;
  8915. te[ 10 ] = a * c;
  8916. } else if ( euler.order === 'YXZ' ) {
  8917. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8918. te[ 0 ] = ce + df * b;
  8919. te[ 4 ] = de * b - cf;
  8920. te[ 8 ] = a * d;
  8921. te[ 1 ] = a * f;
  8922. te[ 5 ] = a * e;
  8923. te[ 9 ] = - b;
  8924. te[ 2 ] = cf * b - de;
  8925. te[ 6 ] = df + ce * b;
  8926. te[ 10 ] = a * c;
  8927. } else if ( euler.order === 'ZXY' ) {
  8928. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8929. te[ 0 ] = ce - df * b;
  8930. te[ 4 ] = - a * f;
  8931. te[ 8 ] = de + cf * b;
  8932. te[ 1 ] = cf + de * b;
  8933. te[ 5 ] = a * e;
  8934. te[ 9 ] = df - ce * b;
  8935. te[ 2 ] = - a * d;
  8936. te[ 6 ] = b;
  8937. te[ 10 ] = a * c;
  8938. } else if ( euler.order === 'ZYX' ) {
  8939. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8940. te[ 0 ] = c * e;
  8941. te[ 4 ] = be * d - af;
  8942. te[ 8 ] = ae * d + bf;
  8943. te[ 1 ] = c * f;
  8944. te[ 5 ] = bf * d + ae;
  8945. te[ 9 ] = af * d - be;
  8946. te[ 2 ] = - d;
  8947. te[ 6 ] = b * c;
  8948. te[ 10 ] = a * c;
  8949. } else if ( euler.order === 'YZX' ) {
  8950. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8951. te[ 0 ] = c * e;
  8952. te[ 4 ] = bd - ac * f;
  8953. te[ 8 ] = bc * f + ad;
  8954. te[ 1 ] = f;
  8955. te[ 5 ] = a * e;
  8956. te[ 9 ] = - b * e;
  8957. te[ 2 ] = - d * e;
  8958. te[ 6 ] = ad * f + bc;
  8959. te[ 10 ] = ac - bd * f;
  8960. } else if ( euler.order === 'XZY' ) {
  8961. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8962. te[ 0 ] = c * e;
  8963. te[ 4 ] = - f;
  8964. te[ 8 ] = d * e;
  8965. te[ 1 ] = ac * f + bd;
  8966. te[ 5 ] = a * e;
  8967. te[ 9 ] = ad * f - bc;
  8968. te[ 2 ] = bc * f - ad;
  8969. te[ 6 ] = b * e;
  8970. te[ 10 ] = bd * f + ac;
  8971. }
  8972. // bottom row
  8973. te[ 3 ] = 0;
  8974. te[ 7 ] = 0;
  8975. te[ 11 ] = 0;
  8976. // last column
  8977. te[ 12 ] = 0;
  8978. te[ 13 ] = 0;
  8979. te[ 14 ] = 0;
  8980. te[ 15 ] = 1;
  8981. return this;
  8982. }
  8983. /**
  8984. * Sets the rotation component of this matrix to the rotation specified by
  8985. * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
  8986. * The rest of the matrix is set to the identity.
  8987. *
  8988. * @param {Quaternion} q - The Quaternion.
  8989. * @return {Matrix4} A reference to this matrix.
  8990. */
  8991. makeRotationFromQuaternion( q ) {
  8992. return this.compose( _zero, q, _one );
  8993. }
  8994. /**
  8995. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8996. * `target`, and oriented by the up-direction.
  8997. *
  8998. * @param {Vector3} eye - The eye vector.
  8999. * @param {Vector3} target - The target vector.
  9000. * @param {Vector3} up - The up vector.
  9001. * @return {Matrix4} A reference to this matrix.
  9002. */
  9003. lookAt( eye, target, up ) {
  9004. const te = this.elements;
  9005. _z.subVectors( eye, target );
  9006. if ( _z.lengthSq() === 0 ) {
  9007. // eye and target are in the same position
  9008. _z.z = 1;
  9009. }
  9010. _z.normalize();
  9011. _x.crossVectors( up, _z );
  9012. if ( _x.lengthSq() === 0 ) {
  9013. // up and z are parallel
  9014. if ( Math.abs( up.z ) === 1 ) {
  9015. _z.x += 0.0001;
  9016. } else {
  9017. _z.z += 0.0001;
  9018. }
  9019. _z.normalize();
  9020. _x.crossVectors( up, _z );
  9021. }
  9022. _x.normalize();
  9023. _y.crossVectors( _z, _x );
  9024. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9025. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9026. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9027. return this;
  9028. }
  9029. /**
  9030. * Post-multiplies this matrix by the given 4x4 matrix.
  9031. *
  9032. * @param {Matrix4} m - The matrix to multiply with.
  9033. * @return {Matrix4} A reference to this matrix.
  9034. */
  9035. multiply( m ) {
  9036. return this.multiplyMatrices( this, m );
  9037. }
  9038. /**
  9039. * Pre-multiplies this matrix by the given 4x4 matrix.
  9040. *
  9041. * @param {Matrix4} m - The matrix to multiply with.
  9042. * @return {Matrix4} A reference to this matrix.
  9043. */
  9044. premultiply( m ) {
  9045. return this.multiplyMatrices( m, this );
  9046. }
  9047. /**
  9048. * Multiples the given 4x4 matrices and stores the result
  9049. * in this matrix.
  9050. *
  9051. * @param {Matrix4} a - The first matrix.
  9052. * @param {Matrix4} b - The second matrix.
  9053. * @return {Matrix4} A reference to this matrix.
  9054. */
  9055. multiplyMatrices( a, b ) {
  9056. const ae = a.elements;
  9057. const be = b.elements;
  9058. const te = this.elements;
  9059. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9060. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9061. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9062. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9063. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9064. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9065. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9066. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9067. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9068. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9069. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9070. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9071. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9072. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9073. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9074. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9075. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9076. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9077. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9078. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9079. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9080. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9081. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9082. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9083. return this;
  9084. }
  9085. /**
  9086. * Multiplies every component of the matrix by the given scalar.
  9087. *
  9088. * @param {number} s - The scalar.
  9089. * @return {Matrix4} A reference to this matrix.
  9090. */
  9091. multiplyScalar( s ) {
  9092. const te = this.elements;
  9093. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9094. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9095. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9096. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9097. return this;
  9098. }
  9099. /**
  9100. * Computes and returns the determinant of this matrix.
  9101. *
  9102. * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
  9103. *
  9104. * @return {number} The determinant.
  9105. */
  9106. determinant() {
  9107. const te = this.elements;
  9108. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9109. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9110. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9111. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9112. //TODO: make this more efficient
  9113. return (
  9114. n41 * (
  9115. + n14 * n23 * n32
  9116. - n13 * n24 * n32
  9117. - n14 * n22 * n33
  9118. + n12 * n24 * n33
  9119. + n13 * n22 * n34
  9120. - n12 * n23 * n34
  9121. ) +
  9122. n42 * (
  9123. + n11 * n23 * n34
  9124. - n11 * n24 * n33
  9125. + n14 * n21 * n33
  9126. - n13 * n21 * n34
  9127. + n13 * n24 * n31
  9128. - n14 * n23 * n31
  9129. ) +
  9130. n43 * (
  9131. + n11 * n24 * n32
  9132. - n11 * n22 * n34
  9133. - n14 * n21 * n32
  9134. + n12 * n21 * n34
  9135. + n14 * n22 * n31
  9136. - n12 * n24 * n31
  9137. ) +
  9138. n44 * (
  9139. - n13 * n22 * n31
  9140. - n11 * n23 * n32
  9141. + n11 * n22 * n33
  9142. + n13 * n21 * n32
  9143. - n12 * n21 * n33
  9144. + n12 * n23 * n31
  9145. )
  9146. );
  9147. }
  9148. /**
  9149. * Transposes this matrix in place.
  9150. *
  9151. * @return {Matrix4} A reference to this matrix.
  9152. */
  9153. transpose() {
  9154. const te = this.elements;
  9155. let tmp;
  9156. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9157. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9158. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9159. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9160. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9161. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9162. return this;
  9163. }
  9164. /**
  9165. * Sets the position component for this matrix from the given vector,
  9166. * without affecting the rest of the matrix.
  9167. *
  9168. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9169. * @param {number} y - The y component of the vector.
  9170. * @param {number} z - The z component of the vector.
  9171. * @return {Matrix4} A reference to this matrix.
  9172. */
  9173. setPosition( x, y, z ) {
  9174. const te = this.elements;
  9175. if ( x.isVector3 ) {
  9176. te[ 12 ] = x.x;
  9177. te[ 13 ] = x.y;
  9178. te[ 14 ] = x.z;
  9179. } else {
  9180. te[ 12 ] = x;
  9181. te[ 13 ] = y;
  9182. te[ 14 ] = z;
  9183. }
  9184. return this;
  9185. }
  9186. /**
  9187. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  9188. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9189. * a zero matrix instead.
  9190. *
  9191. * @return {Matrix4} A reference to this matrix.
  9192. */
  9193. invert() {
  9194. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9195. const te = this.elements,
  9196. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9197. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9198. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9199. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9200. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9201. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9202. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9203. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9204. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9205. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9206. const detInv = 1 / det;
  9207. te[ 0 ] = t11 * detInv;
  9208. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9209. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9210. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9211. te[ 4 ] = t12 * detInv;
  9212. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9213. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9214. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9215. te[ 8 ] = t13 * detInv;
  9216. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9217. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9218. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9219. te[ 12 ] = t14 * detInv;
  9220. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9221. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9222. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9223. return this;
  9224. }
  9225. /**
  9226. * Multiplies the columns of this matrix by the given vector.
  9227. *
  9228. * @param {Vector3} v - The scale vector.
  9229. * @return {Matrix4} A reference to this matrix.
  9230. */
  9231. scale( v ) {
  9232. const te = this.elements;
  9233. const x = v.x, y = v.y, z = v.z;
  9234. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9235. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9236. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9237. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9238. return this;
  9239. }
  9240. /**
  9241. * Gets the maximum scale value of the three axes.
  9242. *
  9243. * @return {number} The maximum scale.
  9244. */
  9245. getMaxScaleOnAxis() {
  9246. const te = this.elements;
  9247. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9248. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9249. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9250. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9251. }
  9252. /**
  9253. * Sets this matrix as a translation transform from the given vector.
  9254. *
  9255. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9256. * @param {number} y - The amount to translate in the Y axis.
  9257. * @param {number} z - The amount to translate in the z axis.
  9258. * @return {Matrix4} A reference to this matrix.
  9259. */
  9260. makeTranslation( x, y, z ) {
  9261. if ( x.isVector3 ) {
  9262. this.set(
  9263. 1, 0, 0, x.x,
  9264. 0, 1, 0, x.y,
  9265. 0, 0, 1, x.z,
  9266. 0, 0, 0, 1
  9267. );
  9268. } else {
  9269. this.set(
  9270. 1, 0, 0, x,
  9271. 0, 1, 0, y,
  9272. 0, 0, 1, z,
  9273. 0, 0, 0, 1
  9274. );
  9275. }
  9276. return this;
  9277. }
  9278. /**
  9279. * Sets this matrix as a rotational transformation around the X axis by
  9280. * the given angle.
  9281. *
  9282. * @param {number} theta - The rotation in radians.
  9283. * @return {Matrix4} A reference to this matrix.
  9284. */
  9285. makeRotationX( theta ) {
  9286. const c = Math.cos( theta ), s = Math.sin( theta );
  9287. this.set(
  9288. 1, 0, 0, 0,
  9289. 0, c, - s, 0,
  9290. 0, s, c, 0,
  9291. 0, 0, 0, 1
  9292. );
  9293. return this;
  9294. }
  9295. /**
  9296. * Sets this matrix as a rotational transformation around the Y axis by
  9297. * the given angle.
  9298. *
  9299. * @param {number} theta - The rotation in radians.
  9300. * @return {Matrix4} A reference to this matrix.
  9301. */
  9302. makeRotationY( theta ) {
  9303. const c = Math.cos( theta ), s = Math.sin( theta );
  9304. this.set(
  9305. c, 0, s, 0,
  9306. 0, 1, 0, 0,
  9307. - s, 0, c, 0,
  9308. 0, 0, 0, 1
  9309. );
  9310. return this;
  9311. }
  9312. /**
  9313. * Sets this matrix as a rotational transformation around the Z axis by
  9314. * the given angle.
  9315. *
  9316. * @param {number} theta - The rotation in radians.
  9317. * @return {Matrix4} A reference to this matrix.
  9318. */
  9319. makeRotationZ( theta ) {
  9320. const c = Math.cos( theta ), s = Math.sin( theta );
  9321. this.set(
  9322. c, - s, 0, 0,
  9323. s, c, 0, 0,
  9324. 0, 0, 1, 0,
  9325. 0, 0, 0, 1
  9326. );
  9327. return this;
  9328. }
  9329. /**
  9330. * Sets this matrix as a rotational transformation around the given axis by
  9331. * the given angle.
  9332. *
  9333. * This is a somewhat controversial but mathematically sound alternative to
  9334. * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
  9335. *
  9336. * @param {Vector3} axis - The normalized rotation axis.
  9337. * @param {number} angle - The rotation in radians.
  9338. * @return {Matrix4} A reference to this matrix.
  9339. */
  9340. makeRotationAxis( axis, angle ) {
  9341. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9342. const c = Math.cos( angle );
  9343. const s = Math.sin( angle );
  9344. const t = 1 - c;
  9345. const x = axis.x, y = axis.y, z = axis.z;
  9346. const tx = t * x, ty = t * y;
  9347. this.set(
  9348. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9349. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9350. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9351. 0, 0, 0, 1
  9352. );
  9353. return this;
  9354. }
  9355. /**
  9356. * Sets this matrix as a scale transformation.
  9357. *
  9358. * @param {number} x - The amount to scale in the X axis.
  9359. * @param {number} y - The amount to scale in the Y axis.
  9360. * @param {number} z - The amount to scale in the Z axis.
  9361. * @return {Matrix4} A reference to this matrix.
  9362. */
  9363. makeScale( x, y, z ) {
  9364. this.set(
  9365. x, 0, 0, 0,
  9366. 0, y, 0, 0,
  9367. 0, 0, z, 0,
  9368. 0, 0, 0, 1
  9369. );
  9370. return this;
  9371. }
  9372. /**
  9373. * Sets this matrix as a shear transformation.
  9374. *
  9375. * @param {number} xy - The amount to shear X by Y.
  9376. * @param {number} xz - The amount to shear X by Z.
  9377. * @param {number} yx - The amount to shear Y by X.
  9378. * @param {number} yz - The amount to shear Y by Z.
  9379. * @param {number} zx - The amount to shear Z by X.
  9380. * @param {number} zy - The amount to shear Z by Y.
  9381. * @return {Matrix4} A reference to this matrix.
  9382. */
  9383. makeShear( xy, xz, yx, yz, zx, zy ) {
  9384. this.set(
  9385. 1, yx, zx, 0,
  9386. xy, 1, zy, 0,
  9387. xz, yz, 1, 0,
  9388. 0, 0, 0, 1
  9389. );
  9390. return this;
  9391. }
  9392. /**
  9393. * Sets this matrix to the transformation composed of the given position,
  9394. * rotation (Quaternion) and scale.
  9395. *
  9396. * @param {Vector3} position - The position vector.
  9397. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9398. * @param {Vector3} scale - The scale vector.
  9399. * @return {Matrix4} A reference to this matrix.
  9400. */
  9401. compose( position, quaternion, scale ) {
  9402. const te = this.elements;
  9403. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9404. const x2 = x + x, y2 = y + y, z2 = z + z;
  9405. const xx = x * x2, xy = x * y2, xz = x * z2;
  9406. const yy = y * y2, yz = y * z2, zz = z * z2;
  9407. const wx = w * x2, wy = w * y2, wz = w * z2;
  9408. const sx = scale.x, sy = scale.y, sz = scale.z;
  9409. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9410. te[ 1 ] = ( xy + wz ) * sx;
  9411. te[ 2 ] = ( xz - wy ) * sx;
  9412. te[ 3 ] = 0;
  9413. te[ 4 ] = ( xy - wz ) * sy;
  9414. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9415. te[ 6 ] = ( yz + wx ) * sy;
  9416. te[ 7 ] = 0;
  9417. te[ 8 ] = ( xz + wy ) * sz;
  9418. te[ 9 ] = ( yz - wx ) * sz;
  9419. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9420. te[ 11 ] = 0;
  9421. te[ 12 ] = position.x;
  9422. te[ 13 ] = position.y;
  9423. te[ 14 ] = position.z;
  9424. te[ 15 ] = 1;
  9425. return this;
  9426. }
  9427. /**
  9428. * Decomposes this matrix into its position, rotation and scale components
  9429. * and provides the result in the given objects.
  9430. *
  9431. * Note: Not all matrices are decomposable in this way. For example, if an
  9432. * object has a non-uniformly scaled parent, then the object's world matrix
  9433. * may not be decomposable, and this method may not be appropriate.
  9434. *
  9435. * @param {Vector3} position - The position vector.
  9436. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9437. * @param {Vector3} scale - The scale vector.
  9438. * @return {Matrix4} A reference to this matrix.
  9439. */
  9440. decompose( position, quaternion, scale ) {
  9441. const te = this.elements;
  9442. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9443. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9444. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9445. // if determine is negative, we need to invert one scale
  9446. const det = this.determinant();
  9447. if ( det < 0 ) sx = - sx;
  9448. position.x = te[ 12 ];
  9449. position.y = te[ 13 ];
  9450. position.z = te[ 14 ];
  9451. // scale the rotation part
  9452. _m1$2.copy( this );
  9453. const invSX = 1 / sx;
  9454. const invSY = 1 / sy;
  9455. const invSZ = 1 / sz;
  9456. _m1$2.elements[ 0 ] *= invSX;
  9457. _m1$2.elements[ 1 ] *= invSX;
  9458. _m1$2.elements[ 2 ] *= invSX;
  9459. _m1$2.elements[ 4 ] *= invSY;
  9460. _m1$2.elements[ 5 ] *= invSY;
  9461. _m1$2.elements[ 6 ] *= invSY;
  9462. _m1$2.elements[ 8 ] *= invSZ;
  9463. _m1$2.elements[ 9 ] *= invSZ;
  9464. _m1$2.elements[ 10 ] *= invSZ;
  9465. quaternion.setFromRotationMatrix( _m1$2 );
  9466. scale.x = sx;
  9467. scale.y = sy;
  9468. scale.z = sz;
  9469. return this;
  9470. }
  9471. /**
  9472. * Creates a perspective projection matrix. This is used internally by
  9473. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9474. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9475. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9476. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9477. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9478. * @param {number} near - The distance from the camera to the near plane.
  9479. * @param {number} far - The distance from the camera to the far plane.
  9480. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9481. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9482. * @return {Matrix4} A reference to this matrix.
  9483. */
  9484. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9485. const te = this.elements;
  9486. const x = 2 * near / ( right - left );
  9487. const y = 2 * near / ( top - bottom );
  9488. const a = ( right + left ) / ( right - left );
  9489. const b = ( top + bottom ) / ( top - bottom );
  9490. let c, d;
  9491. if ( reversedDepth ) {
  9492. c = near / ( far - near );
  9493. d = ( far * near ) / ( far - near );
  9494. } else {
  9495. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9496. c = - ( far + near ) / ( far - near );
  9497. d = ( -2 * far * near ) / ( far - near );
  9498. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9499. c = - far / ( far - near );
  9500. d = ( - far * near ) / ( far - near );
  9501. } else {
  9502. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9503. }
  9504. }
  9505. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9506. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9507. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9508. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9509. return this;
  9510. }
  9511. /**
  9512. * Creates a orthographic projection matrix. This is used internally by
  9513. * {@link OrthographicCamera#updateProjectionMatrix}.
  9514. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9515. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9516. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9517. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9518. * @param {number} near - The distance from the camera to the near plane.
  9519. * @param {number} far - The distance from the camera to the far plane.
  9520. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9521. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9522. * @return {Matrix4} A reference to this matrix.
  9523. */
  9524. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9525. const te = this.elements;
  9526. const x = 2 / ( right - left );
  9527. const y = 2 / ( top - bottom );
  9528. const a = - ( right + left ) / ( right - left );
  9529. const b = - ( top + bottom ) / ( top - bottom );
  9530. let c, d;
  9531. if ( reversedDepth ) {
  9532. c = 1 / ( far - near );
  9533. d = far / ( far - near );
  9534. } else {
  9535. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9536. c = -2 / ( far - near );
  9537. d = - ( far + near ) / ( far - near );
  9538. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9539. c = -1 / ( far - near );
  9540. d = - near / ( far - near );
  9541. } else {
  9542. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9543. }
  9544. }
  9545. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9546. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9547. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9548. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9549. return this;
  9550. }
  9551. /**
  9552. * Returns `true` if this matrix is equal with the given one.
  9553. *
  9554. * @param {Matrix4} matrix - The matrix to test for equality.
  9555. * @return {boolean} Whether this matrix is equal with the given one.
  9556. */
  9557. equals( matrix ) {
  9558. const te = this.elements;
  9559. const me = matrix.elements;
  9560. for ( let i = 0; i < 16; i ++ ) {
  9561. if ( te[ i ] !== me[ i ] ) return false;
  9562. }
  9563. return true;
  9564. }
  9565. /**
  9566. * Sets the elements of the matrix from the given array.
  9567. *
  9568. * @param {Array<number>} array - The matrix elements in column-major order.
  9569. * @param {number} [offset=0] - Index of the first element in the array.
  9570. * @return {Matrix4} A reference to this matrix.
  9571. */
  9572. fromArray( array, offset = 0 ) {
  9573. for ( let i = 0; i < 16; i ++ ) {
  9574. this.elements[ i ] = array[ i + offset ];
  9575. }
  9576. return this;
  9577. }
  9578. /**
  9579. * Writes the elements of this matrix to the given array. If no array is provided,
  9580. * the method returns a new instance.
  9581. *
  9582. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9583. * @param {number} [offset=0] - Index of the first element in the array.
  9584. * @return {Array<number>} The matrix elements in column-major order.
  9585. */
  9586. toArray( array = [], offset = 0 ) {
  9587. const te = this.elements;
  9588. array[ offset ] = te[ 0 ];
  9589. array[ offset + 1 ] = te[ 1 ];
  9590. array[ offset + 2 ] = te[ 2 ];
  9591. array[ offset + 3 ] = te[ 3 ];
  9592. array[ offset + 4 ] = te[ 4 ];
  9593. array[ offset + 5 ] = te[ 5 ];
  9594. array[ offset + 6 ] = te[ 6 ];
  9595. array[ offset + 7 ] = te[ 7 ];
  9596. array[ offset + 8 ] = te[ 8 ];
  9597. array[ offset + 9 ] = te[ 9 ];
  9598. array[ offset + 10 ] = te[ 10 ];
  9599. array[ offset + 11 ] = te[ 11 ];
  9600. array[ offset + 12 ] = te[ 12 ];
  9601. array[ offset + 13 ] = te[ 13 ];
  9602. array[ offset + 14 ] = te[ 14 ];
  9603. array[ offset + 15 ] = te[ 15 ];
  9604. return array;
  9605. }
  9606. }
  9607. const _v1$5 = /*@__PURE__*/ new Vector3();
  9608. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9609. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9610. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9611. const _x = /*@__PURE__*/ new Vector3();
  9612. const _y = /*@__PURE__*/ new Vector3();
  9613. const _z = /*@__PURE__*/ new Vector3();
  9614. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9615. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9616. /**
  9617. * A class representing Euler angles.
  9618. *
  9619. * Euler angles describe a rotational transformation by rotating an object on
  9620. * its various axes in specified amounts per axis, and a specified axis
  9621. * order.
  9622. *
  9623. * Iterating through an instance will yield its components (x, y, z,
  9624. * order) in the corresponding order.
  9625. *
  9626. * ```js
  9627. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9628. * const b = new THREE.Vector3( 1, 0, 1 );
  9629. * b.applyEuler(a);
  9630. * ```
  9631. */
  9632. class Euler {
  9633. /**
  9634. * Constructs a new euler instance.
  9635. *
  9636. * @param {number} [x=0] - The angle of the x axis in radians.
  9637. * @param {number} [y=0] - The angle of the y axis in radians.
  9638. * @param {number} [z=0] - The angle of the z axis in radians.
  9639. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9640. */
  9641. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9642. /**
  9643. * This flag can be used for type testing.
  9644. *
  9645. * @type {boolean}
  9646. * @readonly
  9647. * @default true
  9648. */
  9649. this.isEuler = true;
  9650. this._x = x;
  9651. this._y = y;
  9652. this._z = z;
  9653. this._order = order;
  9654. }
  9655. /**
  9656. * The angle of the x axis in radians.
  9657. *
  9658. * @type {number}
  9659. * @default 0
  9660. */
  9661. get x() {
  9662. return this._x;
  9663. }
  9664. set x( value ) {
  9665. this._x = value;
  9666. this._onChangeCallback();
  9667. }
  9668. /**
  9669. * The angle of the y axis in radians.
  9670. *
  9671. * @type {number}
  9672. * @default 0
  9673. */
  9674. get y() {
  9675. return this._y;
  9676. }
  9677. set y( value ) {
  9678. this._y = value;
  9679. this._onChangeCallback();
  9680. }
  9681. /**
  9682. * The angle of the z axis in radians.
  9683. *
  9684. * @type {number}
  9685. * @default 0
  9686. */
  9687. get z() {
  9688. return this._z;
  9689. }
  9690. set z( value ) {
  9691. this._z = value;
  9692. this._onChangeCallback();
  9693. }
  9694. /**
  9695. * A string representing the order that the rotations are applied.
  9696. *
  9697. * @type {string}
  9698. * @default 'XYZ'
  9699. */
  9700. get order() {
  9701. return this._order;
  9702. }
  9703. set order( value ) {
  9704. this._order = value;
  9705. this._onChangeCallback();
  9706. }
  9707. /**
  9708. * Sets the Euler components.
  9709. *
  9710. * @param {number} x - The angle of the x axis in radians.
  9711. * @param {number} y - The angle of the y axis in radians.
  9712. * @param {number} z - The angle of the z axis in radians.
  9713. * @param {string} [order] - A string representing the order that the rotations are applied.
  9714. * @return {Euler} A reference to this Euler instance.
  9715. */
  9716. set( x, y, z, order = this._order ) {
  9717. this._x = x;
  9718. this._y = y;
  9719. this._z = z;
  9720. this._order = order;
  9721. this._onChangeCallback();
  9722. return this;
  9723. }
  9724. /**
  9725. * Returns a new Euler instance with copied values from this instance.
  9726. *
  9727. * @return {Euler} A clone of this instance.
  9728. */
  9729. clone() {
  9730. return new this.constructor( this._x, this._y, this._z, this._order );
  9731. }
  9732. /**
  9733. * Copies the values of the given Euler instance to this instance.
  9734. *
  9735. * @param {Euler} euler - The Euler instance to copy.
  9736. * @return {Euler} A reference to this Euler instance.
  9737. */
  9738. copy( euler ) {
  9739. this._x = euler._x;
  9740. this._y = euler._y;
  9741. this._z = euler._z;
  9742. this._order = euler._order;
  9743. this._onChangeCallback();
  9744. return this;
  9745. }
  9746. /**
  9747. * Sets the angles of this Euler instance from a pure rotation matrix.
  9748. *
  9749. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9750. * @param {string} [order] - A string representing the order that the rotations are applied.
  9751. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9752. * @return {Euler} A reference to this Euler instance.
  9753. */
  9754. setFromRotationMatrix( m, order = this._order, update = true ) {
  9755. const te = m.elements;
  9756. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9757. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9758. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9759. switch ( order ) {
  9760. case 'XYZ':
  9761. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9762. if ( Math.abs( m13 ) < 0.9999999 ) {
  9763. this._x = Math.atan2( - m23, m33 );
  9764. this._z = Math.atan2( - m12, m11 );
  9765. } else {
  9766. this._x = Math.atan2( m32, m22 );
  9767. this._z = 0;
  9768. }
  9769. break;
  9770. case 'YXZ':
  9771. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9772. if ( Math.abs( m23 ) < 0.9999999 ) {
  9773. this._y = Math.atan2( m13, m33 );
  9774. this._z = Math.atan2( m21, m22 );
  9775. } else {
  9776. this._y = Math.atan2( - m31, m11 );
  9777. this._z = 0;
  9778. }
  9779. break;
  9780. case 'ZXY':
  9781. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9782. if ( Math.abs( m32 ) < 0.9999999 ) {
  9783. this._y = Math.atan2( - m31, m33 );
  9784. this._z = Math.atan2( - m12, m22 );
  9785. } else {
  9786. this._y = 0;
  9787. this._z = Math.atan2( m21, m11 );
  9788. }
  9789. break;
  9790. case 'ZYX':
  9791. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9792. if ( Math.abs( m31 ) < 0.9999999 ) {
  9793. this._x = Math.atan2( m32, m33 );
  9794. this._z = Math.atan2( m21, m11 );
  9795. } else {
  9796. this._x = 0;
  9797. this._z = Math.atan2( - m12, m22 );
  9798. }
  9799. break;
  9800. case 'YZX':
  9801. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9802. if ( Math.abs( m21 ) < 0.9999999 ) {
  9803. this._x = Math.atan2( - m23, m22 );
  9804. this._y = Math.atan2( - m31, m11 );
  9805. } else {
  9806. this._x = 0;
  9807. this._y = Math.atan2( m13, m33 );
  9808. }
  9809. break;
  9810. case 'XZY':
  9811. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9812. if ( Math.abs( m12 ) < 0.9999999 ) {
  9813. this._x = Math.atan2( m32, m22 );
  9814. this._y = Math.atan2( m13, m11 );
  9815. } else {
  9816. this._x = Math.atan2( - m23, m33 );
  9817. this._y = 0;
  9818. }
  9819. break;
  9820. default:
  9821. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9822. }
  9823. this._order = order;
  9824. if ( update === true ) this._onChangeCallback();
  9825. return this;
  9826. }
  9827. /**
  9828. * Sets the angles of this Euler instance from a normalized quaternion.
  9829. *
  9830. * @param {Quaternion} q - A normalized Quaternion.
  9831. * @param {string} [order] - A string representing the order that the rotations are applied.
  9832. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9833. * @return {Euler} A reference to this Euler instance.
  9834. */
  9835. setFromQuaternion( q, order, update ) {
  9836. _matrix$2.makeRotationFromQuaternion( q );
  9837. return this.setFromRotationMatrix( _matrix$2, order, update );
  9838. }
  9839. /**
  9840. * Sets the angles of this Euler instance from the given vector.
  9841. *
  9842. * @param {Vector3} v - The vector.
  9843. * @param {string} [order] - A string representing the order that the rotations are applied.
  9844. * @return {Euler} A reference to this Euler instance.
  9845. */
  9846. setFromVector3( v, order = this._order ) {
  9847. return this.set( v.x, v.y, v.z, order );
  9848. }
  9849. /**
  9850. * Resets the euler angle with a new order by creating a quaternion from this
  9851. * euler angle and then setting this euler angle with the quaternion and the
  9852. * new order.
  9853. *
  9854. * Warning: This discards revolution information.
  9855. *
  9856. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9857. * @return {Euler} A reference to this Euler instance.
  9858. */
  9859. reorder( newOrder ) {
  9860. _quaternion$3.setFromEuler( this );
  9861. return this.setFromQuaternion( _quaternion$3, newOrder );
  9862. }
  9863. /**
  9864. * Returns `true` if this Euler instance is equal with the given one.
  9865. *
  9866. * @param {Euler} euler - The Euler instance to test for equality.
  9867. * @return {boolean} Whether this Euler instance is equal with the given one.
  9868. */
  9869. equals( euler ) {
  9870. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9871. }
  9872. /**
  9873. * Sets this Euler instance's components to values from the given array. The first three
  9874. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9875. * defines the Euler order.
  9876. *
  9877. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9878. * @return {Euler} A reference to this Euler instance.
  9879. */
  9880. fromArray( array ) {
  9881. this._x = array[ 0 ];
  9882. this._y = array[ 1 ];
  9883. this._z = array[ 2 ];
  9884. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9885. this._onChangeCallback();
  9886. return this;
  9887. }
  9888. /**
  9889. * Writes the components of this Euler instance to the given array. If no array is provided,
  9890. * the method returns a new instance.
  9891. *
  9892. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9893. * @param {number} [offset=0] - Index of the first element in the array.
  9894. * @return {Array<number,number,number,string>} The Euler components.
  9895. */
  9896. toArray( array = [], offset = 0 ) {
  9897. array[ offset ] = this._x;
  9898. array[ offset + 1 ] = this._y;
  9899. array[ offset + 2 ] = this._z;
  9900. array[ offset + 3 ] = this._order;
  9901. return array;
  9902. }
  9903. _onChange( callback ) {
  9904. this._onChangeCallback = callback;
  9905. return this;
  9906. }
  9907. _onChangeCallback() {}
  9908. *[ Symbol.iterator ]() {
  9909. yield this._x;
  9910. yield this._y;
  9911. yield this._z;
  9912. yield this._order;
  9913. }
  9914. }
  9915. /**
  9916. * The default Euler angle order.
  9917. *
  9918. * @static
  9919. * @type {string}
  9920. * @default 'XYZ'
  9921. */
  9922. Euler.DEFAULT_ORDER = 'XYZ';
  9923. /**
  9924. * A layers object assigns an 3D object to 1 or more of 32
  9925. * layers numbered `0` to `31` - internally the layers are stored as a
  9926. * bit mask], and by default all 3D objects are a member of layer `0`.
  9927. *
  9928. * This can be used to control visibility - an object must share a layer with
  9929. * a camera to be visible when that camera's view is
  9930. * rendered.
  9931. *
  9932. * All classes that inherit from {@link Object3D} have an `layers` property which
  9933. * is an instance of this class.
  9934. */
  9935. class Layers {
  9936. /**
  9937. * Constructs a new layers instance, with membership
  9938. * initially set to layer `0`.
  9939. */
  9940. constructor() {
  9941. /**
  9942. * A bit mask storing which of the 32 layers this layers object is currently
  9943. * a member of.
  9944. *
  9945. * @type {number}
  9946. */
  9947. this.mask = 1 | 0;
  9948. }
  9949. /**
  9950. * Sets membership to the given layer, and remove membership all other layers.
  9951. *
  9952. * @param {number} layer - The layer to set.
  9953. */
  9954. set( layer ) {
  9955. this.mask = ( 1 << layer | 0 ) >>> 0;
  9956. }
  9957. /**
  9958. * Adds membership of the given layer.
  9959. *
  9960. * @param {number} layer - The layer to enable.
  9961. */
  9962. enable( layer ) {
  9963. this.mask |= 1 << layer | 0;
  9964. }
  9965. /**
  9966. * Adds membership to all layers.
  9967. */
  9968. enableAll() {
  9969. this.mask = 0xffffffff | 0;
  9970. }
  9971. /**
  9972. * Toggles the membership of the given layer.
  9973. *
  9974. * @param {number} layer - The layer to toggle.
  9975. */
  9976. toggle( layer ) {
  9977. this.mask ^= 1 << layer | 0;
  9978. }
  9979. /**
  9980. * Removes membership of the given layer.
  9981. *
  9982. * @param {number} layer - The layer to enable.
  9983. */
  9984. disable( layer ) {
  9985. this.mask &= ~ ( 1 << layer | 0 );
  9986. }
  9987. /**
  9988. * Removes the membership from all layers.
  9989. */
  9990. disableAll() {
  9991. this.mask = 0;
  9992. }
  9993. /**
  9994. * Returns `true` if this and the given layers object have at least one
  9995. * layer in common.
  9996. *
  9997. * @param {Layers} layers - The layers to test.
  9998. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9999. */
  10000. test( layers ) {
  10001. return ( this.mask & layers.mask ) !== 0;
  10002. }
  10003. /**
  10004. * Returns `true` if the given layer is enabled.
  10005. *
  10006. * @param {number} layer - The layer to test.
  10007. * @return {boolean } Whether the given layer is enabled or not.
  10008. */
  10009. isEnabled( layer ) {
  10010. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  10011. }
  10012. }
  10013. let _object3DId = 0;
  10014. const _v1$4 = /*@__PURE__*/ new Vector3();
  10015. const _q1 = /*@__PURE__*/ new Quaternion();
  10016. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10017. const _target = /*@__PURE__*/ new Vector3();
  10018. const _position$3 = /*@__PURE__*/ new Vector3();
  10019. const _scale$2 = /*@__PURE__*/ new Vector3();
  10020. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10021. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10022. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10023. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10024. /**
  10025. * Fires when the object has been added to its parent object.
  10026. *
  10027. * @event Object3D#added
  10028. * @type {Object}
  10029. */
  10030. const _addedEvent = { type: 'added' };
  10031. /**
  10032. * Fires when the object has been removed from its parent object.
  10033. *
  10034. * @event Object3D#removed
  10035. * @type {Object}
  10036. */
  10037. const _removedEvent = { type: 'removed' };
  10038. /**
  10039. * Fires when a new child object has been added.
  10040. *
  10041. * @event Object3D#childadded
  10042. * @type {Object}
  10043. */
  10044. const _childaddedEvent = { type: 'childadded', child: null };
  10045. /**
  10046. * Fires when a child object has been removed.
  10047. *
  10048. * @event Object3D#childremoved
  10049. * @type {Object}
  10050. */
  10051. const _childremovedEvent = { type: 'childremoved', child: null };
  10052. /**
  10053. * This is the base class for most objects in three.js and provides a set of
  10054. * properties and methods for manipulating objects in 3D space.
  10055. *
  10056. * @augments EventDispatcher
  10057. */
  10058. class Object3D extends EventDispatcher {
  10059. /**
  10060. * Constructs a new 3D object.
  10061. */
  10062. constructor() {
  10063. super();
  10064. /**
  10065. * This flag can be used for type testing.
  10066. *
  10067. * @type {boolean}
  10068. * @readonly
  10069. * @default true
  10070. */
  10071. this.isObject3D = true;
  10072. /**
  10073. * The ID of the 3D object.
  10074. *
  10075. * @name Object3D#id
  10076. * @type {number}
  10077. * @readonly
  10078. */
  10079. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10080. /**
  10081. * The UUID of the 3D object.
  10082. *
  10083. * @type {string}
  10084. * @readonly
  10085. */
  10086. this.uuid = generateUUID();
  10087. /**
  10088. * The name of the 3D object.
  10089. *
  10090. * @type {string}
  10091. */
  10092. this.name = '';
  10093. /**
  10094. * The type property is used for detecting the object type
  10095. * in context of serialization/deserialization.
  10096. *
  10097. * @type {string}
  10098. * @readonly
  10099. */
  10100. this.type = 'Object3D';
  10101. /**
  10102. * A reference to the parent object.
  10103. *
  10104. * @type {?Object3D}
  10105. * @default null
  10106. */
  10107. this.parent = null;
  10108. /**
  10109. * An array holding the child 3D objects of this instance.
  10110. *
  10111. * @type {Array<Object3D>}
  10112. */
  10113. this.children = [];
  10114. /**
  10115. * Defines the `up` direction of the 3D object which influences
  10116. * the orientation via methods like {@link Object3D#lookAt}.
  10117. *
  10118. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10119. *
  10120. * @type {Vector3}
  10121. */
  10122. this.up = Object3D.DEFAULT_UP.clone();
  10123. const position = new Vector3();
  10124. const rotation = new Euler();
  10125. const quaternion = new Quaternion();
  10126. const scale = new Vector3( 1, 1, 1 );
  10127. function onRotationChange() {
  10128. quaternion.setFromEuler( rotation, false );
  10129. }
  10130. function onQuaternionChange() {
  10131. rotation.setFromQuaternion( quaternion, undefined, false );
  10132. }
  10133. rotation._onChange( onRotationChange );
  10134. quaternion._onChange( onQuaternionChange );
  10135. Object.defineProperties( this, {
  10136. /**
  10137. * Represents the object's local position.
  10138. *
  10139. * @name Object3D#position
  10140. * @type {Vector3}
  10141. * @default (0,0,0)
  10142. */
  10143. position: {
  10144. configurable: true,
  10145. enumerable: true,
  10146. value: position
  10147. },
  10148. /**
  10149. * Represents the object's local rotation as Euler angles, in radians.
  10150. *
  10151. * @name Object3D#rotation
  10152. * @type {Euler}
  10153. * @default (0,0,0)
  10154. */
  10155. rotation: {
  10156. configurable: true,
  10157. enumerable: true,
  10158. value: rotation
  10159. },
  10160. /**
  10161. * Represents the object's local rotation as Quaternions.
  10162. *
  10163. * @name Object3D#quaternion
  10164. * @type {Quaternion}
  10165. */
  10166. quaternion: {
  10167. configurable: true,
  10168. enumerable: true,
  10169. value: quaternion
  10170. },
  10171. /**
  10172. * Represents the object's local scale.
  10173. *
  10174. * @name Object3D#scale
  10175. * @type {Vector3}
  10176. * @default (1,1,1)
  10177. */
  10178. scale: {
  10179. configurable: true,
  10180. enumerable: true,
  10181. value: scale
  10182. },
  10183. /**
  10184. * Represents the object's model-view matrix.
  10185. *
  10186. * @name Object3D#modelViewMatrix
  10187. * @type {Matrix4}
  10188. */
  10189. modelViewMatrix: {
  10190. value: new Matrix4()
  10191. },
  10192. /**
  10193. * Represents the object's normal matrix.
  10194. *
  10195. * @name Object3D#normalMatrix
  10196. * @type {Matrix3}
  10197. */
  10198. normalMatrix: {
  10199. value: new Matrix3()
  10200. }
  10201. } );
  10202. /**
  10203. * Represents the object's transformation matrix in local space.
  10204. *
  10205. * @type {Matrix4}
  10206. */
  10207. this.matrix = new Matrix4();
  10208. /**
  10209. * Represents the object's transformation matrix in world space.
  10210. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10211. *
  10212. * @type {Matrix4}
  10213. */
  10214. this.matrixWorld = new Matrix4();
  10215. /**
  10216. * When set to `true`, the engine automatically computes the local matrix from position,
  10217. * rotation and scale every frame.
  10218. *
  10219. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10220. *
  10221. * @type {boolean}
  10222. * @default true
  10223. */
  10224. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10225. /**
  10226. * When set to `true`, the engine automatically computes the world matrix from the current local
  10227. * matrix and the object's transformation hierarchy.
  10228. *
  10229. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10230. *
  10231. * @type {boolean}
  10232. * @default true
  10233. */
  10234. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10235. /**
  10236. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10237. * to `false`.
  10238. *
  10239. * @type {boolean}
  10240. * @default false
  10241. */
  10242. this.matrixWorldNeedsUpdate = false;
  10243. /**
  10244. * The layer membership of the 3D object. The 3D object is only visible if it has
  10245. * at least one layer in common with the camera in use. This property can also be
  10246. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10247. *
  10248. * @type {Layers}
  10249. */
  10250. this.layers = new Layers();
  10251. /**
  10252. * When set to `true`, the 3D object gets rendered.
  10253. *
  10254. * @type {boolean}
  10255. * @default true
  10256. */
  10257. this.visible = true;
  10258. /**
  10259. * When set to `true`, the 3D object gets rendered into shadow maps.
  10260. *
  10261. * @type {boolean}
  10262. * @default false
  10263. */
  10264. this.castShadow = false;
  10265. /**
  10266. * When set to `true`, the 3D object is affected by shadows in the scene.
  10267. *
  10268. * @type {boolean}
  10269. * @default false
  10270. */
  10271. this.receiveShadow = false;
  10272. /**
  10273. * When set to `true`, the 3D object is honored by view frustum culling.
  10274. *
  10275. * @type {boolean}
  10276. * @default true
  10277. */
  10278. this.frustumCulled = true;
  10279. /**
  10280. * This value allows the default rendering order of scene graph objects to be
  10281. * overridden although opaque and transparent objects remain sorted independently.
  10282. * When this property is set for an instance of {@link Group},all descendants
  10283. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10284. * render order.
  10285. *
  10286. * @type {number}
  10287. * @default 0
  10288. */
  10289. this.renderOrder = 0;
  10290. /**
  10291. * An array holding the animation clips of the 3D object.
  10292. *
  10293. * @type {Array<AnimationClip>}
  10294. */
  10295. this.animations = [];
  10296. /**
  10297. * Custom depth material to be used when rendering to the depth map. Can only be used
  10298. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10299. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10300. * material for proper shadows.
  10301. *
  10302. * Only relevant in context of {@link WebGLRenderer}.
  10303. *
  10304. * @type {(Material|undefined)}
  10305. * @default undefined
  10306. */
  10307. this.customDepthMaterial = undefined;
  10308. /**
  10309. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10310. *
  10311. * Only relevant in context of {@link WebGLRenderer}.
  10312. *
  10313. * @type {(Material|undefined)}
  10314. * @default undefined
  10315. */
  10316. this.customDistanceMaterial = undefined;
  10317. /**
  10318. * An object that can be used to store custom data about the 3D object. It
  10319. * should not hold references to functions as these will not be cloned.
  10320. *
  10321. * @type {Object}
  10322. */
  10323. this.userData = {};
  10324. }
  10325. /**
  10326. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10327. *
  10328. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10329. * @param {Object3D} object - The 3D object.
  10330. * @param {Camera} camera - The camera that is used to render the scene.
  10331. * @param {Camera} shadowCamera - The shadow camera.
  10332. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10333. * @param {Material} depthMaterial - The depth material.
  10334. * @param {Object} group - The geometry group data.
  10335. */
  10336. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10337. /**
  10338. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10339. *
  10340. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10341. * @param {Object3D} object - The 3D object.
  10342. * @param {Camera} camera - The camera that is used to render the scene.
  10343. * @param {Camera} shadowCamera - The shadow camera.
  10344. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10345. * @param {Material} depthMaterial - The depth material.
  10346. * @param {Object} group - The geometry group data.
  10347. */
  10348. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10349. /**
  10350. * A callback that is executed immediately before a 3D object is rendered.
  10351. *
  10352. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10353. * @param {Object3D} object - The 3D object.
  10354. * @param {Camera} camera - The camera that is used to render the scene.
  10355. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10356. * @param {Material} material - The 3D object's material.
  10357. * @param {Object} group - The geometry group data.
  10358. */
  10359. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10360. /**
  10361. * A callback that is executed immediately after a 3D object is rendered.
  10362. *
  10363. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10364. * @param {Object3D} object - The 3D object.
  10365. * @param {Camera} camera - The camera that is used to render the scene.
  10366. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10367. * @param {Material} material - The 3D object's material.
  10368. * @param {Object} group - The geometry group data.
  10369. */
  10370. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10371. /**
  10372. * Applies the given transformation matrix to the object and updates the object's position,
  10373. * rotation and scale.
  10374. *
  10375. * @param {Matrix4} matrix - The transformation matrix.
  10376. */
  10377. applyMatrix4( matrix ) {
  10378. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10379. this.matrix.premultiply( matrix );
  10380. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10381. }
  10382. /**
  10383. * Applies a rotation represented by given the quaternion to the 3D object.
  10384. *
  10385. * @param {Quaternion} q - The quaternion.
  10386. * @return {Object3D} A reference to this instance.
  10387. */
  10388. applyQuaternion( q ) {
  10389. this.quaternion.premultiply( q );
  10390. return this;
  10391. }
  10392. /**
  10393. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10394. *
  10395. * @param {Vector3} axis - The (normalized) axis vector.
  10396. * @param {number} angle - The angle in radians.
  10397. */
  10398. setRotationFromAxisAngle( axis, angle ) {
  10399. // assumes axis is normalized
  10400. this.quaternion.setFromAxisAngle( axis, angle );
  10401. }
  10402. /**
  10403. * Sets the given rotation represented as Euler angles to the 3D object.
  10404. *
  10405. * @param {Euler} euler - The Euler angles.
  10406. */
  10407. setRotationFromEuler( euler ) {
  10408. this.quaternion.setFromEuler( euler, true );
  10409. }
  10410. /**
  10411. * Sets the given rotation represented as rotation matrix to the 3D object.
  10412. *
  10413. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10414. * a pure rotation matrix (i.e, unscaled).
  10415. */
  10416. setRotationFromMatrix( m ) {
  10417. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10418. this.quaternion.setFromRotationMatrix( m );
  10419. }
  10420. /**
  10421. * Sets the given rotation represented as a Quaternion to the 3D object.
  10422. *
  10423. * @param {Quaternion} q - The Quaternion
  10424. */
  10425. setRotationFromQuaternion( q ) {
  10426. // assumes q is normalized
  10427. this.quaternion.copy( q );
  10428. }
  10429. /**
  10430. * Rotates the 3D object along an axis in local space.
  10431. *
  10432. * @param {Vector3} axis - The (normalized) axis vector.
  10433. * @param {number} angle - The angle in radians.
  10434. * @return {Object3D} A reference to this instance.
  10435. */
  10436. rotateOnAxis( axis, angle ) {
  10437. // rotate object on axis in object space
  10438. // axis is assumed to be normalized
  10439. _q1.setFromAxisAngle( axis, angle );
  10440. this.quaternion.multiply( _q1 );
  10441. return this;
  10442. }
  10443. /**
  10444. * Rotates the 3D object along an axis in world space.
  10445. *
  10446. * @param {Vector3} axis - The (normalized) axis vector.
  10447. * @param {number} angle - The angle in radians.
  10448. * @return {Object3D} A reference to this instance.
  10449. */
  10450. rotateOnWorldAxis( axis, angle ) {
  10451. // rotate object on axis in world space
  10452. // axis is assumed to be normalized
  10453. // method assumes no rotated parent
  10454. _q1.setFromAxisAngle( axis, angle );
  10455. this.quaternion.premultiply( _q1 );
  10456. return this;
  10457. }
  10458. /**
  10459. * Rotates the 3D object around its X axis in local space.
  10460. *
  10461. * @param {number} angle - The angle in radians.
  10462. * @return {Object3D} A reference to this instance.
  10463. */
  10464. rotateX( angle ) {
  10465. return this.rotateOnAxis( _xAxis, angle );
  10466. }
  10467. /**
  10468. * Rotates the 3D object around its Y axis in local space.
  10469. *
  10470. * @param {number} angle - The angle in radians.
  10471. * @return {Object3D} A reference to this instance.
  10472. */
  10473. rotateY( angle ) {
  10474. return this.rotateOnAxis( _yAxis, angle );
  10475. }
  10476. /**
  10477. * Rotates the 3D object around its Z axis in local space.
  10478. *
  10479. * @param {number} angle - The angle in radians.
  10480. * @return {Object3D} A reference to this instance.
  10481. */
  10482. rotateZ( angle ) {
  10483. return this.rotateOnAxis( _zAxis, angle );
  10484. }
  10485. /**
  10486. * Translate the 3D object by a distance along the given axis in local space.
  10487. *
  10488. * @param {Vector3} axis - The (normalized) axis vector.
  10489. * @param {number} distance - The distance in world units.
  10490. * @return {Object3D} A reference to this instance.
  10491. */
  10492. translateOnAxis( axis, distance ) {
  10493. // translate object by distance along axis in object space
  10494. // axis is assumed to be normalized
  10495. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10496. this.position.add( _v1$4.multiplyScalar( distance ) );
  10497. return this;
  10498. }
  10499. /**
  10500. * Translate the 3D object by a distance along its X-axis in local space.
  10501. *
  10502. * @param {number} distance - The distance in world units.
  10503. * @return {Object3D} A reference to this instance.
  10504. */
  10505. translateX( distance ) {
  10506. return this.translateOnAxis( _xAxis, distance );
  10507. }
  10508. /**
  10509. * Translate the 3D object by a distance along its Y-axis in local space.
  10510. *
  10511. * @param {number} distance - The distance in world units.
  10512. * @return {Object3D} A reference to this instance.
  10513. */
  10514. translateY( distance ) {
  10515. return this.translateOnAxis( _yAxis, distance );
  10516. }
  10517. /**
  10518. * Translate the 3D object by a distance along its Z-axis in local space.
  10519. *
  10520. * @param {number} distance - The distance in world units.
  10521. * @return {Object3D} A reference to this instance.
  10522. */
  10523. translateZ( distance ) {
  10524. return this.translateOnAxis( _zAxis, distance );
  10525. }
  10526. /**
  10527. * Converts the given vector from this 3D object's local space to world space.
  10528. *
  10529. * @param {Vector3} vector - The vector to convert.
  10530. * @return {Vector3} The converted vector.
  10531. */
  10532. localToWorld( vector ) {
  10533. this.updateWorldMatrix( true, false );
  10534. return vector.applyMatrix4( this.matrixWorld );
  10535. }
  10536. /**
  10537. * Converts the given vector from this 3D object's word space to local space.
  10538. *
  10539. * @param {Vector3} vector - The vector to convert.
  10540. * @return {Vector3} The converted vector.
  10541. */
  10542. worldToLocal( vector ) {
  10543. this.updateWorldMatrix( true, false );
  10544. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10545. }
  10546. /**
  10547. * Rotates the object to face a point in world space.
  10548. *
  10549. * This method does not support objects having non-uniformly-scaled parent(s).
  10550. *
  10551. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10552. * @param {number} [y] - The y coordinate in world space.
  10553. * @param {number} [z] - The z coordinate in world space.
  10554. */
  10555. lookAt( x, y, z ) {
  10556. // This method does not support objects having non-uniformly-scaled parent(s)
  10557. if ( x.isVector3 ) {
  10558. _target.copy( x );
  10559. } else {
  10560. _target.set( x, y, z );
  10561. }
  10562. const parent = this.parent;
  10563. this.updateWorldMatrix( true, false );
  10564. _position$3.setFromMatrixPosition( this.matrixWorld );
  10565. if ( this.isCamera || this.isLight ) {
  10566. _m1$1.lookAt( _position$3, _target, this.up );
  10567. } else {
  10568. _m1$1.lookAt( _target, _position$3, this.up );
  10569. }
  10570. this.quaternion.setFromRotationMatrix( _m1$1 );
  10571. if ( parent ) {
  10572. _m1$1.extractRotation( parent.matrixWorld );
  10573. _q1.setFromRotationMatrix( _m1$1 );
  10574. this.quaternion.premultiply( _q1.invert() );
  10575. }
  10576. }
  10577. /**
  10578. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10579. * objects may be added. Any current parent on an object passed in here will be
  10580. * removed, since an object can have at most one parent.
  10581. *
  10582. * @fires Object3D#added
  10583. * @fires Object3D#childadded
  10584. * @param {Object3D} object - The 3D object to add.
  10585. * @return {Object3D} A reference to this instance.
  10586. */
  10587. add( object ) {
  10588. if ( arguments.length > 1 ) {
  10589. for ( let i = 0; i < arguments.length; i ++ ) {
  10590. this.add( arguments[ i ] );
  10591. }
  10592. return this;
  10593. }
  10594. if ( object === this ) {
  10595. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10596. return this;
  10597. }
  10598. if ( object && object.isObject3D ) {
  10599. object.removeFromParent();
  10600. object.parent = this;
  10601. this.children.push( object );
  10602. object.dispatchEvent( _addedEvent );
  10603. _childaddedEvent.child = object;
  10604. this.dispatchEvent( _childaddedEvent );
  10605. _childaddedEvent.child = null;
  10606. } else {
  10607. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10608. }
  10609. return this;
  10610. }
  10611. /**
  10612. * Removes the given 3D object as child from this 3D object.
  10613. * An arbitrary number of objects may be removed.
  10614. *
  10615. * @fires Object3D#removed
  10616. * @fires Object3D#childremoved
  10617. * @param {Object3D} object - The 3D object to remove.
  10618. * @return {Object3D} A reference to this instance.
  10619. */
  10620. remove( object ) {
  10621. if ( arguments.length > 1 ) {
  10622. for ( let i = 0; i < arguments.length; i ++ ) {
  10623. this.remove( arguments[ i ] );
  10624. }
  10625. return this;
  10626. }
  10627. const index = this.children.indexOf( object );
  10628. if ( index !== -1 ) {
  10629. object.parent = null;
  10630. this.children.splice( index, 1 );
  10631. object.dispatchEvent( _removedEvent );
  10632. _childremovedEvent.child = object;
  10633. this.dispatchEvent( _childremovedEvent );
  10634. _childremovedEvent.child = null;
  10635. }
  10636. return this;
  10637. }
  10638. /**
  10639. * Removes this 3D object from its current parent.
  10640. *
  10641. * @fires Object3D#removed
  10642. * @fires Object3D#childremoved
  10643. * @return {Object3D} A reference to this instance.
  10644. */
  10645. removeFromParent() {
  10646. const parent = this.parent;
  10647. if ( parent !== null ) {
  10648. parent.remove( this );
  10649. }
  10650. return this;
  10651. }
  10652. /**
  10653. * Removes all child objects.
  10654. *
  10655. * @fires Object3D#removed
  10656. * @fires Object3D#childremoved
  10657. * @return {Object3D} A reference to this instance.
  10658. */
  10659. clear() {
  10660. return this.remove( ... this.children );
  10661. }
  10662. /**
  10663. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10664. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10665. *
  10666. * @fires Object3D#added
  10667. * @fires Object3D#childadded
  10668. * @param {Object3D} object - The 3D object to attach.
  10669. * @return {Object3D} A reference to this instance.
  10670. */
  10671. attach( object ) {
  10672. // adds object as a child of this, while maintaining the object's world transform
  10673. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10674. this.updateWorldMatrix( true, false );
  10675. _m1$1.copy( this.matrixWorld ).invert();
  10676. if ( object.parent !== null ) {
  10677. object.parent.updateWorldMatrix( true, false );
  10678. _m1$1.multiply( object.parent.matrixWorld );
  10679. }
  10680. object.applyMatrix4( _m1$1 );
  10681. object.removeFromParent();
  10682. object.parent = this;
  10683. this.children.push( object );
  10684. object.updateWorldMatrix( false, true );
  10685. object.dispatchEvent( _addedEvent );
  10686. _childaddedEvent.child = object;
  10687. this.dispatchEvent( _childaddedEvent );
  10688. _childaddedEvent.child = null;
  10689. return this;
  10690. }
  10691. /**
  10692. * Searches through the 3D object and its children, starting with the 3D object
  10693. * itself, and returns the first with a matching ID.
  10694. *
  10695. * @param {number} id - The id.
  10696. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10697. */
  10698. getObjectById( id ) {
  10699. return this.getObjectByProperty( 'id', id );
  10700. }
  10701. /**
  10702. * Searches through the 3D object and its children, starting with the 3D object
  10703. * itself, and returns the first with a matching name.
  10704. *
  10705. * @param {string} name - The name.
  10706. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10707. */
  10708. getObjectByName( name ) {
  10709. return this.getObjectByProperty( 'name', name );
  10710. }
  10711. /**
  10712. * Searches through the 3D object and its children, starting with the 3D object
  10713. * itself, and returns the first with a matching property value.
  10714. *
  10715. * @param {string} name - The name of the property.
  10716. * @param {any} value - The value.
  10717. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10718. */
  10719. getObjectByProperty( name, value ) {
  10720. if ( this[ name ] === value ) return this;
  10721. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10722. const child = this.children[ i ];
  10723. const object = child.getObjectByProperty( name, value );
  10724. if ( object !== undefined ) {
  10725. return object;
  10726. }
  10727. }
  10728. return undefined;
  10729. }
  10730. /**
  10731. * Searches through the 3D object and its children, starting with the 3D object
  10732. * itself, and returns all 3D objects with a matching property value.
  10733. *
  10734. * @param {string} name - The name of the property.
  10735. * @param {any} value - The value.
  10736. * @param {Array<Object3D>} result - The method stores the result in this array.
  10737. * @return {Array<Object3D>} The found 3D objects.
  10738. */
  10739. getObjectsByProperty( name, value, result = [] ) {
  10740. if ( this[ name ] === value ) result.push( this );
  10741. const children = this.children;
  10742. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10743. children[ i ].getObjectsByProperty( name, value, result );
  10744. }
  10745. return result;
  10746. }
  10747. /**
  10748. * Returns a vector representing the position of the 3D object in world space.
  10749. *
  10750. * @param {Vector3} target - The target vector the result is stored to.
  10751. * @return {Vector3} The 3D object's position in world space.
  10752. */
  10753. getWorldPosition( target ) {
  10754. this.updateWorldMatrix( true, false );
  10755. return target.setFromMatrixPosition( this.matrixWorld );
  10756. }
  10757. /**
  10758. * Returns a Quaternion representing the position of the 3D object in world space.
  10759. *
  10760. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10761. * @return {Quaternion} The 3D object's rotation in world space.
  10762. */
  10763. getWorldQuaternion( target ) {
  10764. this.updateWorldMatrix( true, false );
  10765. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10766. return target;
  10767. }
  10768. /**
  10769. * Returns a vector representing the scale of the 3D object in world space.
  10770. *
  10771. * @param {Vector3} target - The target vector the result is stored to.
  10772. * @return {Vector3} The 3D object's scale in world space.
  10773. */
  10774. getWorldScale( target ) {
  10775. this.updateWorldMatrix( true, false );
  10776. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10777. return target;
  10778. }
  10779. /**
  10780. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10781. *
  10782. * @param {Vector3} target - The target vector the result is stored to.
  10783. * @return {Vector3} The 3D object's direction in world space.
  10784. */
  10785. getWorldDirection( target ) {
  10786. this.updateWorldMatrix( true, false );
  10787. const e = this.matrixWorld.elements;
  10788. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10789. }
  10790. /**
  10791. * Abstract method to get intersections between a casted ray and this
  10792. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10793. * implement this method in order to use raycasting.
  10794. *
  10795. * @abstract
  10796. * @param {Raycaster} raycaster - The raycaster.
  10797. * @param {Array<Object>} intersects - An array holding the result of the method.
  10798. */
  10799. raycast( /* raycaster, intersects */ ) {}
  10800. /**
  10801. * Executes the callback on this 3D object and all descendants.
  10802. *
  10803. * Note: Modifying the scene graph inside the callback is discouraged.
  10804. *
  10805. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10806. */
  10807. traverse( callback ) {
  10808. callback( this );
  10809. const children = this.children;
  10810. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10811. children[ i ].traverse( callback );
  10812. }
  10813. }
  10814. /**
  10815. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10816. * Descendants of invisible 3D objects are not traversed.
  10817. *
  10818. * Note: Modifying the scene graph inside the callback is discouraged.
  10819. *
  10820. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10821. */
  10822. traverseVisible( callback ) {
  10823. if ( this.visible === false ) return;
  10824. callback( this );
  10825. const children = this.children;
  10826. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10827. children[ i ].traverseVisible( callback );
  10828. }
  10829. }
  10830. /**
  10831. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10832. *
  10833. * Note: Modifying the scene graph inside the callback is discouraged.
  10834. *
  10835. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10836. */
  10837. traverseAncestors( callback ) {
  10838. const parent = this.parent;
  10839. if ( parent !== null ) {
  10840. callback( parent );
  10841. parent.traverseAncestors( callback );
  10842. }
  10843. }
  10844. /**
  10845. * Updates the transformation matrix in local space by computing it from the current
  10846. * position, rotation and scale values.
  10847. */
  10848. updateMatrix() {
  10849. this.matrix.compose( this.position, this.quaternion, this.scale );
  10850. this.matrixWorldNeedsUpdate = true;
  10851. }
  10852. /**
  10853. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10854. *
  10855. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10856. * local space. The computation of the local and world matrix can be controlled with the
  10857. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10858. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10859. *
  10860. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10861. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10862. */
  10863. updateMatrixWorld( force ) {
  10864. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10865. if ( this.matrixWorldNeedsUpdate || force ) {
  10866. if ( this.matrixWorldAutoUpdate === true ) {
  10867. if ( this.parent === null ) {
  10868. this.matrixWorld.copy( this.matrix );
  10869. } else {
  10870. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10871. }
  10872. }
  10873. this.matrixWorldNeedsUpdate = false;
  10874. force = true;
  10875. }
  10876. // make sure descendants are updated if required
  10877. const children = this.children;
  10878. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10879. const child = children[ i ];
  10880. child.updateMatrixWorld( force );
  10881. }
  10882. }
  10883. /**
  10884. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10885. * update of ancestor and descendant nodes.
  10886. *
  10887. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10888. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10889. */
  10890. updateWorldMatrix( updateParents, updateChildren ) {
  10891. const parent = this.parent;
  10892. if ( updateParents === true && parent !== null ) {
  10893. parent.updateWorldMatrix( true, false );
  10894. }
  10895. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10896. if ( this.matrixWorldAutoUpdate === true ) {
  10897. if ( this.parent === null ) {
  10898. this.matrixWorld.copy( this.matrix );
  10899. } else {
  10900. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10901. }
  10902. }
  10903. // make sure descendants are updated
  10904. if ( updateChildren === true ) {
  10905. const children = this.children;
  10906. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10907. const child = children[ i ];
  10908. child.updateWorldMatrix( false, true );
  10909. }
  10910. }
  10911. }
  10912. /**
  10913. * Serializes the 3D object into JSON.
  10914. *
  10915. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10916. * @return {Object} A JSON object representing the serialized 3D object.
  10917. * @see {@link ObjectLoader#parse}
  10918. */
  10919. toJSON( meta ) {
  10920. // meta is a string when called from JSON.stringify
  10921. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10922. const output = {};
  10923. // meta is a hash used to collect geometries, materials.
  10924. // not providing it implies that this is the root object
  10925. // being serialized.
  10926. if ( isRootObject ) {
  10927. // initialize meta obj
  10928. meta = {
  10929. geometries: {},
  10930. materials: {},
  10931. textures: {},
  10932. images: {},
  10933. shapes: {},
  10934. skeletons: {},
  10935. animations: {},
  10936. nodes: {}
  10937. };
  10938. output.metadata = {
  10939. version: 4.7,
  10940. type: 'Object',
  10941. generator: 'Object3D.toJSON'
  10942. };
  10943. }
  10944. // standard Object3D serialization
  10945. const object = {};
  10946. object.uuid = this.uuid;
  10947. object.type = this.type;
  10948. if ( this.name !== '' ) object.name = this.name;
  10949. if ( this.castShadow === true ) object.castShadow = true;
  10950. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10951. if ( this.visible === false ) object.visible = false;
  10952. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10953. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10954. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10955. object.layers = this.layers.mask;
  10956. object.matrix = this.matrix.toArray();
  10957. object.up = this.up.toArray();
  10958. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10959. // object specific properties
  10960. if ( this.isInstancedMesh ) {
  10961. object.type = 'InstancedMesh';
  10962. object.count = this.count;
  10963. object.instanceMatrix = this.instanceMatrix.toJSON();
  10964. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10965. }
  10966. if ( this.isBatchedMesh ) {
  10967. object.type = 'BatchedMesh';
  10968. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10969. object.sortObjects = this.sortObjects;
  10970. object.drawRanges = this._drawRanges;
  10971. object.reservedRanges = this._reservedRanges;
  10972. object.geometryInfo = this._geometryInfo.map( info => ( {
  10973. ...info,
  10974. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10975. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10976. } ) );
  10977. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10978. object.availableInstanceIds = this._availableInstanceIds.slice();
  10979. object.availableGeometryIds = this._availableGeometryIds.slice();
  10980. object.nextIndexStart = this._nextIndexStart;
  10981. object.nextVertexStart = this._nextVertexStart;
  10982. object.geometryCount = this._geometryCount;
  10983. object.maxInstanceCount = this._maxInstanceCount;
  10984. object.maxVertexCount = this._maxVertexCount;
  10985. object.maxIndexCount = this._maxIndexCount;
  10986. object.geometryInitialized = this._geometryInitialized;
  10987. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10988. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10989. if ( this._colorsTexture !== null ) {
  10990. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10991. }
  10992. if ( this.boundingSphere !== null ) {
  10993. object.boundingSphere = this.boundingSphere.toJSON();
  10994. }
  10995. if ( this.boundingBox !== null ) {
  10996. object.boundingBox = this.boundingBox.toJSON();
  10997. }
  10998. }
  10999. //
  11000. function serialize( library, element ) {
  11001. if ( library[ element.uuid ] === undefined ) {
  11002. library[ element.uuid ] = element.toJSON( meta );
  11003. }
  11004. return element.uuid;
  11005. }
  11006. if ( this.isScene ) {
  11007. if ( this.background ) {
  11008. if ( this.background.isColor ) {
  11009. object.background = this.background.toJSON();
  11010. } else if ( this.background.isTexture ) {
  11011. object.background = this.background.toJSON( meta ).uuid;
  11012. }
  11013. }
  11014. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  11015. object.environment = this.environment.toJSON( meta ).uuid;
  11016. }
  11017. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11018. object.geometry = serialize( meta.geometries, this.geometry );
  11019. const parameters = this.geometry.parameters;
  11020. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11021. const shapes = parameters.shapes;
  11022. if ( Array.isArray( shapes ) ) {
  11023. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11024. const shape = shapes[ i ];
  11025. serialize( meta.shapes, shape );
  11026. }
  11027. } else {
  11028. serialize( meta.shapes, shapes );
  11029. }
  11030. }
  11031. }
  11032. if ( this.isSkinnedMesh ) {
  11033. object.bindMode = this.bindMode;
  11034. object.bindMatrix = this.bindMatrix.toArray();
  11035. if ( this.skeleton !== undefined ) {
  11036. serialize( meta.skeletons, this.skeleton );
  11037. object.skeleton = this.skeleton.uuid;
  11038. }
  11039. }
  11040. if ( this.material !== undefined ) {
  11041. if ( Array.isArray( this.material ) ) {
  11042. const uuids = [];
  11043. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11044. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11045. }
  11046. object.material = uuids;
  11047. } else {
  11048. object.material = serialize( meta.materials, this.material );
  11049. }
  11050. }
  11051. //
  11052. if ( this.children.length > 0 ) {
  11053. object.children = [];
  11054. for ( let i = 0; i < this.children.length; i ++ ) {
  11055. object.children.push( this.children[ i ].toJSON( meta ).object );
  11056. }
  11057. }
  11058. //
  11059. if ( this.animations.length > 0 ) {
  11060. object.animations = [];
  11061. for ( let i = 0; i < this.animations.length; i ++ ) {
  11062. const animation = this.animations[ i ];
  11063. object.animations.push( serialize( meta.animations, animation ) );
  11064. }
  11065. }
  11066. if ( isRootObject ) {
  11067. const geometries = extractFromCache( meta.geometries );
  11068. const materials = extractFromCache( meta.materials );
  11069. const textures = extractFromCache( meta.textures );
  11070. const images = extractFromCache( meta.images );
  11071. const shapes = extractFromCache( meta.shapes );
  11072. const skeletons = extractFromCache( meta.skeletons );
  11073. const animations = extractFromCache( meta.animations );
  11074. const nodes = extractFromCache( meta.nodes );
  11075. if ( geometries.length > 0 ) output.geometries = geometries;
  11076. if ( materials.length > 0 ) output.materials = materials;
  11077. if ( textures.length > 0 ) output.textures = textures;
  11078. if ( images.length > 0 ) output.images = images;
  11079. if ( shapes.length > 0 ) output.shapes = shapes;
  11080. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11081. if ( animations.length > 0 ) output.animations = animations;
  11082. if ( nodes.length > 0 ) output.nodes = nodes;
  11083. }
  11084. output.object = object;
  11085. return output;
  11086. // extract data from the cache hash
  11087. // remove metadata on each item
  11088. // and return as array
  11089. function extractFromCache( cache ) {
  11090. const values = [];
  11091. for ( const key in cache ) {
  11092. const data = cache[ key ];
  11093. delete data.metadata;
  11094. values.push( data );
  11095. }
  11096. return values;
  11097. }
  11098. }
  11099. /**
  11100. * Returns a new 3D object with copied values from this instance.
  11101. *
  11102. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11103. * @return {Object3D} A clone of this instance.
  11104. */
  11105. clone( recursive ) {
  11106. return new this.constructor().copy( this, recursive );
  11107. }
  11108. /**
  11109. * Copies the values of the given 3D object to this instance.
  11110. *
  11111. * @param {Object3D} source - The 3D object to copy.
  11112. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11113. * @return {Object3D} A reference to this instance.
  11114. */
  11115. copy( source, recursive = true ) {
  11116. this.name = source.name;
  11117. this.up.copy( source.up );
  11118. this.position.copy( source.position );
  11119. this.rotation.order = source.rotation.order;
  11120. this.quaternion.copy( source.quaternion );
  11121. this.scale.copy( source.scale );
  11122. this.matrix.copy( source.matrix );
  11123. this.matrixWorld.copy( source.matrixWorld );
  11124. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11125. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11126. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11127. this.layers.mask = source.layers.mask;
  11128. this.visible = source.visible;
  11129. this.castShadow = source.castShadow;
  11130. this.receiveShadow = source.receiveShadow;
  11131. this.frustumCulled = source.frustumCulled;
  11132. this.renderOrder = source.renderOrder;
  11133. this.animations = source.animations.slice();
  11134. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11135. if ( recursive === true ) {
  11136. for ( let i = 0; i < source.children.length; i ++ ) {
  11137. const child = source.children[ i ];
  11138. this.add( child.clone() );
  11139. }
  11140. }
  11141. return this;
  11142. }
  11143. }
  11144. /**
  11145. * The default up direction for objects, also used as the default
  11146. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11147. *
  11148. * @static
  11149. * @type {Vector3}
  11150. * @default (0,1,0)
  11151. */
  11152. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11153. /**
  11154. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11155. * newly created 3D objects.
  11156. *
  11157. * @static
  11158. * @type {boolean}
  11159. * @default true
  11160. */
  11161. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11162. /**
  11163. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11164. * newly created 3D objects.
  11165. *
  11166. * @static
  11167. * @type {boolean}
  11168. * @default true
  11169. */
  11170. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11171. const _v0$1 = /*@__PURE__*/ new Vector3();
  11172. const _v1$3 = /*@__PURE__*/ new Vector3();
  11173. const _v2$2 = /*@__PURE__*/ new Vector3();
  11174. const _v3$2 = /*@__PURE__*/ new Vector3();
  11175. const _vab = /*@__PURE__*/ new Vector3();
  11176. const _vac = /*@__PURE__*/ new Vector3();
  11177. const _vbc = /*@__PURE__*/ new Vector3();
  11178. const _vap = /*@__PURE__*/ new Vector3();
  11179. const _vbp = /*@__PURE__*/ new Vector3();
  11180. const _vcp = /*@__PURE__*/ new Vector3();
  11181. const _v40 = /*@__PURE__*/ new Vector4();
  11182. const _v41 = /*@__PURE__*/ new Vector4();
  11183. const _v42 = /*@__PURE__*/ new Vector4();
  11184. /**
  11185. * A geometric triangle as defined by three vectors representing its three corners.
  11186. */
  11187. class Triangle {
  11188. /**
  11189. * Constructs a new triangle.
  11190. *
  11191. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11192. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11193. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11194. */
  11195. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11196. /**
  11197. * The first corner of the triangle.
  11198. *
  11199. * @type {Vector3}
  11200. */
  11201. this.a = a;
  11202. /**
  11203. * The second corner of the triangle.
  11204. *
  11205. * @type {Vector3}
  11206. */
  11207. this.b = b;
  11208. /**
  11209. * The third corner of the triangle.
  11210. *
  11211. * @type {Vector3}
  11212. */
  11213. this.c = c;
  11214. }
  11215. /**
  11216. * Computes the normal vector of a triangle.
  11217. *
  11218. * @param {Vector3} a - The first corner of the triangle.
  11219. * @param {Vector3} b - The second corner of the triangle.
  11220. * @param {Vector3} c - The third corner of the triangle.
  11221. * @param {Vector3} target - The target vector that is used to store the method's result.
  11222. * @return {Vector3} The triangle's normal.
  11223. */
  11224. static getNormal( a, b, c, target ) {
  11225. target.subVectors( c, b );
  11226. _v0$1.subVectors( a, b );
  11227. target.cross( _v0$1 );
  11228. const targetLengthSq = target.lengthSq();
  11229. if ( targetLengthSq > 0 ) {
  11230. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11231. }
  11232. return target.set( 0, 0, 0 );
  11233. }
  11234. /**
  11235. * Computes a barycentric coordinates from the given vector.
  11236. * Returns `null` if the triangle is degenerate.
  11237. *
  11238. * @param {Vector3} point - A point in 3D space.
  11239. * @param {Vector3} a - The first corner of the triangle.
  11240. * @param {Vector3} b - The second corner of the triangle.
  11241. * @param {Vector3} c - The third corner of the triangle.
  11242. * @param {Vector3} target - The target vector that is used to store the method's result.
  11243. * @return {?Vector3} The barycentric coordinates for the given point
  11244. */
  11245. static getBarycoord( point, a, b, c, target ) {
  11246. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11247. _v0$1.subVectors( c, a );
  11248. _v1$3.subVectors( b, a );
  11249. _v2$2.subVectors( point, a );
  11250. const dot00 = _v0$1.dot( _v0$1 );
  11251. const dot01 = _v0$1.dot( _v1$3 );
  11252. const dot02 = _v0$1.dot( _v2$2 );
  11253. const dot11 = _v1$3.dot( _v1$3 );
  11254. const dot12 = _v1$3.dot( _v2$2 );
  11255. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11256. // collinear or singular triangle
  11257. if ( denom === 0 ) {
  11258. target.set( 0, 0, 0 );
  11259. return null;
  11260. }
  11261. const invDenom = 1 / denom;
  11262. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11263. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11264. // barycentric coordinates must always sum to 1
  11265. return target.set( 1 - u - v, v, u );
  11266. }
  11267. /**
  11268. * Returns `true` if the given point, when projected onto the plane of the
  11269. * triangle, lies within the triangle.
  11270. *
  11271. * @param {Vector3} point - The point in 3D space to test.
  11272. * @param {Vector3} a - The first corner of the triangle.
  11273. * @param {Vector3} b - The second corner of the triangle.
  11274. * @param {Vector3} c - The third corner of the triangle.
  11275. * @return {boolean} Whether the given point, when projected onto the plane of the
  11276. * triangle, lies within the triangle or not.
  11277. */
  11278. static containsPoint( point, a, b, c ) {
  11279. // if the triangle is degenerate then we can't contain a point
  11280. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11281. return false;
  11282. }
  11283. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11284. }
  11285. /**
  11286. * Computes the value barycentrically interpolated for the given point on the
  11287. * triangle. Returns `null` if the triangle is degenerate.
  11288. *
  11289. * @param {Vector3} point - Position of interpolated point.
  11290. * @param {Vector3} p1 - The first corner of the triangle.
  11291. * @param {Vector3} p2 - The second corner of the triangle.
  11292. * @param {Vector3} p3 - The third corner of the triangle.
  11293. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11294. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11295. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11296. * @param {Vector3} target - The target vector that is used to store the method's result.
  11297. * @return {?Vector3} The interpolated value.
  11298. */
  11299. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11300. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11301. target.x = 0;
  11302. target.y = 0;
  11303. if ( 'z' in target ) target.z = 0;
  11304. if ( 'w' in target ) target.w = 0;
  11305. return null;
  11306. }
  11307. target.setScalar( 0 );
  11308. target.addScaledVector( v1, _v3$2.x );
  11309. target.addScaledVector( v2, _v3$2.y );
  11310. target.addScaledVector( v3, _v3$2.z );
  11311. return target;
  11312. }
  11313. /**
  11314. * Computes the value barycentrically interpolated for the given attribute and indices.
  11315. *
  11316. * @param {BufferAttribute} attr - The attribute to interpolate.
  11317. * @param {number} i1 - Index of first vertex.
  11318. * @param {number} i2 - Index of second vertex.
  11319. * @param {number} i3 - Index of third vertex.
  11320. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11321. * @param {Vector3} target - The target vector that is used to store the method's result.
  11322. * @return {Vector3} The interpolated attribute value.
  11323. */
  11324. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11325. _v40.setScalar( 0 );
  11326. _v41.setScalar( 0 );
  11327. _v42.setScalar( 0 );
  11328. _v40.fromBufferAttribute( attr, i1 );
  11329. _v41.fromBufferAttribute( attr, i2 );
  11330. _v42.fromBufferAttribute( attr, i3 );
  11331. target.setScalar( 0 );
  11332. target.addScaledVector( _v40, barycoord.x );
  11333. target.addScaledVector( _v41, barycoord.y );
  11334. target.addScaledVector( _v42, barycoord.z );
  11335. return target;
  11336. }
  11337. /**
  11338. * Returns `true` if the triangle is oriented towards the given direction.
  11339. *
  11340. * @param {Vector3} a - The first corner of the triangle.
  11341. * @param {Vector3} b - The second corner of the triangle.
  11342. * @param {Vector3} c - The third corner of the triangle.
  11343. * @param {Vector3} direction - The (normalized) direction vector.
  11344. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11345. */
  11346. static isFrontFacing( a, b, c, direction ) {
  11347. _v0$1.subVectors( c, b );
  11348. _v1$3.subVectors( a, b );
  11349. // strictly front facing
  11350. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11351. }
  11352. /**
  11353. * Sets the triangle's vertices by copying the given values.
  11354. *
  11355. * @param {Vector3} a - The first corner of the triangle.
  11356. * @param {Vector3} b - The second corner of the triangle.
  11357. * @param {Vector3} c - The third corner of the triangle.
  11358. * @return {Triangle} A reference to this triangle.
  11359. */
  11360. set( a, b, c ) {
  11361. this.a.copy( a );
  11362. this.b.copy( b );
  11363. this.c.copy( c );
  11364. return this;
  11365. }
  11366. /**
  11367. * Sets the triangle's vertices by copying the given array values.
  11368. *
  11369. * @param {Array<Vector3>} points - An array with 3D points.
  11370. * @param {number} i0 - The array index representing the first corner of the triangle.
  11371. * @param {number} i1 - The array index representing the second corner of the triangle.
  11372. * @param {number} i2 - The array index representing the third corner of the triangle.
  11373. * @return {Triangle} A reference to this triangle.
  11374. */
  11375. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11376. this.a.copy( points[ i0 ] );
  11377. this.b.copy( points[ i1 ] );
  11378. this.c.copy( points[ i2 ] );
  11379. return this;
  11380. }
  11381. /**
  11382. * Sets the triangle's vertices by copying the given attribute values.
  11383. *
  11384. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11385. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11386. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11387. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11388. * @return {Triangle} A reference to this triangle.
  11389. */
  11390. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11391. this.a.fromBufferAttribute( attribute, i0 );
  11392. this.b.fromBufferAttribute( attribute, i1 );
  11393. this.c.fromBufferAttribute( attribute, i2 );
  11394. return this;
  11395. }
  11396. /**
  11397. * Returns a new triangle with copied values from this instance.
  11398. *
  11399. * @return {Triangle} A clone of this instance.
  11400. */
  11401. clone() {
  11402. return new this.constructor().copy( this );
  11403. }
  11404. /**
  11405. * Copies the values of the given triangle to this instance.
  11406. *
  11407. * @param {Triangle} triangle - The triangle to copy.
  11408. * @return {Triangle} A reference to this triangle.
  11409. */
  11410. copy( triangle ) {
  11411. this.a.copy( triangle.a );
  11412. this.b.copy( triangle.b );
  11413. this.c.copy( triangle.c );
  11414. return this;
  11415. }
  11416. /**
  11417. * Computes the area of the triangle.
  11418. *
  11419. * @return {number} The triangle's area.
  11420. */
  11421. getArea() {
  11422. _v0$1.subVectors( this.c, this.b );
  11423. _v1$3.subVectors( this.a, this.b );
  11424. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11425. }
  11426. /**
  11427. * Computes the midpoint of the triangle.
  11428. *
  11429. * @param {Vector3} target - The target vector that is used to store the method's result.
  11430. * @return {Vector3} The triangle's midpoint.
  11431. */
  11432. getMidpoint( target ) {
  11433. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11434. }
  11435. /**
  11436. * Computes the normal of the triangle.
  11437. *
  11438. * @param {Vector3} target - The target vector that is used to store the method's result.
  11439. * @return {Vector3} The triangle's normal.
  11440. */
  11441. getNormal( target ) {
  11442. return Triangle.getNormal( this.a, this.b, this.c, target );
  11443. }
  11444. /**
  11445. * Computes a plane the triangle lies within.
  11446. *
  11447. * @param {Plane} target - The target vector that is used to store the method's result.
  11448. * @return {Plane} The plane the triangle lies within.
  11449. */
  11450. getPlane( target ) {
  11451. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11452. }
  11453. /**
  11454. * Computes a barycentric coordinates from the given vector.
  11455. * Returns `null` if the triangle is degenerate.
  11456. *
  11457. * @param {Vector3} point - A point in 3D space.
  11458. * @param {Vector3} target - The target vector that is used to store the method's result.
  11459. * @return {?Vector3} The barycentric coordinates for the given point
  11460. */
  11461. getBarycoord( point, target ) {
  11462. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11463. }
  11464. /**
  11465. * Computes the value barycentrically interpolated for the given point on the
  11466. * triangle. Returns `null` if the triangle is degenerate.
  11467. *
  11468. * @param {Vector3} point - Position of interpolated point.
  11469. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11470. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11471. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11472. * @param {Vector3} target - The target vector that is used to store the method's result.
  11473. * @return {?Vector3} The interpolated value.
  11474. */
  11475. getInterpolation( point, v1, v2, v3, target ) {
  11476. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11477. }
  11478. /**
  11479. * Returns `true` if the given point, when projected onto the plane of the
  11480. * triangle, lies within the triangle.
  11481. *
  11482. * @param {Vector3} point - The point in 3D space to test.
  11483. * @return {boolean} Whether the given point, when projected onto the plane of the
  11484. * triangle, lies within the triangle or not.
  11485. */
  11486. containsPoint( point ) {
  11487. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11488. }
  11489. /**
  11490. * Returns `true` if the triangle is oriented towards the given direction.
  11491. *
  11492. * @param {Vector3} direction - The (normalized) direction vector.
  11493. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11494. */
  11495. isFrontFacing( direction ) {
  11496. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11497. }
  11498. /**
  11499. * Returns `true` if this triangle intersects with the given box.
  11500. *
  11501. * @param {Box3} box - The box to intersect.
  11502. * @return {boolean} Whether this triangle intersects with the given box or not.
  11503. */
  11504. intersectsBox( box ) {
  11505. return box.intersectsTriangle( this );
  11506. }
  11507. /**
  11508. * Returns the closest point on the triangle to the given point.
  11509. *
  11510. * @param {Vector3} p - The point to compute the closest point for.
  11511. * @param {Vector3} target - The target vector that is used to store the method's result.
  11512. * @return {Vector3} The closest point on the triangle.
  11513. */
  11514. closestPointToPoint( p, target ) {
  11515. const a = this.a, b = this.b, c = this.c;
  11516. let v, w;
  11517. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11518. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11519. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11520. // basically, we're distinguishing which of the voronoi regions of the triangle
  11521. // the point lies in with the minimum amount of redundant computation.
  11522. _vab.subVectors( b, a );
  11523. _vac.subVectors( c, a );
  11524. _vap.subVectors( p, a );
  11525. const d1 = _vab.dot( _vap );
  11526. const d2 = _vac.dot( _vap );
  11527. if ( d1 <= 0 && d2 <= 0 ) {
  11528. // vertex region of A; barycentric coords (1, 0, 0)
  11529. return target.copy( a );
  11530. }
  11531. _vbp.subVectors( p, b );
  11532. const d3 = _vab.dot( _vbp );
  11533. const d4 = _vac.dot( _vbp );
  11534. if ( d3 >= 0 && d4 <= d3 ) {
  11535. // vertex region of B; barycentric coords (0, 1, 0)
  11536. return target.copy( b );
  11537. }
  11538. const vc = d1 * d4 - d3 * d2;
  11539. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11540. v = d1 / ( d1 - d3 );
  11541. // edge region of AB; barycentric coords (1-v, v, 0)
  11542. return target.copy( a ).addScaledVector( _vab, v );
  11543. }
  11544. _vcp.subVectors( p, c );
  11545. const d5 = _vab.dot( _vcp );
  11546. const d6 = _vac.dot( _vcp );
  11547. if ( d6 >= 0 && d5 <= d6 ) {
  11548. // vertex region of C; barycentric coords (0, 0, 1)
  11549. return target.copy( c );
  11550. }
  11551. const vb = d5 * d2 - d1 * d6;
  11552. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11553. w = d2 / ( d2 - d6 );
  11554. // edge region of AC; barycentric coords (1-w, 0, w)
  11555. return target.copy( a ).addScaledVector( _vac, w );
  11556. }
  11557. const va = d3 * d6 - d5 * d4;
  11558. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11559. _vbc.subVectors( c, b );
  11560. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11561. // edge region of BC; barycentric coords (0, 1-w, w)
  11562. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11563. }
  11564. // face region
  11565. const denom = 1 / ( va + vb + vc );
  11566. // u = va * denom
  11567. v = vb * denom;
  11568. w = vc * denom;
  11569. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11570. }
  11571. /**
  11572. * Returns `true` if this triangle is equal with the given one.
  11573. *
  11574. * @param {Triangle} triangle - The triangle to test for equality.
  11575. * @return {boolean} Whether this triangle is equal with the given one.
  11576. */
  11577. equals( triangle ) {
  11578. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11579. }
  11580. }
  11581. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11582. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11583. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11584. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11585. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11586. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11587. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11588. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11589. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11590. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11591. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11592. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11593. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11594. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11595. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11596. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11597. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11598. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11599. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11600. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11601. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11602. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11603. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11604. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11605. const _hslA = { h: 0, s: 0, l: 0 };
  11606. const _hslB = { h: 0, s: 0, l: 0 };
  11607. function hue2rgb( p, q, t ) {
  11608. if ( t < 0 ) t += 1;
  11609. if ( t > 1 ) t -= 1;
  11610. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11611. if ( t < 1 / 2 ) return q;
  11612. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11613. return p;
  11614. }
  11615. /**
  11616. * A Color instance is represented by RGB components in the linear <i>working
  11617. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11618. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11619. * strings) are converted to the working color space automatically.
  11620. *
  11621. * ```js
  11622. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11623. * const color = new THREE.Color().setHex( 0x112233 );
  11624. * ```
  11625. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11626. * ```js
  11627. * // assumed already LinearSRGBColorSpace; no conversion
  11628. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11629. *
  11630. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11631. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11632. * ```
  11633. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11634. * see <i>Color management</i>. Iterating through a Color instance will yield
  11635. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11636. * in any of the following ways:
  11637. * ```js
  11638. * //empty constructor - will default white
  11639. * const color1 = new THREE.Color();
  11640. *
  11641. * //Hexadecimal color (recommended)
  11642. * const color2 = new THREE.Color( 0xff0000 );
  11643. *
  11644. * //RGB string
  11645. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11646. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11647. *
  11648. * //X11 color name - all 140 color names are supported.
  11649. * //Note the lack of CamelCase in the name
  11650. * const color5 = new THREE.Color( 'skyblue' );
  11651. * //HSL string
  11652. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11653. *
  11654. * //Separate RGB values between 0 and 1
  11655. * const color7 = new THREE.Color( 1, 0, 0 );
  11656. * ```
  11657. */
  11658. class Color {
  11659. /**
  11660. * Constructs a new color.
  11661. *
  11662. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11663. * and that method is used throughout the rest of the documentation.
  11664. *
  11665. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11666. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11667. * @param {number} [g] - The green component.
  11668. * @param {number} [b] - The blue component.
  11669. */
  11670. constructor( r, g, b ) {
  11671. /**
  11672. * This flag can be used for type testing.
  11673. *
  11674. * @type {boolean}
  11675. * @readonly
  11676. * @default true
  11677. */
  11678. this.isColor = true;
  11679. /**
  11680. * The red component.
  11681. *
  11682. * @type {number}
  11683. * @default 1
  11684. */
  11685. this.r = 1;
  11686. /**
  11687. * The green component.
  11688. *
  11689. * @type {number}
  11690. * @default 1
  11691. */
  11692. this.g = 1;
  11693. /**
  11694. * The blue component.
  11695. *
  11696. * @type {number}
  11697. * @default 1
  11698. */
  11699. this.b = 1;
  11700. return this.set( r, g, b );
  11701. }
  11702. /**
  11703. * Sets the colors's components from the given values.
  11704. *
  11705. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11706. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11707. * @param {number} [g] - The green component.
  11708. * @param {number} [b] - The blue component.
  11709. * @return {Color} A reference to this color.
  11710. */
  11711. set( r, g, b ) {
  11712. if ( g === undefined && b === undefined ) {
  11713. // r is THREE.Color, hex or string
  11714. const value = r;
  11715. if ( value && value.isColor ) {
  11716. this.copy( value );
  11717. } else if ( typeof value === 'number' ) {
  11718. this.setHex( value );
  11719. } else if ( typeof value === 'string' ) {
  11720. this.setStyle( value );
  11721. }
  11722. } else {
  11723. this.setRGB( r, g, b );
  11724. }
  11725. return this;
  11726. }
  11727. /**
  11728. * Sets the colors's components to the given scalar value.
  11729. *
  11730. * @param {number} scalar - The scalar value.
  11731. * @return {Color} A reference to this color.
  11732. */
  11733. setScalar( scalar ) {
  11734. this.r = scalar;
  11735. this.g = scalar;
  11736. this.b = scalar;
  11737. return this;
  11738. }
  11739. /**
  11740. * Sets this color from a hexadecimal value.
  11741. *
  11742. * @param {number} hex - The hexadecimal value.
  11743. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11744. * @return {Color} A reference to this color.
  11745. */
  11746. setHex( hex, colorSpace = SRGBColorSpace ) {
  11747. hex = Math.floor( hex );
  11748. this.r = ( hex >> 16 & 255 ) / 255;
  11749. this.g = ( hex >> 8 & 255 ) / 255;
  11750. this.b = ( hex & 255 ) / 255;
  11751. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11752. return this;
  11753. }
  11754. /**
  11755. * Sets this color from RGB values.
  11756. *
  11757. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11758. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11759. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11760. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11761. * @return {Color} A reference to this color.
  11762. */
  11763. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11764. this.r = r;
  11765. this.g = g;
  11766. this.b = b;
  11767. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11768. return this;
  11769. }
  11770. /**
  11771. * Sets this color from RGB values.
  11772. *
  11773. * @param {number} h - Hue value between `0.0` and `1.0`.
  11774. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11775. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11776. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11777. * @return {Color} A reference to this color.
  11778. */
  11779. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11780. // h,s,l ranges are in 0.0 - 1.0
  11781. h = euclideanModulo( h, 1 );
  11782. s = clamp( s, 0, 1 );
  11783. l = clamp( l, 0, 1 );
  11784. if ( s === 0 ) {
  11785. this.r = this.g = this.b = l;
  11786. } else {
  11787. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11788. const q = ( 2 * l ) - p;
  11789. this.r = hue2rgb( q, p, h + 1 / 3 );
  11790. this.g = hue2rgb( q, p, h );
  11791. this.b = hue2rgb( q, p, h - 1 / 3 );
  11792. }
  11793. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11794. return this;
  11795. }
  11796. /**
  11797. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11798. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11799. * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -
  11800. * all 140 color names are supported).
  11801. *
  11802. * @param {string} style - Color as a CSS-style string.
  11803. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11804. * @return {Color} A reference to this color.
  11805. */
  11806. setStyle( style, colorSpace = SRGBColorSpace ) {
  11807. function handleAlpha( string ) {
  11808. if ( string === undefined ) return;
  11809. if ( parseFloat( string ) < 1 ) {
  11810. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11811. }
  11812. }
  11813. let m;
  11814. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11815. // rgb / hsl
  11816. let color;
  11817. const name = m[ 1 ];
  11818. const components = m[ 2 ];
  11819. switch ( name ) {
  11820. case 'rgb':
  11821. case 'rgba':
  11822. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11823. // rgb(255,0,0) rgba(255,0,0,0.5)
  11824. handleAlpha( color[ 4 ] );
  11825. return this.setRGB(
  11826. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11827. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11828. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11829. colorSpace
  11830. );
  11831. }
  11832. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11833. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11834. handleAlpha( color[ 4 ] );
  11835. return this.setRGB(
  11836. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11837. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11838. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11839. colorSpace
  11840. );
  11841. }
  11842. break;
  11843. case 'hsl':
  11844. case 'hsla':
  11845. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11846. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11847. handleAlpha( color[ 4 ] );
  11848. return this.setHSL(
  11849. parseFloat( color[ 1 ] ) / 360,
  11850. parseFloat( color[ 2 ] ) / 100,
  11851. parseFloat( color[ 3 ] ) / 100,
  11852. colorSpace
  11853. );
  11854. }
  11855. break;
  11856. default:
  11857. warn( 'Color: Unknown color model ' + style );
  11858. }
  11859. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11860. // hex color
  11861. const hex = m[ 1 ];
  11862. const size = hex.length;
  11863. if ( size === 3 ) {
  11864. // #ff0
  11865. return this.setRGB(
  11866. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11867. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11868. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11869. colorSpace
  11870. );
  11871. } else if ( size === 6 ) {
  11872. // #ff0000
  11873. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11874. } else {
  11875. warn( 'Color: Invalid hex color ' + style );
  11876. }
  11877. } else if ( style && style.length > 0 ) {
  11878. return this.setColorName( style, colorSpace );
  11879. }
  11880. return this;
  11881. }
  11882. /**
  11883. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11884. * you don't need the other CSS-style formats.
  11885. *
  11886. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11887. * ```js
  11888. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11889. * ```
  11890. *
  11891. * @param {string} style - The color name.
  11892. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11893. * @return {Color} A reference to this color.
  11894. */
  11895. setColorName( style, colorSpace = SRGBColorSpace ) {
  11896. // color keywords
  11897. const hex = _colorKeywords[ style.toLowerCase() ];
  11898. if ( hex !== undefined ) {
  11899. // red
  11900. this.setHex( hex, colorSpace );
  11901. } else {
  11902. // unknown color
  11903. warn( 'Color: Unknown color ' + style );
  11904. }
  11905. return this;
  11906. }
  11907. /**
  11908. * Returns a new color with copied values from this instance.
  11909. *
  11910. * @return {Color} A clone of this instance.
  11911. */
  11912. clone() {
  11913. return new this.constructor( this.r, this.g, this.b );
  11914. }
  11915. /**
  11916. * Copies the values of the given color to this instance.
  11917. *
  11918. * @param {Color} color - The color to copy.
  11919. * @return {Color} A reference to this color.
  11920. */
  11921. copy( color ) {
  11922. this.r = color.r;
  11923. this.g = color.g;
  11924. this.b = color.b;
  11925. return this;
  11926. }
  11927. /**
  11928. * Copies the given color into this color, and then converts this color from
  11929. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11930. *
  11931. * @param {Color} color - The color to copy/convert.
  11932. * @return {Color} A reference to this color.
  11933. */
  11934. copySRGBToLinear( color ) {
  11935. this.r = SRGBToLinear( color.r );
  11936. this.g = SRGBToLinear( color.g );
  11937. this.b = SRGBToLinear( color.b );
  11938. return this;
  11939. }
  11940. /**
  11941. * Copies the given color into this color, and then converts this color from
  11942. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11943. *
  11944. * @param {Color} color - The color to copy/convert.
  11945. * @return {Color} A reference to this color.
  11946. */
  11947. copyLinearToSRGB( color ) {
  11948. this.r = LinearToSRGB( color.r );
  11949. this.g = LinearToSRGB( color.g );
  11950. this.b = LinearToSRGB( color.b );
  11951. return this;
  11952. }
  11953. /**
  11954. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11955. *
  11956. * @return {Color} A reference to this color.
  11957. */
  11958. convertSRGBToLinear() {
  11959. this.copySRGBToLinear( this );
  11960. return this;
  11961. }
  11962. /**
  11963. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11964. *
  11965. * @return {Color} A reference to this color.
  11966. */
  11967. convertLinearToSRGB() {
  11968. this.copyLinearToSRGB( this );
  11969. return this;
  11970. }
  11971. /**
  11972. * Returns the hexadecimal value of this color.
  11973. *
  11974. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11975. * @return {number} The hexadecimal value.
  11976. */
  11977. getHex( colorSpace = SRGBColorSpace ) {
  11978. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11979. return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );
  11980. }
  11981. /**
  11982. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11983. *
  11984. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11985. * @return {string} The hexadecimal value as a string.
  11986. */
  11987. getHexString( colorSpace = SRGBColorSpace ) {
  11988. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11989. }
  11990. /**
  11991. * Converts the colors RGB values into the HSL format and stores them into the
  11992. * given target object.
  11993. *
  11994. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11995. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11996. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11997. */
  11998. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11999. // h,s,l ranges are in 0.0 - 1.0
  12000. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12001. const r = _color.r, g = _color.g, b = _color.b;
  12002. const max = Math.max( r, g, b );
  12003. const min = Math.min( r, g, b );
  12004. let hue, saturation;
  12005. const lightness = ( min + max ) / 2.0;
  12006. if ( min === max ) {
  12007. hue = 0;
  12008. saturation = 0;
  12009. } else {
  12010. const delta = max - min;
  12011. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  12012. switch ( max ) {
  12013. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  12014. case g: hue = ( b - r ) / delta + 2; break;
  12015. case b: hue = ( r - g ) / delta + 4; break;
  12016. }
  12017. hue /= 6;
  12018. }
  12019. target.h = hue;
  12020. target.s = saturation;
  12021. target.l = lightness;
  12022. return target;
  12023. }
  12024. /**
  12025. * Returns the RGB values of this color and stores them into the given target object.
  12026. *
  12027. * @param {Color} target - The target color that is used to store the method's result.
  12028. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12029. * @return {Color} The RGB representation of this color.
  12030. */
  12031. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12032. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12033. target.r = _color.r;
  12034. target.g = _color.g;
  12035. target.b = _color.b;
  12036. return target;
  12037. }
  12038. /**
  12039. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12040. *
  12041. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12042. * @return {string} The CSS representation of this color.
  12043. */
  12044. getStyle( colorSpace = SRGBColorSpace ) {
  12045. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12046. const r = _color.r, g = _color.g, b = _color.b;
  12047. if ( colorSpace !== SRGBColorSpace ) {
  12048. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12049. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12050. }
  12051. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12052. }
  12053. /**
  12054. * Adds the given HSL values to this color's values.
  12055. * Internally, this converts the color's RGB values to HSL, adds HSL
  12056. * and then converts the color back to RGB.
  12057. *
  12058. * @param {number} h - Hue value between `0.0` and `1.0`.
  12059. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12060. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12061. * @return {Color} A reference to this color.
  12062. */
  12063. offsetHSL( h, s, l ) {
  12064. this.getHSL( _hslA );
  12065. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12066. }
  12067. /**
  12068. * Adds the RGB values of the given color to the RGB values of this color.
  12069. *
  12070. * @param {Color} color - The color to add.
  12071. * @return {Color} A reference to this color.
  12072. */
  12073. add( color ) {
  12074. this.r += color.r;
  12075. this.g += color.g;
  12076. this.b += color.b;
  12077. return this;
  12078. }
  12079. /**
  12080. * Adds the RGB values of the given colors and stores the result in this instance.
  12081. *
  12082. * @param {Color} color1 - The first color.
  12083. * @param {Color} color2 - The second color.
  12084. * @return {Color} A reference to this color.
  12085. */
  12086. addColors( color1, color2 ) {
  12087. this.r = color1.r + color2.r;
  12088. this.g = color1.g + color2.g;
  12089. this.b = color1.b + color2.b;
  12090. return this;
  12091. }
  12092. /**
  12093. * Adds the given scalar value to the RGB values of this color.
  12094. *
  12095. * @param {number} s - The scalar to add.
  12096. * @return {Color} A reference to this color.
  12097. */
  12098. addScalar( s ) {
  12099. this.r += s;
  12100. this.g += s;
  12101. this.b += s;
  12102. return this;
  12103. }
  12104. /**
  12105. * Subtracts the RGB values of the given color from the RGB values of this color.
  12106. *
  12107. * @param {Color} color - The color to subtract.
  12108. * @return {Color} A reference to this color.
  12109. */
  12110. sub( color ) {
  12111. this.r = Math.max( 0, this.r - color.r );
  12112. this.g = Math.max( 0, this.g - color.g );
  12113. this.b = Math.max( 0, this.b - color.b );
  12114. return this;
  12115. }
  12116. /**
  12117. * Multiplies the RGB values of the given color with the RGB values of this color.
  12118. *
  12119. * @param {Color} color - The color to multiply.
  12120. * @return {Color} A reference to this color.
  12121. */
  12122. multiply( color ) {
  12123. this.r *= color.r;
  12124. this.g *= color.g;
  12125. this.b *= color.b;
  12126. return this;
  12127. }
  12128. /**
  12129. * Multiplies the given scalar value with the RGB values of this color.
  12130. *
  12131. * @param {number} s - The scalar to multiply.
  12132. * @return {Color} A reference to this color.
  12133. */
  12134. multiplyScalar( s ) {
  12135. this.r *= s;
  12136. this.g *= s;
  12137. this.b *= s;
  12138. return this;
  12139. }
  12140. /**
  12141. * Linearly interpolates this color's RGB values toward the RGB values of the
  12142. * given color. The alpha argument can be thought of as the ratio between
  12143. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12144. *
  12145. * @param {Color} color - The color to converge on.
  12146. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12147. * @return {Color} A reference to this color.
  12148. */
  12149. lerp( color, alpha ) {
  12150. this.r += ( color.r - this.r ) * alpha;
  12151. this.g += ( color.g - this.g ) * alpha;
  12152. this.b += ( color.b - this.b ) * alpha;
  12153. return this;
  12154. }
  12155. /**
  12156. * Linearly interpolates between the given colors and stores the result in this instance.
  12157. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12158. * is the first and `1.0` is the second color.
  12159. *
  12160. * @param {Color} color1 - The first color.
  12161. * @param {Color} color2 - The second color.
  12162. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12163. * @return {Color} A reference to this color.
  12164. */
  12165. lerpColors( color1, color2, alpha ) {
  12166. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12167. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12168. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12169. return this;
  12170. }
  12171. /**
  12172. * Linearly interpolates this color's HSL values toward the HSL values of the
  12173. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12174. * from one color to the other, but instead going through all the hues in between
  12175. * those two colors. The alpha argument can be thought of as the ratio between
  12176. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12177. *
  12178. * @param {Color} color - The color to converge on.
  12179. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12180. * @return {Color} A reference to this color.
  12181. */
  12182. lerpHSL( color, alpha ) {
  12183. this.getHSL( _hslA );
  12184. color.getHSL( _hslB );
  12185. const h = lerp( _hslA.h, _hslB.h, alpha );
  12186. const s = lerp( _hslA.s, _hslB.s, alpha );
  12187. const l = lerp( _hslA.l, _hslB.l, alpha );
  12188. this.setHSL( h, s, l );
  12189. return this;
  12190. }
  12191. /**
  12192. * Sets the color's RGB components from the given 3D vector.
  12193. *
  12194. * @param {Vector3} v - The vector to set.
  12195. * @return {Color} A reference to this color.
  12196. */
  12197. setFromVector3( v ) {
  12198. this.r = v.x;
  12199. this.g = v.y;
  12200. this.b = v.z;
  12201. return this;
  12202. }
  12203. /**
  12204. * Transforms this color with the given 3x3 matrix.
  12205. *
  12206. * @param {Matrix3} m - The matrix.
  12207. * @return {Color} A reference to this color.
  12208. */
  12209. applyMatrix3( m ) {
  12210. const r = this.r, g = this.g, b = this.b;
  12211. const e = m.elements;
  12212. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12213. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12214. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12215. return this;
  12216. }
  12217. /**
  12218. * Returns `true` if this color is equal with the given one.
  12219. *
  12220. * @param {Color} c - The color to test for equality.
  12221. * @return {boolean} Whether this bounding color is equal with the given one.
  12222. */
  12223. equals( c ) {
  12224. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12225. }
  12226. /**
  12227. * Sets this color's RGB components from the given array.
  12228. *
  12229. * @param {Array<number>} array - An array holding the RGB values.
  12230. * @param {number} [offset=0] - The offset into the array.
  12231. * @return {Color} A reference to this color.
  12232. */
  12233. fromArray( array, offset = 0 ) {
  12234. this.r = array[ offset ];
  12235. this.g = array[ offset + 1 ];
  12236. this.b = array[ offset + 2 ];
  12237. return this;
  12238. }
  12239. /**
  12240. * Writes the RGB components of this color to the given array. If no array is provided,
  12241. * the method returns a new instance.
  12242. *
  12243. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12244. * @param {number} [offset=0] - Index of the first element in the array.
  12245. * @return {Array<number>} The color components.
  12246. */
  12247. toArray( array = [], offset = 0 ) {
  12248. array[ offset ] = this.r;
  12249. array[ offset + 1 ] = this.g;
  12250. array[ offset + 2 ] = this.b;
  12251. return array;
  12252. }
  12253. /**
  12254. * Sets the components of this color from the given buffer attribute.
  12255. *
  12256. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12257. * @param {number} index - The index into the attribute.
  12258. * @return {Color} A reference to this color.
  12259. */
  12260. fromBufferAttribute( attribute, index ) {
  12261. this.r = attribute.getX( index );
  12262. this.g = attribute.getY( index );
  12263. this.b = attribute.getZ( index );
  12264. return this;
  12265. }
  12266. /**
  12267. * This methods defines the serialization result of this class. Returns the color
  12268. * as a hexadecimal value.
  12269. *
  12270. * @return {number} The hexadecimal value.
  12271. */
  12272. toJSON() {
  12273. return this.getHex();
  12274. }
  12275. *[ Symbol.iterator ]() {
  12276. yield this.r;
  12277. yield this.g;
  12278. yield this.b;
  12279. }
  12280. }
  12281. const _color = /*@__PURE__*/ new Color();
  12282. /**
  12283. * A dictionary with X11 color names.
  12284. *
  12285. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12286. *
  12287. * @static
  12288. * @type {Object}
  12289. */
  12290. Color.NAMES = _colorKeywords;
  12291. let _materialId = 0;
  12292. /**
  12293. * Abstract base class for materials.
  12294. *
  12295. * Materials define the appearance of renderable 3D objects.
  12296. *
  12297. * @abstract
  12298. * @augments EventDispatcher
  12299. */
  12300. class Material extends EventDispatcher {
  12301. /**
  12302. * Constructs a new material.
  12303. */
  12304. constructor() {
  12305. super();
  12306. /**
  12307. * This flag can be used for type testing.
  12308. *
  12309. * @type {boolean}
  12310. * @readonly
  12311. * @default true
  12312. */
  12313. this.isMaterial = true;
  12314. /**
  12315. * The ID of the material.
  12316. *
  12317. * @name Material#id
  12318. * @type {number}
  12319. * @readonly
  12320. */
  12321. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12322. /**
  12323. * The UUID of the material.
  12324. *
  12325. * @type {string}
  12326. * @readonly
  12327. */
  12328. this.uuid = generateUUID();
  12329. /**
  12330. * The name of the material.
  12331. *
  12332. * @type {string}
  12333. */
  12334. this.name = '';
  12335. /**
  12336. * The type property is used for detecting the object type
  12337. * in context of serialization/deserialization.
  12338. *
  12339. * @type {string}
  12340. * @readonly
  12341. */
  12342. this.type = 'Material';
  12343. /**
  12344. * Defines the blending type of the material.
  12345. *
  12346. * It must be set to `CustomBlending` if custom blending properties like
  12347. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12348. * should have any effect.
  12349. *
  12350. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12351. * @default NormalBlending
  12352. */
  12353. this.blending = NormalBlending;
  12354. /**
  12355. * Defines which side of faces will be rendered - front, back or both.
  12356. *
  12357. * @type {(FrontSide|BackSide|DoubleSide)}
  12358. * @default FrontSide
  12359. */
  12360. this.side = FrontSide;
  12361. /**
  12362. * If set to `true`, vertex colors should be used.
  12363. *
  12364. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12365. * four (RGBA) component color buffer attribute is used.
  12366. *
  12367. * @type {boolean}
  12368. * @default false
  12369. */
  12370. this.vertexColors = false;
  12371. /**
  12372. * Defines how transparent the material is.
  12373. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12374. *
  12375. * If the {@link Material#transparent} is not set to `true`,
  12376. * the material will remain fully opaque and this value will only affect its color.
  12377. *
  12378. * @type {number}
  12379. * @default 1
  12380. */
  12381. this.opacity = 1;
  12382. /**
  12383. * Defines whether this material is transparent. This has an effect on
  12384. * rendering as transparent objects need special treatment and are rendered
  12385. * after non-transparent objects.
  12386. *
  12387. * When set to true, the extent to which the material is transparent is
  12388. * controlled by {@link Material#opacity}.
  12389. *
  12390. * @type {boolean}
  12391. * @default false
  12392. */
  12393. this.transparent = false;
  12394. /**
  12395. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12396. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12397. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12398. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12399. *
  12400. * @type {boolean}
  12401. * @default false
  12402. */
  12403. this.alphaHash = false;
  12404. /**
  12405. * Defines the blending source factor.
  12406. *
  12407. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12408. * @default SrcAlphaFactor
  12409. */
  12410. this.blendSrc = SrcAlphaFactor;
  12411. /**
  12412. * Defines the blending destination factor.
  12413. *
  12414. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12415. * @default OneMinusSrcAlphaFactor
  12416. */
  12417. this.blendDst = OneMinusSrcAlphaFactor;
  12418. /**
  12419. * Defines the blending equation.
  12420. *
  12421. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12422. * @default AddEquation
  12423. */
  12424. this.blendEquation = AddEquation;
  12425. /**
  12426. * Defines the blending source alpha factor.
  12427. *
  12428. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12429. * @default null
  12430. */
  12431. this.blendSrcAlpha = null;
  12432. /**
  12433. * Defines the blending destination alpha factor.
  12434. *
  12435. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12436. * @default null
  12437. */
  12438. this.blendDstAlpha = null;
  12439. /**
  12440. * Defines the blending equation of the alpha channel.
  12441. *
  12442. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12443. * @default null
  12444. */
  12445. this.blendEquationAlpha = null;
  12446. /**
  12447. * Represents the RGB values of the constant blend color.
  12448. *
  12449. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12450. *
  12451. * @type {Color}
  12452. * @default (0,0,0)
  12453. */
  12454. this.blendColor = new Color( 0, 0, 0 );
  12455. /**
  12456. * Represents the alpha value of the constant blend color.
  12457. *
  12458. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12459. *
  12460. * @type {number}
  12461. * @default 0
  12462. */
  12463. this.blendAlpha = 0;
  12464. /**
  12465. * Defines the depth function.
  12466. *
  12467. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12468. * @default LessEqualDepth
  12469. */
  12470. this.depthFunc = LessEqualDepth;
  12471. /**
  12472. * Whether to have depth test enabled when rendering this material.
  12473. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12474. *
  12475. * @type {boolean}
  12476. * @default true
  12477. */
  12478. this.depthTest = true;
  12479. /**
  12480. * Whether rendering this material has any effect on the depth buffer.
  12481. *
  12482. * When drawing 2D overlays it can be useful to disable the depth writing in
  12483. * order to layer several things together without creating z-index artifacts.
  12484. *
  12485. * @type {boolean}
  12486. * @default true
  12487. */
  12488. this.depthWrite = true;
  12489. /**
  12490. * The bit mask to use when writing to the stencil buffer.
  12491. *
  12492. * @type {number}
  12493. * @default 0xff
  12494. */
  12495. this.stencilWriteMask = 0xff;
  12496. /**
  12497. * The stencil comparison function to use.
  12498. *
  12499. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12500. * @default AlwaysStencilFunc
  12501. */
  12502. this.stencilFunc = AlwaysStencilFunc;
  12503. /**
  12504. * The value to use when performing stencil comparisons or stencil operations.
  12505. *
  12506. * @type {number}
  12507. * @default 0
  12508. */
  12509. this.stencilRef = 0;
  12510. /**
  12511. * The bit mask to use when comparing against the stencil buffer.
  12512. *
  12513. * @type {number}
  12514. * @default 0xff
  12515. */
  12516. this.stencilFuncMask = 0xff;
  12517. /**
  12518. * Which stencil operation to perform when the comparison function returns `false`.
  12519. *
  12520. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12521. * @default KeepStencilOp
  12522. */
  12523. this.stencilFail = KeepStencilOp;
  12524. /**
  12525. * Which stencil operation to perform when the comparison function returns
  12526. * `true` but the depth test fails.
  12527. *
  12528. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12529. * @default KeepStencilOp
  12530. */
  12531. this.stencilZFail = KeepStencilOp;
  12532. /**
  12533. * Which stencil operation to perform when the comparison function returns
  12534. * `true` and the depth test passes.
  12535. *
  12536. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12537. * @default KeepStencilOp
  12538. */
  12539. this.stencilZPass = KeepStencilOp;
  12540. /**
  12541. * Whether stencil operations are performed against the stencil buffer. In
  12542. * order to perform writes or comparisons against the stencil buffer this
  12543. * value must be `true`.
  12544. *
  12545. * @type {boolean}
  12546. * @default false
  12547. */
  12548. this.stencilWrite = false;
  12549. /**
  12550. * User-defined clipping planes specified as THREE.Plane objects in world
  12551. * space. These planes apply to the objects this material is attached to.
  12552. * Points in space whose signed distance to the plane is negative are clipped
  12553. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12554. * be `true`.
  12555. *
  12556. * @type {?Array<Plane>}
  12557. * @default null
  12558. */
  12559. this.clippingPlanes = null;
  12560. /**
  12561. * Changes the behavior of clipping planes so that only their intersection is
  12562. * clipped, rather than their union.
  12563. *
  12564. * @type {boolean}
  12565. * @default false
  12566. */
  12567. this.clipIntersection = false;
  12568. /**
  12569. * Defines whether to clip shadows according to the clipping planes specified
  12570. * on this material.
  12571. *
  12572. * @type {boolean}
  12573. * @default false
  12574. */
  12575. this.clipShadows = false;
  12576. /**
  12577. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12578. * is determined as follows:
  12579. *
  12580. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12581. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12582. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12583. *
  12584. * @type {?(FrontSide|BackSide|DoubleSide)}
  12585. * @default null
  12586. */
  12587. this.shadowSide = null;
  12588. /**
  12589. * Whether to render the material's color.
  12590. *
  12591. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12592. * objects that occlude other objects.
  12593. *
  12594. * @type {boolean}
  12595. * @default true
  12596. */
  12597. this.colorWrite = true;
  12598. /**
  12599. * Override the renderer's default precision for this material.
  12600. *
  12601. * @type {?('highp'|'mediump'|'lowp')}
  12602. * @default null
  12603. */
  12604. this.precision = null;
  12605. /**
  12606. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12607. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12608. * The offset is added before the depth test is performed and before the value is written
  12609. * into the depth buffer.
  12610. *
  12611. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12612. * rendering solids with highlighted edges.
  12613. *
  12614. * @type {boolean}
  12615. * @default false
  12616. */
  12617. this.polygonOffset = false;
  12618. /**
  12619. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12620. *
  12621. * @type {number}
  12622. * @default 0
  12623. */
  12624. this.polygonOffsetFactor = 0;
  12625. /**
  12626. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12627. *
  12628. * @type {number}
  12629. * @default 0
  12630. */
  12631. this.polygonOffsetUnits = 0;
  12632. /**
  12633. * Whether to apply dithering to the color to remove the appearance of banding.
  12634. *
  12635. * @type {boolean}
  12636. * @default false
  12637. */
  12638. this.dithering = false;
  12639. /**
  12640. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12641. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12642. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12643. *
  12644. * @type {boolean}
  12645. * @default false
  12646. */
  12647. this.alphaToCoverage = false;
  12648. /**
  12649. * Whether to premultiply the alpha (transparency) value.
  12650. *
  12651. * @type {boolean}
  12652. * @default false
  12653. */
  12654. this.premultipliedAlpha = false;
  12655. /**
  12656. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12657. *
  12658. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12659. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12660. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12661. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12662. * disable the two pass rendering to avoid performance issues.
  12663. *
  12664. * @type {boolean}
  12665. * @default false
  12666. */
  12667. this.forceSinglePass = false;
  12668. /**
  12669. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12670. *
  12671. * @type {boolean}
  12672. * @default true
  12673. */
  12674. this.allowOverride = true;
  12675. /**
  12676. * Defines whether 3D objects using this material are visible.
  12677. *
  12678. * @type {boolean}
  12679. * @default true
  12680. */
  12681. this.visible = true;
  12682. /**
  12683. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12684. *
  12685. * It is ignored when rendering to a render target or using post processing or when using
  12686. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12687. *
  12688. * @type {boolean}
  12689. * @default true
  12690. */
  12691. this.toneMapped = true;
  12692. /**
  12693. * An object that can be used to store custom data about the Material. It
  12694. * should not hold references to functions as these will not be cloned.
  12695. *
  12696. * @type {Object}
  12697. */
  12698. this.userData = {};
  12699. /**
  12700. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12701. *
  12702. * @type {number}
  12703. * @readonly
  12704. * @default 0
  12705. */
  12706. this.version = 0;
  12707. this._alphaTest = 0;
  12708. }
  12709. /**
  12710. * Sets the alpha value to be used when running an alpha test. The material
  12711. * will not be rendered if the opacity is lower than this value.
  12712. *
  12713. * @type {number}
  12714. * @readonly
  12715. * @default 0
  12716. */
  12717. get alphaTest() {
  12718. return this._alphaTest;
  12719. }
  12720. set alphaTest( value ) {
  12721. if ( this._alphaTest > 0 !== value > 0 ) {
  12722. this.version ++;
  12723. }
  12724. this._alphaTest = value;
  12725. }
  12726. /**
  12727. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12728. *
  12729. * This method can only be used when rendering with {@link WebGLRenderer}.
  12730. *
  12731. * @param {WebGLRenderer} renderer - The renderer.
  12732. * @param {Scene} scene - The scene.
  12733. * @param {Camera} camera - The camera that is used to render the scene.
  12734. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12735. * @param {Object3D} object - The 3D object.
  12736. * @param {Object} group - The geometry group data.
  12737. */
  12738. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12739. /**
  12740. * An optional callback that is executed immediately before the shader
  12741. * program is compiled. This function is called with the shader source code
  12742. * as a parameter. Useful for the modification of built-in materials.
  12743. *
  12744. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12745. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12746. * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
  12747. *
  12748. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12749. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12750. */
  12751. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12752. /**
  12753. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12754. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12755. * shader or recompile the shader for this material as needed.
  12756. *
  12757. * This method can only be used when rendering with {@link WebGLRenderer}.
  12758. *
  12759. * @return {string} The custom program cache key.
  12760. */
  12761. customProgramCacheKey() {
  12762. return this.onBeforeCompile.toString();
  12763. }
  12764. /**
  12765. * This method can be used to set default values from parameter objects.
  12766. * It is a generic implementation so it can be used with different types
  12767. * of materials.
  12768. *
  12769. * @param {Object} [values] - The material values to set.
  12770. */
  12771. setValues( values ) {
  12772. if ( values === undefined ) return;
  12773. for ( const key in values ) {
  12774. const newValue = values[ key ];
  12775. if ( newValue === undefined ) {
  12776. warn( `Material: parameter '${ key }' has value of undefined.` );
  12777. continue;
  12778. }
  12779. const currentValue = this[ key ];
  12780. if ( currentValue === undefined ) {
  12781. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12782. continue;
  12783. }
  12784. if ( currentValue && currentValue.isColor ) {
  12785. currentValue.set( newValue );
  12786. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12787. currentValue.copy( newValue );
  12788. } else {
  12789. this[ key ] = newValue;
  12790. }
  12791. }
  12792. }
  12793. /**
  12794. * Serializes the material into JSON.
  12795. *
  12796. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12797. * @return {Object} A JSON object representing the serialized material.
  12798. * @see {@link ObjectLoader#parse}
  12799. */
  12800. toJSON( meta ) {
  12801. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12802. if ( isRootObject ) {
  12803. meta = {
  12804. textures: {},
  12805. images: {}
  12806. };
  12807. }
  12808. const data = {
  12809. metadata: {
  12810. version: 4.7,
  12811. type: 'Material',
  12812. generator: 'Material.toJSON'
  12813. }
  12814. };
  12815. // standard Material serialization
  12816. data.uuid = this.uuid;
  12817. data.type = this.type;
  12818. if ( this.name !== '' ) data.name = this.name;
  12819. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12820. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12821. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12822. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12823. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12824. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12825. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12826. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12827. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12828. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12829. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12830. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12831. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12832. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12833. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12834. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12835. }
  12836. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12837. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12838. }
  12839. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12840. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12841. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12842. }
  12843. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12844. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12845. }
  12846. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12847. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12848. }
  12849. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12850. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12851. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12852. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12853. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12854. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12855. }
  12856. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12857. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12858. }
  12859. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12860. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12861. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12862. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12863. }
  12864. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12865. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12866. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12867. if ( this.lightMap && this.lightMap.isTexture ) {
  12868. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12869. data.lightMapIntensity = this.lightMapIntensity;
  12870. }
  12871. if ( this.aoMap && this.aoMap.isTexture ) {
  12872. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12873. data.aoMapIntensity = this.aoMapIntensity;
  12874. }
  12875. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12876. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12877. data.bumpScale = this.bumpScale;
  12878. }
  12879. if ( this.normalMap && this.normalMap.isTexture ) {
  12880. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12881. data.normalMapType = this.normalMapType;
  12882. data.normalScale = this.normalScale.toArray();
  12883. }
  12884. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12885. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12886. data.displacementScale = this.displacementScale;
  12887. data.displacementBias = this.displacementBias;
  12888. }
  12889. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12890. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12891. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12892. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12893. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12894. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12895. if ( this.envMap && this.envMap.isTexture ) {
  12896. data.envMap = this.envMap.toJSON( meta ).uuid;
  12897. if ( this.combine !== undefined ) data.combine = this.combine;
  12898. }
  12899. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12900. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12901. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12902. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12903. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12904. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12905. }
  12906. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12907. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12908. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12909. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12910. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12911. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12912. if ( this.size !== undefined ) data.size = this.size;
  12913. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12914. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12915. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12916. if ( this.side !== FrontSide ) data.side = this.side;
  12917. if ( this.vertexColors === true ) data.vertexColors = true;
  12918. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12919. if ( this.transparent === true ) data.transparent = true;
  12920. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12921. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12922. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12923. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12924. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12925. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12926. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12927. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12928. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12929. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12930. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12931. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12932. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12933. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12934. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12935. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12936. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12937. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12938. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12939. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12940. // rotation (SpriteMaterial)
  12941. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12942. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12943. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12944. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12945. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12946. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12947. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12948. if ( this.scale !== undefined ) data.scale = this.scale;
  12949. if ( this.dithering === true ) data.dithering = true;
  12950. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12951. if ( this.alphaHash === true ) data.alphaHash = true;
  12952. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12953. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12954. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12955. if ( this.wireframe === true ) data.wireframe = true;
  12956. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12957. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12958. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12959. if ( this.flatShading === true ) data.flatShading = true;
  12960. if ( this.visible === false ) data.visible = false;
  12961. if ( this.toneMapped === false ) data.toneMapped = false;
  12962. if ( this.fog === false ) data.fog = false;
  12963. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12964. // TODO: Copied from Object3D.toJSON
  12965. function extractFromCache( cache ) {
  12966. const values = [];
  12967. for ( const key in cache ) {
  12968. const data = cache[ key ];
  12969. delete data.metadata;
  12970. values.push( data );
  12971. }
  12972. return values;
  12973. }
  12974. if ( isRootObject ) {
  12975. const textures = extractFromCache( meta.textures );
  12976. const images = extractFromCache( meta.images );
  12977. if ( textures.length > 0 ) data.textures = textures;
  12978. if ( images.length > 0 ) data.images = images;
  12979. }
  12980. return data;
  12981. }
  12982. /**
  12983. * Returns a new material with copied values from this instance.
  12984. *
  12985. * @return {Material} A clone of this instance.
  12986. */
  12987. clone() {
  12988. return new this.constructor().copy( this );
  12989. }
  12990. /**
  12991. * Copies the values of the given material to this instance.
  12992. *
  12993. * @param {Material} source - The material to copy.
  12994. * @return {Material} A reference to this instance.
  12995. */
  12996. copy( source ) {
  12997. this.name = source.name;
  12998. this.blending = source.blending;
  12999. this.side = source.side;
  13000. this.vertexColors = source.vertexColors;
  13001. this.opacity = source.opacity;
  13002. this.transparent = source.transparent;
  13003. this.blendSrc = source.blendSrc;
  13004. this.blendDst = source.blendDst;
  13005. this.blendEquation = source.blendEquation;
  13006. this.blendSrcAlpha = source.blendSrcAlpha;
  13007. this.blendDstAlpha = source.blendDstAlpha;
  13008. this.blendEquationAlpha = source.blendEquationAlpha;
  13009. this.blendColor.copy( source.blendColor );
  13010. this.blendAlpha = source.blendAlpha;
  13011. this.depthFunc = source.depthFunc;
  13012. this.depthTest = source.depthTest;
  13013. this.depthWrite = source.depthWrite;
  13014. this.stencilWriteMask = source.stencilWriteMask;
  13015. this.stencilFunc = source.stencilFunc;
  13016. this.stencilRef = source.stencilRef;
  13017. this.stencilFuncMask = source.stencilFuncMask;
  13018. this.stencilFail = source.stencilFail;
  13019. this.stencilZFail = source.stencilZFail;
  13020. this.stencilZPass = source.stencilZPass;
  13021. this.stencilWrite = source.stencilWrite;
  13022. const srcPlanes = source.clippingPlanes;
  13023. let dstPlanes = null;
  13024. if ( srcPlanes !== null ) {
  13025. const n = srcPlanes.length;
  13026. dstPlanes = new Array( n );
  13027. for ( let i = 0; i !== n; ++ i ) {
  13028. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13029. }
  13030. }
  13031. this.clippingPlanes = dstPlanes;
  13032. this.clipIntersection = source.clipIntersection;
  13033. this.clipShadows = source.clipShadows;
  13034. this.shadowSide = source.shadowSide;
  13035. this.colorWrite = source.colorWrite;
  13036. this.precision = source.precision;
  13037. this.polygonOffset = source.polygonOffset;
  13038. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13039. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13040. this.dithering = source.dithering;
  13041. this.alphaTest = source.alphaTest;
  13042. this.alphaHash = source.alphaHash;
  13043. this.alphaToCoverage = source.alphaToCoverage;
  13044. this.premultipliedAlpha = source.premultipliedAlpha;
  13045. this.forceSinglePass = source.forceSinglePass;
  13046. this.visible = source.visible;
  13047. this.toneMapped = source.toneMapped;
  13048. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13049. return this;
  13050. }
  13051. /**
  13052. * Frees the GPU-related resources allocated by this instance. Call this
  13053. * method whenever this instance is no longer used in your app.
  13054. *
  13055. * @fires Material#dispose
  13056. */
  13057. dispose() {
  13058. /**
  13059. * Fires when the material has been disposed of.
  13060. *
  13061. * @event Material#dispose
  13062. * @type {Object}
  13063. */
  13064. this.dispatchEvent( { type: 'dispose' } );
  13065. }
  13066. /**
  13067. * Setting this property to `true` indicates the engine the material
  13068. * needs to be recompiled.
  13069. *
  13070. * @type {boolean}
  13071. * @default false
  13072. * @param {boolean} value
  13073. */
  13074. set needsUpdate( value ) {
  13075. if ( value === true ) this.version ++;
  13076. }
  13077. }
  13078. /**
  13079. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13080. *
  13081. * This material is not affected by lights.
  13082. *
  13083. * @augments Material
  13084. * @demo scenes/material-browser.html#MeshBasicMaterial
  13085. */
  13086. class MeshBasicMaterial extends Material {
  13087. /**
  13088. * Constructs a new mesh basic material.
  13089. *
  13090. * @param {Object} [parameters] - An object with one or more properties
  13091. * defining the material's appearance. Any property of the material
  13092. * (including any property from inherited materials) can be passed
  13093. * in here. Color values can be passed any type of value accepted
  13094. * by {@link Color#set}.
  13095. */
  13096. constructor( parameters ) {
  13097. super();
  13098. /**
  13099. * This flag can be used for type testing.
  13100. *
  13101. * @type {boolean}
  13102. * @readonly
  13103. * @default true
  13104. */
  13105. this.isMeshBasicMaterial = true;
  13106. this.type = 'MeshBasicMaterial';
  13107. /**
  13108. * Color of the material.
  13109. *
  13110. * @type {Color}
  13111. * @default (1,1,1)
  13112. */
  13113. this.color = new Color( 0xffffff ); // diffuse
  13114. /**
  13115. * The color map. May optionally include an alpha channel, typically combined
  13116. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13117. * color is modulated by the diffuse `color`.
  13118. *
  13119. * @type {?Texture}
  13120. * @default null
  13121. */
  13122. this.map = null;
  13123. /**
  13124. * The light map. Requires a second set of UVs.
  13125. *
  13126. * @type {?Texture}
  13127. * @default null
  13128. */
  13129. this.lightMap = null;
  13130. /**
  13131. * Intensity of the baked light.
  13132. *
  13133. * @type {number}
  13134. * @default 1
  13135. */
  13136. this.lightMapIntensity = 1.0;
  13137. /**
  13138. * The red channel of this texture is used as the ambient occlusion map.
  13139. * Requires a second set of UVs.
  13140. *
  13141. * @type {?Texture}
  13142. * @default null
  13143. */
  13144. this.aoMap = null;
  13145. /**
  13146. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13147. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13148. * red channel is also `1`, ambient light is fully occluded on a surface.
  13149. *
  13150. * @type {number}
  13151. * @default 1
  13152. */
  13153. this.aoMapIntensity = 1.0;
  13154. /**
  13155. * Specular map used by the material.
  13156. *
  13157. * @type {?Texture}
  13158. * @default null
  13159. */
  13160. this.specularMap = null;
  13161. /**
  13162. * The alpha map is a grayscale texture that controls the opacity across the
  13163. * surface (black: fully transparent; white: fully opaque).
  13164. *
  13165. * Only the color of the texture is used, ignoring the alpha channel if one
  13166. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13167. * when sampling this texture due to the extra bit of precision provided for
  13168. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13169. * luminance/alpha textures will also still work as expected.
  13170. *
  13171. * @type {?Texture}
  13172. * @default null
  13173. */
  13174. this.alphaMap = null;
  13175. /**
  13176. * The environment map.
  13177. *
  13178. * @type {?Texture}
  13179. * @default null
  13180. */
  13181. this.envMap = null;
  13182. /**
  13183. * The rotation of the environment map in radians.
  13184. *
  13185. * @type {Euler}
  13186. * @default (0,0,0)
  13187. */
  13188. this.envMapRotation = new Euler();
  13189. /**
  13190. * How to combine the result of the surface's color with the environment map, if any.
  13191. *
  13192. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13193. * blend between the two colors.
  13194. *
  13195. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13196. * @default MultiplyOperation
  13197. */
  13198. this.combine = MultiplyOperation;
  13199. /**
  13200. * How much the environment map affects the surface.
  13201. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13202. *
  13203. * @type {number}
  13204. * @default 1
  13205. */
  13206. this.reflectivity = 1;
  13207. /**
  13208. * The index of refraction (IOR) of air (approximately 1) divided by the
  13209. * index of refraction of the material. It is used with environment mapping
  13210. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13211. * The refraction ratio should not exceed `1`.
  13212. *
  13213. * @type {number}
  13214. * @default 0.98
  13215. */
  13216. this.refractionRatio = 0.98;
  13217. /**
  13218. * Renders the geometry as a wireframe.
  13219. *
  13220. * @type {boolean}
  13221. * @default false
  13222. */
  13223. this.wireframe = false;
  13224. /**
  13225. * Controls the thickness of the wireframe.
  13226. *
  13227. * Can only be used with {@link SVGRenderer}.
  13228. *
  13229. * @type {number}
  13230. * @default 1
  13231. */
  13232. this.wireframeLinewidth = 1;
  13233. /**
  13234. * Defines appearance of wireframe ends.
  13235. *
  13236. * Can only be used with {@link SVGRenderer}.
  13237. *
  13238. * @type {('round'|'bevel'|'miter')}
  13239. * @default 'round'
  13240. */
  13241. this.wireframeLinecap = 'round';
  13242. /**
  13243. * Defines appearance of wireframe joints.
  13244. *
  13245. * Can only be used with {@link SVGRenderer}.
  13246. *
  13247. * @type {('round'|'bevel'|'miter')}
  13248. * @default 'round'
  13249. */
  13250. this.wireframeLinejoin = 'round';
  13251. /**
  13252. * Whether the material is affected by fog or not.
  13253. *
  13254. * @type {boolean}
  13255. * @default true
  13256. */
  13257. this.fog = true;
  13258. this.setValues( parameters );
  13259. }
  13260. copy( source ) {
  13261. super.copy( source );
  13262. this.color.copy( source.color );
  13263. this.map = source.map;
  13264. this.lightMap = source.lightMap;
  13265. this.lightMapIntensity = source.lightMapIntensity;
  13266. this.aoMap = source.aoMap;
  13267. this.aoMapIntensity = source.aoMapIntensity;
  13268. this.specularMap = source.specularMap;
  13269. this.alphaMap = source.alphaMap;
  13270. this.envMap = source.envMap;
  13271. this.envMapRotation.copy( source.envMapRotation );
  13272. this.combine = source.combine;
  13273. this.reflectivity = source.reflectivity;
  13274. this.refractionRatio = source.refractionRatio;
  13275. this.wireframe = source.wireframe;
  13276. this.wireframeLinewidth = source.wireframeLinewidth;
  13277. this.wireframeLinecap = source.wireframeLinecap;
  13278. this.wireframeLinejoin = source.wireframeLinejoin;
  13279. this.fog = source.fog;
  13280. return this;
  13281. }
  13282. }
  13283. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13284. const _tables = /*@__PURE__*/ _generateTables();
  13285. function _generateTables() {
  13286. // float32 to float16 helpers
  13287. const buffer = new ArrayBuffer( 4 );
  13288. const floatView = new Float32Array( buffer );
  13289. const uint32View = new Uint32Array( buffer );
  13290. const baseTable = new Uint32Array( 512 );
  13291. const shiftTable = new Uint32Array( 512 );
  13292. for ( let i = 0; i < 256; ++ i ) {
  13293. const e = i - 127;
  13294. // very small number (0, -0)
  13295. if ( e < -27 ) {
  13296. baseTable[ i ] = 0x0000;
  13297. baseTable[ i | 0x100 ] = 0x8000;
  13298. shiftTable[ i ] = 24;
  13299. shiftTable[ i | 0x100 ] = 24;
  13300. // small number (denorm)
  13301. } else if ( e < -14 ) {
  13302. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13303. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13304. shiftTable[ i ] = - e - 1;
  13305. shiftTable[ i | 0x100 ] = - e - 1;
  13306. // normal number
  13307. } else if ( e <= 15 ) {
  13308. baseTable[ i ] = ( e + 15 ) << 10;
  13309. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13310. shiftTable[ i ] = 13;
  13311. shiftTable[ i | 0x100 ] = 13;
  13312. // large number (Infinity, -Infinity)
  13313. } else if ( e < 128 ) {
  13314. baseTable[ i ] = 0x7c00;
  13315. baseTable[ i | 0x100 ] = 0xfc00;
  13316. shiftTable[ i ] = 24;
  13317. shiftTable[ i | 0x100 ] = 24;
  13318. // stay (NaN, Infinity, -Infinity)
  13319. } else {
  13320. baseTable[ i ] = 0x7c00;
  13321. baseTable[ i | 0x100 ] = 0xfc00;
  13322. shiftTable[ i ] = 13;
  13323. shiftTable[ i | 0x100 ] = 13;
  13324. }
  13325. }
  13326. // float16 to float32 helpers
  13327. const mantissaTable = new Uint32Array( 2048 );
  13328. const exponentTable = new Uint32Array( 64 );
  13329. const offsetTable = new Uint32Array( 64 );
  13330. for ( let i = 1; i < 1024; ++ i ) {
  13331. let m = i << 13; // zero pad mantissa bits
  13332. let e = 0; // zero exponent
  13333. // normalized
  13334. while ( ( m & 0x00800000 ) === 0 ) {
  13335. m <<= 1;
  13336. e -= 0x00800000; // decrement exponent
  13337. }
  13338. m &= -8388609; // clear leading 1 bit
  13339. e += 0x38800000; // adjust bias
  13340. mantissaTable[ i ] = m | e;
  13341. }
  13342. for ( let i = 1024; i < 2048; ++ i ) {
  13343. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13344. }
  13345. for ( let i = 1; i < 31; ++ i ) {
  13346. exponentTable[ i ] = i << 23;
  13347. }
  13348. exponentTable[ 31 ] = 0x47800000;
  13349. exponentTable[ 32 ] = 0x80000000;
  13350. for ( let i = 33; i < 63; ++ i ) {
  13351. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13352. }
  13353. exponentTable[ 63 ] = 0xc7800000;
  13354. for ( let i = 1; i < 64; ++ i ) {
  13355. if ( i !== 32 ) {
  13356. offsetTable[ i ] = 1024;
  13357. }
  13358. }
  13359. return {
  13360. floatView: floatView,
  13361. uint32View: uint32View,
  13362. baseTable: baseTable,
  13363. shiftTable: shiftTable,
  13364. mantissaTable: mantissaTable,
  13365. exponentTable: exponentTable,
  13366. offsetTable: offsetTable
  13367. };
  13368. }
  13369. /**
  13370. * Returns a half precision floating point value (FP16) from the given single
  13371. * precision floating point value (FP32).
  13372. *
  13373. * @param {number} val - A single precision floating point value.
  13374. * @return {number} The FP16 value.
  13375. */
  13376. function toHalfFloat( val ) {
  13377. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13378. val = clamp( val, -65504, 65504 );
  13379. _tables.floatView[ 0 ] = val;
  13380. const f = _tables.uint32View[ 0 ];
  13381. const e = ( f >> 23 ) & 0x1ff;
  13382. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13383. }
  13384. /**
  13385. * Returns a single precision floating point value (FP32) from the given half
  13386. * precision floating point value (FP16).
  13387. *
  13388. * @param {number} val - A half precision floating point value.
  13389. * @return {number} The FP32 value.
  13390. */
  13391. function fromHalfFloat( val ) {
  13392. const m = val >> 10;
  13393. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13394. return _tables.floatView[ 0 ];
  13395. }
  13396. /**
  13397. * A class containing utility functions for data.
  13398. *
  13399. * @hideconstructor
  13400. */
  13401. class DataUtils {
  13402. /**
  13403. * Returns a half precision floating point value (FP16) from the given single
  13404. * precision floating point value (FP32).
  13405. *
  13406. * @param {number} val - A single precision floating point value.
  13407. * @return {number} The FP16 value.
  13408. */
  13409. static toHalfFloat( val ) {
  13410. return toHalfFloat( val );
  13411. }
  13412. /**
  13413. * Returns a single precision floating point value (FP32) from the given half
  13414. * precision floating point value (FP16).
  13415. *
  13416. * @param {number} val - A half precision floating point value.
  13417. * @return {number} The FP32 value.
  13418. */
  13419. static fromHalfFloat( val ) {
  13420. return fromHalfFloat( val );
  13421. }
  13422. }
  13423. const _vector$9 = /*@__PURE__*/ new Vector3();
  13424. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13425. let _id$2 = 0;
  13426. /**
  13427. * This class stores data for an attribute (such as vertex positions, face
  13428. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13429. * a geometry, which allows for more efficient passing of data to the GPU.
  13430. *
  13431. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13432. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13433. */
  13434. class BufferAttribute {
  13435. /**
  13436. * Constructs a new buffer attribute.
  13437. *
  13438. * @param {TypedArray} array - The array holding the attribute data.
  13439. * @param {number} itemSize - The item size.
  13440. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13441. */
  13442. constructor( array, itemSize, normalized = false ) {
  13443. if ( Array.isArray( array ) ) {
  13444. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13445. }
  13446. /**
  13447. * This flag can be used for type testing.
  13448. *
  13449. * @type {boolean}
  13450. * @readonly
  13451. * @default true
  13452. */
  13453. this.isBufferAttribute = true;
  13454. /**
  13455. * The ID of the buffer attribute.
  13456. *
  13457. * @name BufferAttribute#id
  13458. * @type {number}
  13459. * @readonly
  13460. */
  13461. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13462. /**
  13463. * The name of the buffer attribute.
  13464. *
  13465. * @type {string}
  13466. */
  13467. this.name = '';
  13468. /**
  13469. * The array holding the attribute data. It should have `itemSize * numVertices`
  13470. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13471. *
  13472. * @type {TypedArray}
  13473. */
  13474. this.array = array;
  13475. /**
  13476. * The number of values of the array that should be associated with a particular vertex.
  13477. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13478. * normal, or color), then the value should be `3`.
  13479. *
  13480. * @type {number}
  13481. */
  13482. this.itemSize = itemSize;
  13483. /**
  13484. * Represents the number of items this buffer attribute stores. It is internally computed
  13485. * by dividing the `array` length by the `itemSize`.
  13486. *
  13487. * @type {number}
  13488. * @readonly
  13489. */
  13490. this.count = array !== undefined ? array.length / itemSize : 0;
  13491. /**
  13492. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13493. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13494. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13495. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13496. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13497. *
  13498. * @type {boolean}
  13499. */
  13500. this.normalized = normalized;
  13501. /**
  13502. * Defines the intended usage pattern of the data store for optimization purposes.
  13503. *
  13504. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13505. * instantiate a new one and set the desired usage before the next render.
  13506. *
  13507. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13508. * @default StaticDrawUsage
  13509. */
  13510. this.usage = StaticDrawUsage;
  13511. /**
  13512. * This can be used to only update some components of stored vectors (for example, just the
  13513. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13514. *
  13515. * @type {Array<Object>}
  13516. */
  13517. this.updateRanges = [];
  13518. /**
  13519. * Configures the bound GPU type for use in shaders.
  13520. *
  13521. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13522. * For lower precision float types, use `Float16BufferAttribute`.
  13523. *
  13524. * @type {(FloatType|IntType)}
  13525. * @default FloatType
  13526. */
  13527. this.gpuType = FloatType;
  13528. /**
  13529. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13530. *
  13531. * @type {number}
  13532. */
  13533. this.version = 0;
  13534. }
  13535. /**
  13536. * A callback function that is executed after the renderer has transferred the attribute
  13537. * array data to the GPU.
  13538. */
  13539. onUploadCallback() {}
  13540. /**
  13541. * Flag to indicate that this attribute has changed and should be re-sent to
  13542. * the GPU. Set this to `true` when you modify the value of the array.
  13543. *
  13544. * @type {number}
  13545. * @default false
  13546. * @param {boolean} value
  13547. */
  13548. set needsUpdate( value ) {
  13549. if ( value === true ) this.version ++;
  13550. }
  13551. /**
  13552. * Sets the usage of this buffer attribute.
  13553. *
  13554. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13555. * @return {BufferAttribute} A reference to this buffer attribute.
  13556. */
  13557. setUsage( value ) {
  13558. this.usage = value;
  13559. return this;
  13560. }
  13561. /**
  13562. * Adds a range of data in the data array to be updated on the GPU.
  13563. *
  13564. * @param {number} start - Position at which to start update.
  13565. * @param {number} count - The number of components to update.
  13566. */
  13567. addUpdateRange( start, count ) {
  13568. this.updateRanges.push( { start, count } );
  13569. }
  13570. /**
  13571. * Clears the update ranges.
  13572. */
  13573. clearUpdateRanges() {
  13574. this.updateRanges.length = 0;
  13575. }
  13576. /**
  13577. * Copies the values of the given buffer attribute to this instance.
  13578. *
  13579. * @param {BufferAttribute} source - The buffer attribute to copy.
  13580. * @return {BufferAttribute} A reference to this instance.
  13581. */
  13582. copy( source ) {
  13583. this.name = source.name;
  13584. this.array = new source.array.constructor( source.array );
  13585. this.itemSize = source.itemSize;
  13586. this.count = source.count;
  13587. this.normalized = source.normalized;
  13588. this.usage = source.usage;
  13589. this.gpuType = source.gpuType;
  13590. return this;
  13591. }
  13592. /**
  13593. * Copies a vector from the given buffer attribute to this one. The start
  13594. * and destination position in the attribute buffers are represented by the
  13595. * given indices.
  13596. *
  13597. * @param {number} index1 - The destination index into this buffer attribute.
  13598. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13599. * @param {number} index2 - The source index into the given buffer attribute.
  13600. * @return {BufferAttribute} A reference to this instance.
  13601. */
  13602. copyAt( index1, attribute, index2 ) {
  13603. index1 *= this.itemSize;
  13604. index2 *= attribute.itemSize;
  13605. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13606. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13607. }
  13608. return this;
  13609. }
  13610. /**
  13611. * Copies the given array data into this buffer attribute.
  13612. *
  13613. * @param {(TypedArray|Array)} array - The array to copy.
  13614. * @return {BufferAttribute} A reference to this instance.
  13615. */
  13616. copyArray( array ) {
  13617. this.array.set( array );
  13618. return this;
  13619. }
  13620. /**
  13621. * Applies the given 3x3 matrix to the given attribute. Works with
  13622. * item size `2` and `3`.
  13623. *
  13624. * @param {Matrix3} m - The matrix to apply.
  13625. * @return {BufferAttribute} A reference to this instance.
  13626. */
  13627. applyMatrix3( m ) {
  13628. if ( this.itemSize === 2 ) {
  13629. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13630. _vector2$1.fromBufferAttribute( this, i );
  13631. _vector2$1.applyMatrix3( m );
  13632. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13633. }
  13634. } else if ( this.itemSize === 3 ) {
  13635. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13636. _vector$9.fromBufferAttribute( this, i );
  13637. _vector$9.applyMatrix3( m );
  13638. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13639. }
  13640. }
  13641. return this;
  13642. }
  13643. /**
  13644. * Applies the given 4x4 matrix to the given attribute. Only works with
  13645. * item size `3`.
  13646. *
  13647. * @param {Matrix4} m - The matrix to apply.
  13648. * @return {BufferAttribute} A reference to this instance.
  13649. */
  13650. applyMatrix4( m ) {
  13651. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13652. _vector$9.fromBufferAttribute( this, i );
  13653. _vector$9.applyMatrix4( m );
  13654. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13655. }
  13656. return this;
  13657. }
  13658. /**
  13659. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13660. * item size `3`.
  13661. *
  13662. * @param {Matrix3} m - The normal matrix to apply.
  13663. * @return {BufferAttribute} A reference to this instance.
  13664. */
  13665. applyNormalMatrix( m ) {
  13666. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13667. _vector$9.fromBufferAttribute( this, i );
  13668. _vector$9.applyNormalMatrix( m );
  13669. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13670. }
  13671. return this;
  13672. }
  13673. /**
  13674. * Applies the given 4x4 matrix to the given attribute. Only works with
  13675. * item size `3` and with direction vectors.
  13676. *
  13677. * @param {Matrix4} m - The matrix to apply.
  13678. * @return {BufferAttribute} A reference to this instance.
  13679. */
  13680. transformDirection( m ) {
  13681. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13682. _vector$9.fromBufferAttribute( this, i );
  13683. _vector$9.transformDirection( m );
  13684. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13685. }
  13686. return this;
  13687. }
  13688. /**
  13689. * Sets the given array data in the buffer attribute.
  13690. *
  13691. * @param {(TypedArray|Array)} value - The array data to set.
  13692. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13693. * @return {BufferAttribute} A reference to this instance.
  13694. */
  13695. set( value, offset = 0 ) {
  13696. // Matching BufferAttribute constructor, do not normalize the array.
  13697. this.array.set( value, offset );
  13698. return this;
  13699. }
  13700. /**
  13701. * Returns the given component of the vector at the given index.
  13702. *
  13703. * @param {number} index - The index into the buffer attribute.
  13704. * @param {number} component - The component index.
  13705. * @return {number} The returned value.
  13706. */
  13707. getComponent( index, component ) {
  13708. let value = this.array[ index * this.itemSize + component ];
  13709. if ( this.normalized ) value = denormalize( value, this.array );
  13710. return value;
  13711. }
  13712. /**
  13713. * Sets the given value to the given component of the vector at the given index.
  13714. *
  13715. * @param {number} index - The index into the buffer attribute.
  13716. * @param {number} component - The component index.
  13717. * @param {number} value - The value to set.
  13718. * @return {BufferAttribute} A reference to this instance.
  13719. */
  13720. setComponent( index, component, value ) {
  13721. if ( this.normalized ) value = normalize( value, this.array );
  13722. this.array[ index * this.itemSize + component ] = value;
  13723. return this;
  13724. }
  13725. /**
  13726. * Returns the x component of the vector at the given index.
  13727. *
  13728. * @param {number} index - The index into the buffer attribute.
  13729. * @return {number} The x component.
  13730. */
  13731. getX( index ) {
  13732. let x = this.array[ index * this.itemSize ];
  13733. if ( this.normalized ) x = denormalize( x, this.array );
  13734. return x;
  13735. }
  13736. /**
  13737. * Sets the x component of the vector at the given index.
  13738. *
  13739. * @param {number} index - The index into the buffer attribute.
  13740. * @param {number} x - The value to set.
  13741. * @return {BufferAttribute} A reference to this instance.
  13742. */
  13743. setX( index, x ) {
  13744. if ( this.normalized ) x = normalize( x, this.array );
  13745. this.array[ index * this.itemSize ] = x;
  13746. return this;
  13747. }
  13748. /**
  13749. * Returns the y component of the vector at the given index.
  13750. *
  13751. * @param {number} index - The index into the buffer attribute.
  13752. * @return {number} The y component.
  13753. */
  13754. getY( index ) {
  13755. let y = this.array[ index * this.itemSize + 1 ];
  13756. if ( this.normalized ) y = denormalize( y, this.array );
  13757. return y;
  13758. }
  13759. /**
  13760. * Sets the y component of the vector at the given index.
  13761. *
  13762. * @param {number} index - The index into the buffer attribute.
  13763. * @param {number} y - The value to set.
  13764. * @return {BufferAttribute} A reference to this instance.
  13765. */
  13766. setY( index, y ) {
  13767. if ( this.normalized ) y = normalize( y, this.array );
  13768. this.array[ index * this.itemSize + 1 ] = y;
  13769. return this;
  13770. }
  13771. /**
  13772. * Returns the z component of the vector at the given index.
  13773. *
  13774. * @param {number} index - The index into the buffer attribute.
  13775. * @return {number} The z component.
  13776. */
  13777. getZ( index ) {
  13778. let z = this.array[ index * this.itemSize + 2 ];
  13779. if ( this.normalized ) z = denormalize( z, this.array );
  13780. return z;
  13781. }
  13782. /**
  13783. * Sets the z component of the vector at the given index.
  13784. *
  13785. * @param {number} index - The index into the buffer attribute.
  13786. * @param {number} z - The value to set.
  13787. * @return {BufferAttribute} A reference to this instance.
  13788. */
  13789. setZ( index, z ) {
  13790. if ( this.normalized ) z = normalize( z, this.array );
  13791. this.array[ index * this.itemSize + 2 ] = z;
  13792. return this;
  13793. }
  13794. /**
  13795. * Returns the w component of the vector at the given index.
  13796. *
  13797. * @param {number} index - The index into the buffer attribute.
  13798. * @return {number} The w component.
  13799. */
  13800. getW( index ) {
  13801. let w = this.array[ index * this.itemSize + 3 ];
  13802. if ( this.normalized ) w = denormalize( w, this.array );
  13803. return w;
  13804. }
  13805. /**
  13806. * Sets the w component of the vector at the given index.
  13807. *
  13808. * @param {number} index - The index into the buffer attribute.
  13809. * @param {number} w - The value to set.
  13810. * @return {BufferAttribute} A reference to this instance.
  13811. */
  13812. setW( index, w ) {
  13813. if ( this.normalized ) w = normalize( w, this.array );
  13814. this.array[ index * this.itemSize + 3 ] = w;
  13815. return this;
  13816. }
  13817. /**
  13818. * Sets the x and y component of the vector at the given index.
  13819. *
  13820. * @param {number} index - The index into the buffer attribute.
  13821. * @param {number} x - The value for the x component to set.
  13822. * @param {number} y - The value for the y component to set.
  13823. * @return {BufferAttribute} A reference to this instance.
  13824. */
  13825. setXY( index, x, y ) {
  13826. index *= this.itemSize;
  13827. if ( this.normalized ) {
  13828. x = normalize( x, this.array );
  13829. y = normalize( y, this.array );
  13830. }
  13831. this.array[ index + 0 ] = x;
  13832. this.array[ index + 1 ] = y;
  13833. return this;
  13834. }
  13835. /**
  13836. * Sets the x, y and z component of the vector at the given index.
  13837. *
  13838. * @param {number} index - The index into the buffer attribute.
  13839. * @param {number} x - The value for the x component to set.
  13840. * @param {number} y - The value for the y component to set.
  13841. * @param {number} z - The value for the z component to set.
  13842. * @return {BufferAttribute} A reference to this instance.
  13843. */
  13844. setXYZ( index, x, y, z ) {
  13845. index *= this.itemSize;
  13846. if ( this.normalized ) {
  13847. x = normalize( x, this.array );
  13848. y = normalize( y, this.array );
  13849. z = normalize( z, this.array );
  13850. }
  13851. this.array[ index + 0 ] = x;
  13852. this.array[ index + 1 ] = y;
  13853. this.array[ index + 2 ] = z;
  13854. return this;
  13855. }
  13856. /**
  13857. * Sets the x, y, z and w component of the vector at the given index.
  13858. *
  13859. * @param {number} index - The index into the buffer attribute.
  13860. * @param {number} x - The value for the x component to set.
  13861. * @param {number} y - The value for the y component to set.
  13862. * @param {number} z - The value for the z component to set.
  13863. * @param {number} w - The value for the w component to set.
  13864. * @return {BufferAttribute} A reference to this instance.
  13865. */
  13866. setXYZW( index, x, y, z, w ) {
  13867. index *= this.itemSize;
  13868. if ( this.normalized ) {
  13869. x = normalize( x, this.array );
  13870. y = normalize( y, this.array );
  13871. z = normalize( z, this.array );
  13872. w = normalize( w, this.array );
  13873. }
  13874. this.array[ index + 0 ] = x;
  13875. this.array[ index + 1 ] = y;
  13876. this.array[ index + 2 ] = z;
  13877. this.array[ index + 3 ] = w;
  13878. return this;
  13879. }
  13880. /**
  13881. * Sets the given callback function that is executed after the Renderer has transferred
  13882. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13883. * the upload when attribute data are not needed anymore on the CPU side.
  13884. *
  13885. * @param {Function} callback - The `onUpload()` callback.
  13886. * @return {BufferAttribute} A reference to this instance.
  13887. */
  13888. onUpload( callback ) {
  13889. this.onUploadCallback = callback;
  13890. return this;
  13891. }
  13892. /**
  13893. * Returns a new buffer attribute with copied values from this instance.
  13894. *
  13895. * @return {BufferAttribute} A clone of this instance.
  13896. */
  13897. clone() {
  13898. return new this.constructor( this.array, this.itemSize ).copy( this );
  13899. }
  13900. /**
  13901. * Serializes the buffer attribute into JSON.
  13902. *
  13903. * @return {Object} A JSON object representing the serialized buffer attribute.
  13904. */
  13905. toJSON() {
  13906. const data = {
  13907. itemSize: this.itemSize,
  13908. type: this.array.constructor.name,
  13909. array: Array.from( this.array ),
  13910. normalized: this.normalized
  13911. };
  13912. if ( this.name !== '' ) data.name = this.name;
  13913. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13914. return data;
  13915. }
  13916. }
  13917. /**
  13918. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13919. * a plain `Array` instance.
  13920. *
  13921. * @augments BufferAttribute
  13922. */
  13923. class Int8BufferAttribute extends BufferAttribute {
  13924. /**
  13925. * Constructs a new buffer attribute.
  13926. *
  13927. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13928. * @param {number} itemSize - The item size.
  13929. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13930. */
  13931. constructor( array, itemSize, normalized ) {
  13932. super( new Int8Array( array ), itemSize, normalized );
  13933. }
  13934. }
  13935. /**
  13936. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13937. * a plain `Array` instance.
  13938. *
  13939. * @augments BufferAttribute
  13940. */
  13941. class Uint8BufferAttribute extends BufferAttribute {
  13942. /**
  13943. * Constructs a new buffer attribute.
  13944. *
  13945. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13946. * @param {number} itemSize - The item size.
  13947. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13948. */
  13949. constructor( array, itemSize, normalized ) {
  13950. super( new Uint8Array( array ), itemSize, normalized );
  13951. }
  13952. }
  13953. /**
  13954. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13955. * a plain `Array` instance.
  13956. *
  13957. * @augments BufferAttribute
  13958. */
  13959. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13960. /**
  13961. * Constructs a new buffer attribute.
  13962. *
  13963. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13964. * @param {number} itemSize - The item size.
  13965. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13966. */
  13967. constructor( array, itemSize, normalized ) {
  13968. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13969. }
  13970. }
  13971. /**
  13972. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13973. * a plain `Array` instance.
  13974. *
  13975. * @augments BufferAttribute
  13976. */
  13977. class Int16BufferAttribute extends BufferAttribute {
  13978. /**
  13979. * Constructs a new buffer attribute.
  13980. *
  13981. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13982. * @param {number} itemSize - The item size.
  13983. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13984. */
  13985. constructor( array, itemSize, normalized ) {
  13986. super( new Int16Array( array ), itemSize, normalized );
  13987. }
  13988. }
  13989. /**
  13990. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13991. * a plain `Array` instance.
  13992. *
  13993. * @augments BufferAttribute
  13994. */
  13995. class Uint16BufferAttribute extends BufferAttribute {
  13996. /**
  13997. * Constructs a new buffer attribute.
  13998. *
  13999. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14000. * @param {number} itemSize - The item size.
  14001. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14002. */
  14003. constructor( array, itemSize, normalized ) {
  14004. super( new Uint16Array( array ), itemSize, normalized );
  14005. }
  14006. }
  14007. /**
  14008. * Convenient class that can be used when creating a `Int32` buffer attribute with
  14009. * a plain `Array` instance.
  14010. *
  14011. * @augments BufferAttribute
  14012. */
  14013. class Int32BufferAttribute extends BufferAttribute {
  14014. /**
  14015. * Constructs a new buffer attribute.
  14016. *
  14017. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  14018. * @param {number} itemSize - The item size.
  14019. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14020. */
  14021. constructor( array, itemSize, normalized ) {
  14022. super( new Int32Array( array ), itemSize, normalized );
  14023. }
  14024. }
  14025. /**
  14026. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14027. * a plain `Array` instance.
  14028. *
  14029. * @augments BufferAttribute
  14030. */
  14031. class Uint32BufferAttribute extends BufferAttribute {
  14032. /**
  14033. * Constructs a new buffer attribute.
  14034. *
  14035. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14036. * @param {number} itemSize - The item size.
  14037. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14038. */
  14039. constructor( array, itemSize, normalized ) {
  14040. super( new Uint32Array( array ), itemSize, normalized );
  14041. }
  14042. }
  14043. /**
  14044. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14045. * a plain `Array` instance.
  14046. *
  14047. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14048. * browser support is still problematic.
  14049. *
  14050. * @augments BufferAttribute
  14051. */
  14052. class Float16BufferAttribute extends BufferAttribute {
  14053. /**
  14054. * Constructs a new buffer attribute.
  14055. *
  14056. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14057. * @param {number} itemSize - The item size.
  14058. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14059. */
  14060. constructor( array, itemSize, normalized ) {
  14061. super( new Uint16Array( array ), itemSize, normalized );
  14062. this.isFloat16BufferAttribute = true;
  14063. }
  14064. getX( index ) {
  14065. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14066. if ( this.normalized ) x = denormalize( x, this.array );
  14067. return x;
  14068. }
  14069. setX( index, x ) {
  14070. if ( this.normalized ) x = normalize( x, this.array );
  14071. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14072. return this;
  14073. }
  14074. getY( index ) {
  14075. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14076. if ( this.normalized ) y = denormalize( y, this.array );
  14077. return y;
  14078. }
  14079. setY( index, y ) {
  14080. if ( this.normalized ) y = normalize( y, this.array );
  14081. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14082. return this;
  14083. }
  14084. getZ( index ) {
  14085. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14086. if ( this.normalized ) z = denormalize( z, this.array );
  14087. return z;
  14088. }
  14089. setZ( index, z ) {
  14090. if ( this.normalized ) z = normalize( z, this.array );
  14091. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14092. return this;
  14093. }
  14094. getW( index ) {
  14095. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14096. if ( this.normalized ) w = denormalize( w, this.array );
  14097. return w;
  14098. }
  14099. setW( index, w ) {
  14100. if ( this.normalized ) w = normalize( w, this.array );
  14101. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14102. return this;
  14103. }
  14104. setXY( index, x, y ) {
  14105. index *= this.itemSize;
  14106. if ( this.normalized ) {
  14107. x = normalize( x, this.array );
  14108. y = normalize( y, this.array );
  14109. }
  14110. this.array[ index + 0 ] = toHalfFloat( x );
  14111. this.array[ index + 1 ] = toHalfFloat( y );
  14112. return this;
  14113. }
  14114. setXYZ( index, x, y, z ) {
  14115. index *= this.itemSize;
  14116. if ( this.normalized ) {
  14117. x = normalize( x, this.array );
  14118. y = normalize( y, this.array );
  14119. z = normalize( z, this.array );
  14120. }
  14121. this.array[ index + 0 ] = toHalfFloat( x );
  14122. this.array[ index + 1 ] = toHalfFloat( y );
  14123. this.array[ index + 2 ] = toHalfFloat( z );
  14124. return this;
  14125. }
  14126. setXYZW( index, x, y, z, w ) {
  14127. index *= this.itemSize;
  14128. if ( this.normalized ) {
  14129. x = normalize( x, this.array );
  14130. y = normalize( y, this.array );
  14131. z = normalize( z, this.array );
  14132. w = normalize( w, this.array );
  14133. }
  14134. this.array[ index + 0 ] = toHalfFloat( x );
  14135. this.array[ index + 1 ] = toHalfFloat( y );
  14136. this.array[ index + 2 ] = toHalfFloat( z );
  14137. this.array[ index + 3 ] = toHalfFloat( w );
  14138. return this;
  14139. }
  14140. }
  14141. /**
  14142. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14143. * a plain `Array` instance.
  14144. *
  14145. * @augments BufferAttribute
  14146. */
  14147. class Float32BufferAttribute extends BufferAttribute {
  14148. /**
  14149. * Constructs a new buffer attribute.
  14150. *
  14151. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14152. * @param {number} itemSize - The item size.
  14153. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14154. */
  14155. constructor( array, itemSize, normalized ) {
  14156. super( new Float32Array( array ), itemSize, normalized );
  14157. }
  14158. }
  14159. let _id$1 = 0;
  14160. const _m1 = /*@__PURE__*/ new Matrix4();
  14161. const _obj = /*@__PURE__*/ new Object3D();
  14162. const _offset = /*@__PURE__*/ new Vector3();
  14163. const _box$2 = /*@__PURE__*/ new Box3();
  14164. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14165. const _vector$8 = /*@__PURE__*/ new Vector3();
  14166. /**
  14167. * A representation of mesh, line, or point geometry. Includes vertex
  14168. * positions, face indices, normals, colors, UVs, and custom attributes
  14169. * within buffers, reducing the cost of passing all this data to the GPU.
  14170. *
  14171. * ```js
  14172. * const geometry = new THREE.BufferGeometry();
  14173. * // create a simple square shape. We duplicate the top left and bottom right
  14174. * // vertices because each vertex needs to appear once per triangle.
  14175. * const vertices = new Float32Array( [
  14176. * -1.0, -1.0, 1.0, // v0
  14177. * 1.0, -1.0, 1.0, // v1
  14178. * 1.0, 1.0, 1.0, // v2
  14179. *
  14180. * 1.0, 1.0, 1.0, // v3
  14181. * -1.0, 1.0, 1.0, // v4
  14182. * -1.0, -1.0, 1.0 // v5
  14183. * ] );
  14184. * // itemSize = 3 because there are 3 values (components) per vertex
  14185. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14186. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14187. * const mesh = new THREE.Mesh( geometry, material );
  14188. * ```
  14189. *
  14190. * @augments EventDispatcher
  14191. */
  14192. class BufferGeometry extends EventDispatcher {
  14193. /**
  14194. * Constructs a new geometry.
  14195. */
  14196. constructor() {
  14197. super();
  14198. /**
  14199. * This flag can be used for type testing.
  14200. *
  14201. * @type {boolean}
  14202. * @readonly
  14203. * @default true
  14204. */
  14205. this.isBufferGeometry = true;
  14206. /**
  14207. * The ID of the geometry.
  14208. *
  14209. * @name BufferGeometry#id
  14210. * @type {number}
  14211. * @readonly
  14212. */
  14213. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14214. /**
  14215. * The UUID of the geometry.
  14216. *
  14217. * @type {string}
  14218. * @readonly
  14219. */
  14220. this.uuid = generateUUID();
  14221. /**
  14222. * The name of the geometry.
  14223. *
  14224. * @type {string}
  14225. */
  14226. this.name = '';
  14227. this.type = 'BufferGeometry';
  14228. /**
  14229. * Allows for vertices to be re-used across multiple triangles; this is
  14230. * called using "indexed triangles". Each triangle is associated with the
  14231. * indices of three vertices. This attribute therefore stores the index of
  14232. * each vertex for each triangular face. If this attribute is not set, the
  14233. * renderer assumes that each three contiguous positions represent a single triangle.
  14234. *
  14235. * @type {?BufferAttribute}
  14236. * @default null
  14237. */
  14238. this.index = null;
  14239. /**
  14240. * A (storage) buffer attribute which was generated with a compute shader and
  14241. * now defines indirect draw calls.
  14242. *
  14243. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14244. *
  14245. * @type {?BufferAttribute}
  14246. * @default null
  14247. */
  14248. this.indirect = null;
  14249. /**
  14250. * This dictionary has as id the name of the attribute to be set and as value
  14251. * the buffer attribute to set it to. Rather than accessing this property directly,
  14252. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14253. *
  14254. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14255. */
  14256. this.attributes = {};
  14257. /**
  14258. * This dictionary holds the morph targets of the geometry.
  14259. *
  14260. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14261. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14262. *
  14263. * @type {Object}
  14264. */
  14265. this.morphAttributes = {};
  14266. /**
  14267. * Used to control the morph target behavior; when set to `true`, the morph
  14268. * target data is treated as relative offsets, rather than as absolute
  14269. * positions/normals.
  14270. *
  14271. * @type {boolean}
  14272. * @default false
  14273. */
  14274. this.morphTargetsRelative = false;
  14275. /**
  14276. * Split the geometry into groups, each of which will be rendered in a
  14277. * separate draw call. This allows an array of materials to be used with the geometry.
  14278. *
  14279. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14280. *
  14281. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14282. * indices, and must not leave vertices or indices unused.
  14283. *
  14284. * @type {Array<Object>}
  14285. */
  14286. this.groups = [];
  14287. /**
  14288. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14289. *
  14290. * @type {?Box3}
  14291. * @default null
  14292. */
  14293. this.boundingBox = null;
  14294. /**
  14295. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14296. *
  14297. * @type {?Sphere}
  14298. * @default null
  14299. */
  14300. this.boundingSphere = null;
  14301. /**
  14302. * Determines the part of the geometry to render. This should not be set directly,
  14303. * instead use `setDrawRange()`.
  14304. *
  14305. * @type {{start:number,count:number}}
  14306. */
  14307. this.drawRange = { start: 0, count: Infinity };
  14308. /**
  14309. * An object that can be used to store custom data about the geometry.
  14310. * It should not hold references to functions as these will not be cloned.
  14311. *
  14312. * @type {Object}
  14313. */
  14314. this.userData = {};
  14315. }
  14316. /**
  14317. * Returns the index of this geometry.
  14318. *
  14319. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14320. */
  14321. getIndex() {
  14322. return this.index;
  14323. }
  14324. /**
  14325. * Sets the given index to this geometry.
  14326. *
  14327. * @param {Array<number>|BufferAttribute} index - The index to set.
  14328. * @return {BufferGeometry} A reference to this instance.
  14329. */
  14330. setIndex( index ) {
  14331. if ( Array.isArray( index ) ) {
  14332. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14333. } else {
  14334. this.index = index;
  14335. }
  14336. return this;
  14337. }
  14338. /**
  14339. * Sets the given indirect attribute to this geometry.
  14340. *
  14341. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14342. * @return {BufferGeometry} A reference to this instance.
  14343. */
  14344. setIndirect( indirect ) {
  14345. this.indirect = indirect;
  14346. return this;
  14347. }
  14348. /**
  14349. * Returns the indirect attribute of this geometry.
  14350. *
  14351. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14352. */
  14353. getIndirect() {
  14354. return this.indirect;
  14355. }
  14356. /**
  14357. * Returns the buffer attribute for the given name.
  14358. *
  14359. * @param {string} name - The attribute name.
  14360. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14361. * Returns `undefined` if not attribute has been found.
  14362. */
  14363. getAttribute( name ) {
  14364. return this.attributes[ name ];
  14365. }
  14366. /**
  14367. * Sets the given attribute for the given name.
  14368. *
  14369. * @param {string} name - The attribute name.
  14370. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14371. * @return {BufferGeometry} A reference to this instance.
  14372. */
  14373. setAttribute( name, attribute ) {
  14374. this.attributes[ name ] = attribute;
  14375. return this;
  14376. }
  14377. /**
  14378. * Deletes the attribute for the given name.
  14379. *
  14380. * @param {string} name - The attribute name to delete.
  14381. * @return {BufferGeometry} A reference to this instance.
  14382. */
  14383. deleteAttribute( name ) {
  14384. delete this.attributes[ name ];
  14385. return this;
  14386. }
  14387. /**
  14388. * Returns `true` if this geometry has an attribute for the given name.
  14389. *
  14390. * @param {string} name - The attribute name.
  14391. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14392. */
  14393. hasAttribute( name ) {
  14394. return this.attributes[ name ] !== undefined;
  14395. }
  14396. /**
  14397. * Adds a group to this geometry.
  14398. *
  14399. * @param {number} start - The first element in this draw call. That is the first
  14400. * vertex for non-indexed geometry, otherwise the first triangle index.
  14401. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14402. * @param {number} [materialIndex=0] - The material array index to use.
  14403. */
  14404. addGroup( start, count, materialIndex = 0 ) {
  14405. this.groups.push( {
  14406. start: start,
  14407. count: count,
  14408. materialIndex: materialIndex
  14409. } );
  14410. }
  14411. /**
  14412. * Clears all groups.
  14413. */
  14414. clearGroups() {
  14415. this.groups = [];
  14416. }
  14417. /**
  14418. * Sets the draw range for this geometry.
  14419. *
  14420. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14421. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14422. * For indexed BufferGeometry, `count` is the number of indices to render.
  14423. */
  14424. setDrawRange( start, count ) {
  14425. this.drawRange.start = start;
  14426. this.drawRange.count = count;
  14427. }
  14428. /**
  14429. * Applies the given 4x4 transformation matrix to the geometry.
  14430. *
  14431. * @param {Matrix4} matrix - The matrix to apply.
  14432. * @return {BufferGeometry} A reference to this instance.
  14433. */
  14434. applyMatrix4( matrix ) {
  14435. const position = this.attributes.position;
  14436. if ( position !== undefined ) {
  14437. position.applyMatrix4( matrix );
  14438. position.needsUpdate = true;
  14439. }
  14440. const normal = this.attributes.normal;
  14441. if ( normal !== undefined ) {
  14442. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14443. normal.applyNormalMatrix( normalMatrix );
  14444. normal.needsUpdate = true;
  14445. }
  14446. const tangent = this.attributes.tangent;
  14447. if ( tangent !== undefined ) {
  14448. tangent.transformDirection( matrix );
  14449. tangent.needsUpdate = true;
  14450. }
  14451. if ( this.boundingBox !== null ) {
  14452. this.computeBoundingBox();
  14453. }
  14454. if ( this.boundingSphere !== null ) {
  14455. this.computeBoundingSphere();
  14456. }
  14457. return this;
  14458. }
  14459. /**
  14460. * Applies the rotation represented by the Quaternion to the geometry.
  14461. *
  14462. * @param {Quaternion} q - The Quaternion to apply.
  14463. * @return {BufferGeometry} A reference to this instance.
  14464. */
  14465. applyQuaternion( q ) {
  14466. _m1.makeRotationFromQuaternion( q );
  14467. this.applyMatrix4( _m1 );
  14468. return this;
  14469. }
  14470. /**
  14471. * Rotates the geometry about the X axis. This is typically done as a one time
  14472. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14473. * real-time mesh rotation.
  14474. *
  14475. * @param {number} angle - The angle in radians.
  14476. * @return {BufferGeometry} A reference to this instance.
  14477. */
  14478. rotateX( angle ) {
  14479. // rotate geometry around world x-axis
  14480. _m1.makeRotationX( angle );
  14481. this.applyMatrix4( _m1 );
  14482. return this;
  14483. }
  14484. /**
  14485. * Rotates the geometry about the Y axis. This is typically done as a one time
  14486. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14487. * real-time mesh rotation.
  14488. *
  14489. * @param {number} angle - The angle in radians.
  14490. * @return {BufferGeometry} A reference to this instance.
  14491. */
  14492. rotateY( angle ) {
  14493. // rotate geometry around world y-axis
  14494. _m1.makeRotationY( angle );
  14495. this.applyMatrix4( _m1 );
  14496. return this;
  14497. }
  14498. /**
  14499. * Rotates the geometry about the Z axis. This is typically done as a one time
  14500. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14501. * real-time mesh rotation.
  14502. *
  14503. * @param {number} angle - The angle in radians.
  14504. * @return {BufferGeometry} A reference to this instance.
  14505. */
  14506. rotateZ( angle ) {
  14507. // rotate geometry around world z-axis
  14508. _m1.makeRotationZ( angle );
  14509. this.applyMatrix4( _m1 );
  14510. return this;
  14511. }
  14512. /**
  14513. * Translates the geometry. This is typically done as a one time
  14514. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14515. * real-time mesh rotation.
  14516. *
  14517. * @param {number} x - The x offset.
  14518. * @param {number} y - The y offset.
  14519. * @param {number} z - The z offset.
  14520. * @return {BufferGeometry} A reference to this instance.
  14521. */
  14522. translate( x, y, z ) {
  14523. // translate geometry
  14524. _m1.makeTranslation( x, y, z );
  14525. this.applyMatrix4( _m1 );
  14526. return this;
  14527. }
  14528. /**
  14529. * Scales the geometry. This is typically done as a one time
  14530. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14531. * real-time mesh rotation.
  14532. *
  14533. * @param {number} x - The x scale.
  14534. * @param {number} y - The y scale.
  14535. * @param {number} z - The z scale.
  14536. * @return {BufferGeometry} A reference to this instance.
  14537. */
  14538. scale( x, y, z ) {
  14539. // scale geometry
  14540. _m1.makeScale( x, y, z );
  14541. this.applyMatrix4( _m1 );
  14542. return this;
  14543. }
  14544. /**
  14545. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14546. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14547. * real-time mesh rotation.
  14548. *
  14549. * @param {Vector3} vector - The target point.
  14550. * @return {BufferGeometry} A reference to this instance.
  14551. */
  14552. lookAt( vector ) {
  14553. _obj.lookAt( vector );
  14554. _obj.updateMatrix();
  14555. this.applyMatrix4( _obj.matrix );
  14556. return this;
  14557. }
  14558. /**
  14559. * Center the geometry based on its bounding box.
  14560. *
  14561. * @return {BufferGeometry} A reference to this instance.
  14562. */
  14563. center() {
  14564. this.computeBoundingBox();
  14565. this.boundingBox.getCenter( _offset ).negate();
  14566. this.translate( _offset.x, _offset.y, _offset.z );
  14567. return this;
  14568. }
  14569. /**
  14570. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14571. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14572. * set to `0`.
  14573. *
  14574. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14575. * data from the array. The length of the array must match the vertex count.
  14576. *
  14577. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14578. * @return {BufferGeometry} A reference to this instance.
  14579. */
  14580. setFromPoints( points ) {
  14581. const positionAttribute = this.getAttribute( 'position' );
  14582. if ( positionAttribute === undefined ) {
  14583. const position = [];
  14584. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14585. const point = points[ i ];
  14586. position.push( point.x, point.y, point.z || 0 );
  14587. }
  14588. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14589. } else {
  14590. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14591. for ( let i = 0; i < l; i ++ ) {
  14592. const point = points[ i ];
  14593. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14594. }
  14595. if ( points.length > positionAttribute.count ) {
  14596. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14597. }
  14598. positionAttribute.needsUpdate = true;
  14599. }
  14600. return this;
  14601. }
  14602. /**
  14603. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14604. * The bounding box is not computed by the engine; it must be computed by your app.
  14605. * You may need to recompute the bounding box if the geometry vertices are modified.
  14606. */
  14607. computeBoundingBox() {
  14608. if ( this.boundingBox === null ) {
  14609. this.boundingBox = new Box3();
  14610. }
  14611. const position = this.attributes.position;
  14612. const morphAttributesPosition = this.morphAttributes.position;
  14613. if ( position && position.isGLBufferAttribute ) {
  14614. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14615. this.boundingBox.set(
  14616. new Vector3( - Infinity, - Infinity, - Infinity ),
  14617. new Vector3( + Infinity, + Infinity, + Infinity )
  14618. );
  14619. return;
  14620. }
  14621. if ( position !== undefined ) {
  14622. this.boundingBox.setFromBufferAttribute( position );
  14623. // process morph attributes if present
  14624. if ( morphAttributesPosition ) {
  14625. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14626. const morphAttribute = morphAttributesPosition[ i ];
  14627. _box$2.setFromBufferAttribute( morphAttribute );
  14628. if ( this.morphTargetsRelative ) {
  14629. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14630. this.boundingBox.expandByPoint( _vector$8 );
  14631. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14632. this.boundingBox.expandByPoint( _vector$8 );
  14633. } else {
  14634. this.boundingBox.expandByPoint( _box$2.min );
  14635. this.boundingBox.expandByPoint( _box$2.max );
  14636. }
  14637. }
  14638. }
  14639. } else {
  14640. this.boundingBox.makeEmpty();
  14641. }
  14642. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14643. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14644. }
  14645. }
  14646. /**
  14647. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14648. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14649. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14650. */
  14651. computeBoundingSphere() {
  14652. if ( this.boundingSphere === null ) {
  14653. this.boundingSphere = new Sphere();
  14654. }
  14655. const position = this.attributes.position;
  14656. const morphAttributesPosition = this.morphAttributes.position;
  14657. if ( position && position.isGLBufferAttribute ) {
  14658. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14659. this.boundingSphere.set( new Vector3(), Infinity );
  14660. return;
  14661. }
  14662. if ( position ) {
  14663. // first, find the center of the bounding sphere
  14664. const center = this.boundingSphere.center;
  14665. _box$2.setFromBufferAttribute( position );
  14666. // process morph attributes if present
  14667. if ( morphAttributesPosition ) {
  14668. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14669. const morphAttribute = morphAttributesPosition[ i ];
  14670. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14671. if ( this.morphTargetsRelative ) {
  14672. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14673. _box$2.expandByPoint( _vector$8 );
  14674. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14675. _box$2.expandByPoint( _vector$8 );
  14676. } else {
  14677. _box$2.expandByPoint( _boxMorphTargets.min );
  14678. _box$2.expandByPoint( _boxMorphTargets.max );
  14679. }
  14680. }
  14681. }
  14682. _box$2.getCenter( center );
  14683. // second, try to find a boundingSphere with a radius smaller than the
  14684. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14685. let maxRadiusSq = 0;
  14686. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14687. _vector$8.fromBufferAttribute( position, i );
  14688. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14689. }
  14690. // process morph attributes if present
  14691. if ( morphAttributesPosition ) {
  14692. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14693. const morphAttribute = morphAttributesPosition[ i ];
  14694. const morphTargetsRelative = this.morphTargetsRelative;
  14695. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14696. _vector$8.fromBufferAttribute( morphAttribute, j );
  14697. if ( morphTargetsRelative ) {
  14698. _offset.fromBufferAttribute( position, j );
  14699. _vector$8.add( _offset );
  14700. }
  14701. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14702. }
  14703. }
  14704. }
  14705. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14706. if ( isNaN( this.boundingSphere.radius ) ) {
  14707. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14708. }
  14709. }
  14710. }
  14711. /**
  14712. * Calculates and adds a tangent attribute to this geometry.
  14713. *
  14714. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14715. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14716. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14717. */
  14718. computeTangents() {
  14719. const index = this.index;
  14720. const attributes = this.attributes;
  14721. // based on http://www.terathon.com/code/tangent.html
  14722. // (per vertex tangents)
  14723. if ( index === null ||
  14724. attributes.position === undefined ||
  14725. attributes.normal === undefined ||
  14726. attributes.uv === undefined ) {
  14727. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14728. return;
  14729. }
  14730. const positionAttribute = attributes.position;
  14731. const normalAttribute = attributes.normal;
  14732. const uvAttribute = attributes.uv;
  14733. if ( this.hasAttribute( 'tangent' ) === false ) {
  14734. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14735. }
  14736. const tangentAttribute = this.getAttribute( 'tangent' );
  14737. const tan1 = [], tan2 = [];
  14738. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14739. tan1[ i ] = new Vector3();
  14740. tan2[ i ] = new Vector3();
  14741. }
  14742. const vA = new Vector3(),
  14743. vB = new Vector3(),
  14744. vC = new Vector3(),
  14745. uvA = new Vector2(),
  14746. uvB = new Vector2(),
  14747. uvC = new Vector2(),
  14748. sdir = new Vector3(),
  14749. tdir = new Vector3();
  14750. function handleTriangle( a, b, c ) {
  14751. vA.fromBufferAttribute( positionAttribute, a );
  14752. vB.fromBufferAttribute( positionAttribute, b );
  14753. vC.fromBufferAttribute( positionAttribute, c );
  14754. uvA.fromBufferAttribute( uvAttribute, a );
  14755. uvB.fromBufferAttribute( uvAttribute, b );
  14756. uvC.fromBufferAttribute( uvAttribute, c );
  14757. vB.sub( vA );
  14758. vC.sub( vA );
  14759. uvB.sub( uvA );
  14760. uvC.sub( uvA );
  14761. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14762. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14763. if ( ! isFinite( r ) ) return;
  14764. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14765. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14766. tan1[ a ].add( sdir );
  14767. tan1[ b ].add( sdir );
  14768. tan1[ c ].add( sdir );
  14769. tan2[ a ].add( tdir );
  14770. tan2[ b ].add( tdir );
  14771. tan2[ c ].add( tdir );
  14772. }
  14773. let groups = this.groups;
  14774. if ( groups.length === 0 ) {
  14775. groups = [ {
  14776. start: 0,
  14777. count: index.count
  14778. } ];
  14779. }
  14780. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14781. const group = groups[ i ];
  14782. const start = group.start;
  14783. const count = group.count;
  14784. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14785. handleTriangle(
  14786. index.getX( j + 0 ),
  14787. index.getX( j + 1 ),
  14788. index.getX( j + 2 )
  14789. );
  14790. }
  14791. }
  14792. const tmp = new Vector3(), tmp2 = new Vector3();
  14793. const n = new Vector3(), n2 = new Vector3();
  14794. function handleVertex( v ) {
  14795. n.fromBufferAttribute( normalAttribute, v );
  14796. n2.copy( n );
  14797. const t = tan1[ v ];
  14798. // Gram-Schmidt orthogonalize
  14799. tmp.copy( t );
  14800. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14801. // Calculate handedness
  14802. tmp2.crossVectors( n2, t );
  14803. const test = tmp2.dot( tan2[ v ] );
  14804. const w = ( test < 0.0 ) ? -1 : 1.0;
  14805. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14806. }
  14807. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14808. const group = groups[ i ];
  14809. const start = group.start;
  14810. const count = group.count;
  14811. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14812. handleVertex( index.getX( j + 0 ) );
  14813. handleVertex( index.getX( j + 1 ) );
  14814. handleVertex( index.getX( j + 2 ) );
  14815. }
  14816. }
  14817. }
  14818. /**
  14819. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14820. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14821. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14822. * to be the same as the face normal.
  14823. */
  14824. computeVertexNormals() {
  14825. const index = this.index;
  14826. const positionAttribute = this.getAttribute( 'position' );
  14827. if ( positionAttribute !== undefined ) {
  14828. let normalAttribute = this.getAttribute( 'normal' );
  14829. if ( normalAttribute === undefined ) {
  14830. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14831. this.setAttribute( 'normal', normalAttribute );
  14832. } else {
  14833. // reset existing normals to zero
  14834. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14835. normalAttribute.setXYZ( i, 0, 0, 0 );
  14836. }
  14837. }
  14838. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14839. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14840. const cb = new Vector3(), ab = new Vector3();
  14841. // indexed elements
  14842. if ( index ) {
  14843. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14844. const vA = index.getX( i + 0 );
  14845. const vB = index.getX( i + 1 );
  14846. const vC = index.getX( i + 2 );
  14847. pA.fromBufferAttribute( positionAttribute, vA );
  14848. pB.fromBufferAttribute( positionAttribute, vB );
  14849. pC.fromBufferAttribute( positionAttribute, vC );
  14850. cb.subVectors( pC, pB );
  14851. ab.subVectors( pA, pB );
  14852. cb.cross( ab );
  14853. nA.fromBufferAttribute( normalAttribute, vA );
  14854. nB.fromBufferAttribute( normalAttribute, vB );
  14855. nC.fromBufferAttribute( normalAttribute, vC );
  14856. nA.add( cb );
  14857. nB.add( cb );
  14858. nC.add( cb );
  14859. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14860. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14861. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14862. }
  14863. } else {
  14864. // non-indexed elements (unconnected triangle soup)
  14865. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14866. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14867. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14868. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14869. cb.subVectors( pC, pB );
  14870. ab.subVectors( pA, pB );
  14871. cb.cross( ab );
  14872. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14873. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14874. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14875. }
  14876. }
  14877. this.normalizeNormals();
  14878. normalAttribute.needsUpdate = true;
  14879. }
  14880. }
  14881. /**
  14882. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14883. * correct lighting on the geometry surfaces.
  14884. */
  14885. normalizeNormals() {
  14886. const normals = this.attributes.normal;
  14887. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14888. _vector$8.fromBufferAttribute( normals, i );
  14889. _vector$8.normalize();
  14890. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14891. }
  14892. }
  14893. /**
  14894. * Return a new non-index version of this indexed geometry. If the geometry
  14895. * is already non-indexed, the method is a NOOP.
  14896. *
  14897. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14898. */
  14899. toNonIndexed() {
  14900. function convertBufferAttribute( attribute, indices ) {
  14901. const array = attribute.array;
  14902. const itemSize = attribute.itemSize;
  14903. const normalized = attribute.normalized;
  14904. const array2 = new array.constructor( indices.length * itemSize );
  14905. let index = 0, index2 = 0;
  14906. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14907. if ( attribute.isInterleavedBufferAttribute ) {
  14908. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14909. } else {
  14910. index = indices[ i ] * itemSize;
  14911. }
  14912. for ( let j = 0; j < itemSize; j ++ ) {
  14913. array2[ index2 ++ ] = array[ index ++ ];
  14914. }
  14915. }
  14916. return new BufferAttribute( array2, itemSize, normalized );
  14917. }
  14918. //
  14919. if ( this.index === null ) {
  14920. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14921. return this;
  14922. }
  14923. const geometry2 = new BufferGeometry();
  14924. const indices = this.index.array;
  14925. const attributes = this.attributes;
  14926. // attributes
  14927. for ( const name in attributes ) {
  14928. const attribute = attributes[ name ];
  14929. const newAttribute = convertBufferAttribute( attribute, indices );
  14930. geometry2.setAttribute( name, newAttribute );
  14931. }
  14932. // morph attributes
  14933. const morphAttributes = this.morphAttributes;
  14934. for ( const name in morphAttributes ) {
  14935. const morphArray = [];
  14936. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14937. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14938. const attribute = morphAttribute[ i ];
  14939. const newAttribute = convertBufferAttribute( attribute, indices );
  14940. morphArray.push( newAttribute );
  14941. }
  14942. geometry2.morphAttributes[ name ] = morphArray;
  14943. }
  14944. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14945. // groups
  14946. const groups = this.groups;
  14947. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14948. const group = groups[ i ];
  14949. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14950. }
  14951. return geometry2;
  14952. }
  14953. /**
  14954. * Serializes the geometry into JSON.
  14955. *
  14956. * @return {Object} A JSON object representing the serialized geometry.
  14957. */
  14958. toJSON() {
  14959. const data = {
  14960. metadata: {
  14961. version: 4.7,
  14962. type: 'BufferGeometry',
  14963. generator: 'BufferGeometry.toJSON'
  14964. }
  14965. };
  14966. // standard BufferGeometry serialization
  14967. data.uuid = this.uuid;
  14968. data.type = this.type;
  14969. if ( this.name !== '' ) data.name = this.name;
  14970. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14971. if ( this.parameters !== undefined ) {
  14972. const parameters = this.parameters;
  14973. for ( const key in parameters ) {
  14974. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14975. }
  14976. return data;
  14977. }
  14978. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14979. data.data = { attributes: {} };
  14980. const index = this.index;
  14981. if ( index !== null ) {
  14982. data.data.index = {
  14983. type: index.array.constructor.name,
  14984. array: Array.prototype.slice.call( index.array )
  14985. };
  14986. }
  14987. const attributes = this.attributes;
  14988. for ( const key in attributes ) {
  14989. const attribute = attributes[ key ];
  14990. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14991. }
  14992. const morphAttributes = {};
  14993. let hasMorphAttributes = false;
  14994. for ( const key in this.morphAttributes ) {
  14995. const attributeArray = this.morphAttributes[ key ];
  14996. const array = [];
  14997. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14998. const attribute = attributeArray[ i ];
  14999. array.push( attribute.toJSON( data.data ) );
  15000. }
  15001. if ( array.length > 0 ) {
  15002. morphAttributes[ key ] = array;
  15003. hasMorphAttributes = true;
  15004. }
  15005. }
  15006. if ( hasMorphAttributes ) {
  15007. data.data.morphAttributes = morphAttributes;
  15008. data.data.morphTargetsRelative = this.morphTargetsRelative;
  15009. }
  15010. const groups = this.groups;
  15011. if ( groups.length > 0 ) {
  15012. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  15013. }
  15014. const boundingSphere = this.boundingSphere;
  15015. if ( boundingSphere !== null ) {
  15016. data.data.boundingSphere = boundingSphere.toJSON();
  15017. }
  15018. return data;
  15019. }
  15020. /**
  15021. * Returns a new geometry with copied values from this instance.
  15022. *
  15023. * @return {BufferGeometry} A clone of this instance.
  15024. */
  15025. clone() {
  15026. return new this.constructor().copy( this );
  15027. }
  15028. /**
  15029. * Copies the values of the given geometry to this instance.
  15030. *
  15031. * @param {BufferGeometry} source - The geometry to copy.
  15032. * @return {BufferGeometry} A reference to this instance.
  15033. */
  15034. copy( source ) {
  15035. // reset
  15036. this.index = null;
  15037. this.attributes = {};
  15038. this.morphAttributes = {};
  15039. this.groups = [];
  15040. this.boundingBox = null;
  15041. this.boundingSphere = null;
  15042. // used for storing cloned, shared data
  15043. const data = {};
  15044. // name
  15045. this.name = source.name;
  15046. // index
  15047. const index = source.index;
  15048. if ( index !== null ) {
  15049. this.setIndex( index.clone() );
  15050. }
  15051. // attributes
  15052. const attributes = source.attributes;
  15053. for ( const name in attributes ) {
  15054. const attribute = attributes[ name ];
  15055. this.setAttribute( name, attribute.clone( data ) );
  15056. }
  15057. // morph attributes
  15058. const morphAttributes = source.morphAttributes;
  15059. for ( const name in morphAttributes ) {
  15060. const array = [];
  15061. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15062. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15063. array.push( morphAttribute[ i ].clone( data ) );
  15064. }
  15065. this.morphAttributes[ name ] = array;
  15066. }
  15067. this.morphTargetsRelative = source.morphTargetsRelative;
  15068. // groups
  15069. const groups = source.groups;
  15070. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15071. const group = groups[ i ];
  15072. this.addGroup( group.start, group.count, group.materialIndex );
  15073. }
  15074. // bounding box
  15075. const boundingBox = source.boundingBox;
  15076. if ( boundingBox !== null ) {
  15077. this.boundingBox = boundingBox.clone();
  15078. }
  15079. // bounding sphere
  15080. const boundingSphere = source.boundingSphere;
  15081. if ( boundingSphere !== null ) {
  15082. this.boundingSphere = boundingSphere.clone();
  15083. }
  15084. // draw range
  15085. this.drawRange.start = source.drawRange.start;
  15086. this.drawRange.count = source.drawRange.count;
  15087. // user data
  15088. this.userData = source.userData;
  15089. return this;
  15090. }
  15091. /**
  15092. * Frees the GPU-related resources allocated by this instance. Call this
  15093. * method whenever this instance is no longer used in your app.
  15094. *
  15095. * @fires BufferGeometry#dispose
  15096. */
  15097. dispose() {
  15098. this.dispatchEvent( { type: 'dispose' } );
  15099. }
  15100. }
  15101. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15102. const _ray$3 = /*@__PURE__*/ new Ray();
  15103. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15104. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15105. const _vA$1 = /*@__PURE__*/ new Vector3();
  15106. const _vB$1 = /*@__PURE__*/ new Vector3();
  15107. const _vC$1 = /*@__PURE__*/ new Vector3();
  15108. const _tempA = /*@__PURE__*/ new Vector3();
  15109. const _morphA = /*@__PURE__*/ new Vector3();
  15110. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15111. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15112. /**
  15113. * Class representing triangular polygon mesh based objects.
  15114. *
  15115. * ```js
  15116. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15117. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15118. * const mesh = new THREE.Mesh( geometry, material );
  15119. * scene.add( mesh );
  15120. * ```
  15121. *
  15122. * @augments Object3D
  15123. */
  15124. class Mesh extends Object3D {
  15125. /**
  15126. * Constructs a new mesh.
  15127. *
  15128. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15129. * @param {Material|Array<Material>} [material] - The mesh material.
  15130. */
  15131. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15132. super();
  15133. /**
  15134. * This flag can be used for type testing.
  15135. *
  15136. * @type {boolean}
  15137. * @readonly
  15138. * @default true
  15139. */
  15140. this.isMesh = true;
  15141. this.type = 'Mesh';
  15142. /**
  15143. * The mesh geometry.
  15144. *
  15145. * @type {BufferGeometry}
  15146. */
  15147. this.geometry = geometry;
  15148. /**
  15149. * The mesh material.
  15150. *
  15151. * @type {Material|Array<Material>}
  15152. * @default MeshBasicMaterial
  15153. */
  15154. this.material = material;
  15155. /**
  15156. * A dictionary representing the morph targets in the geometry. The key is the
  15157. * morph targets name, the value its attribute index. This member is `undefined`
  15158. * by default and only set when morph targets are detected in the geometry.
  15159. *
  15160. * @type {Object<String,number>|undefined}
  15161. * @default undefined
  15162. */
  15163. this.morphTargetDictionary = undefined;
  15164. /**
  15165. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15166. * is applied. This member is `undefined` by default and only set when morph targets are
  15167. * detected in the geometry.
  15168. *
  15169. * @type {Array<number>|undefined}
  15170. * @default undefined
  15171. */
  15172. this.morphTargetInfluences = undefined;
  15173. /**
  15174. * The number of instances of this mesh.
  15175. * Can only be used with {@link WebGPURenderer}.
  15176. *
  15177. * @type {number}
  15178. * @default 1
  15179. */
  15180. this.count = 1;
  15181. this.updateMorphTargets();
  15182. }
  15183. copy( source, recursive ) {
  15184. super.copy( source, recursive );
  15185. if ( source.morphTargetInfluences !== undefined ) {
  15186. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15187. }
  15188. if ( source.morphTargetDictionary !== undefined ) {
  15189. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15190. }
  15191. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15192. this.geometry = source.geometry;
  15193. return this;
  15194. }
  15195. /**
  15196. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15197. * to make sure existing morph targets can influence this 3D object.
  15198. */
  15199. updateMorphTargets() {
  15200. const geometry = this.geometry;
  15201. const morphAttributes = geometry.morphAttributes;
  15202. const keys = Object.keys( morphAttributes );
  15203. if ( keys.length > 0 ) {
  15204. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15205. if ( morphAttribute !== undefined ) {
  15206. this.morphTargetInfluences = [];
  15207. this.morphTargetDictionary = {};
  15208. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15209. const name = morphAttribute[ m ].name || String( m );
  15210. this.morphTargetInfluences.push( 0 );
  15211. this.morphTargetDictionary[ name ] = m;
  15212. }
  15213. }
  15214. }
  15215. }
  15216. /**
  15217. * Returns the local-space position of the vertex at the given index, taking into
  15218. * account the current animation state of both morph targets and skinning.
  15219. *
  15220. * @param {number} index - The vertex index.
  15221. * @param {Vector3} target - The target object that is used to store the method's result.
  15222. * @return {Vector3} The vertex position in local space.
  15223. */
  15224. getVertexPosition( index, target ) {
  15225. const geometry = this.geometry;
  15226. const position = geometry.attributes.position;
  15227. const morphPosition = geometry.morphAttributes.position;
  15228. const morphTargetsRelative = geometry.morphTargetsRelative;
  15229. target.fromBufferAttribute( position, index );
  15230. const morphInfluences = this.morphTargetInfluences;
  15231. if ( morphPosition && morphInfluences ) {
  15232. _morphA.set( 0, 0, 0 );
  15233. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15234. const influence = morphInfluences[ i ];
  15235. const morphAttribute = morphPosition[ i ];
  15236. if ( influence === 0 ) continue;
  15237. _tempA.fromBufferAttribute( morphAttribute, index );
  15238. if ( morphTargetsRelative ) {
  15239. _morphA.addScaledVector( _tempA, influence );
  15240. } else {
  15241. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15242. }
  15243. }
  15244. target.add( _morphA );
  15245. }
  15246. return target;
  15247. }
  15248. /**
  15249. * Computes intersection points between a casted ray and this line.
  15250. *
  15251. * @param {Raycaster} raycaster - The raycaster.
  15252. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15253. */
  15254. raycast( raycaster, intersects ) {
  15255. const geometry = this.geometry;
  15256. const material = this.material;
  15257. const matrixWorld = this.matrixWorld;
  15258. if ( material === undefined ) return;
  15259. // test with bounding sphere in world space
  15260. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15261. _sphere$6.copy( geometry.boundingSphere );
  15262. _sphere$6.applyMatrix4( matrixWorld );
  15263. // check distance from ray origin to bounding sphere
  15264. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15265. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15266. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15267. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15268. }
  15269. // convert ray to local space of mesh
  15270. _inverseMatrix$3.copy( matrixWorld ).invert();
  15271. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15272. // test with bounding box in local space
  15273. if ( geometry.boundingBox !== null ) {
  15274. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15275. }
  15276. // test for intersections with geometry
  15277. this._computeIntersections( raycaster, intersects, _ray$3 );
  15278. }
  15279. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15280. let intersection;
  15281. const geometry = this.geometry;
  15282. const material = this.material;
  15283. const index = geometry.index;
  15284. const position = geometry.attributes.position;
  15285. const uv = geometry.attributes.uv;
  15286. const uv1 = geometry.attributes.uv1;
  15287. const normal = geometry.attributes.normal;
  15288. const groups = geometry.groups;
  15289. const drawRange = geometry.drawRange;
  15290. if ( index !== null ) {
  15291. // indexed buffer geometry
  15292. if ( Array.isArray( material ) ) {
  15293. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15294. const group = groups[ i ];
  15295. const groupMaterial = material[ group.materialIndex ];
  15296. const start = Math.max( group.start, drawRange.start );
  15297. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15298. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15299. const a = index.getX( j );
  15300. const b = index.getX( j + 1 );
  15301. const c = index.getX( j + 2 );
  15302. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15303. if ( intersection ) {
  15304. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15305. intersection.face.materialIndex = group.materialIndex;
  15306. intersects.push( intersection );
  15307. }
  15308. }
  15309. }
  15310. } else {
  15311. const start = Math.max( 0, drawRange.start );
  15312. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15313. for ( let i = start, il = end; i < il; i += 3 ) {
  15314. const a = index.getX( i );
  15315. const b = index.getX( i + 1 );
  15316. const c = index.getX( i + 2 );
  15317. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15318. if ( intersection ) {
  15319. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15320. intersects.push( intersection );
  15321. }
  15322. }
  15323. }
  15324. } else if ( position !== undefined ) {
  15325. // non-indexed buffer geometry
  15326. if ( Array.isArray( material ) ) {
  15327. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15328. const group = groups[ i ];
  15329. const groupMaterial = material[ group.materialIndex ];
  15330. const start = Math.max( group.start, drawRange.start );
  15331. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15332. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15333. const a = j;
  15334. const b = j + 1;
  15335. const c = j + 2;
  15336. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15337. if ( intersection ) {
  15338. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15339. intersection.face.materialIndex = group.materialIndex;
  15340. intersects.push( intersection );
  15341. }
  15342. }
  15343. }
  15344. } else {
  15345. const start = Math.max( 0, drawRange.start );
  15346. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15347. for ( let i = start, il = end; i < il; i += 3 ) {
  15348. const a = i;
  15349. const b = i + 1;
  15350. const c = i + 2;
  15351. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15352. if ( intersection ) {
  15353. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15354. intersects.push( intersection );
  15355. }
  15356. }
  15357. }
  15358. }
  15359. }
  15360. }
  15361. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15362. let intersect;
  15363. if ( material.side === BackSide ) {
  15364. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15365. } else {
  15366. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15367. }
  15368. if ( intersect === null ) return null;
  15369. _intersectionPointWorld.copy( point );
  15370. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15371. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15372. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15373. return {
  15374. distance: distance,
  15375. point: _intersectionPointWorld.clone(),
  15376. object: object
  15377. };
  15378. }
  15379. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15380. object.getVertexPosition( a, _vA$1 );
  15381. object.getVertexPosition( b, _vB$1 );
  15382. object.getVertexPosition( c, _vC$1 );
  15383. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15384. if ( intersection ) {
  15385. const barycoord = new Vector3();
  15386. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15387. if ( uv ) {
  15388. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15389. }
  15390. if ( uv1 ) {
  15391. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15392. }
  15393. if ( normal ) {
  15394. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15395. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15396. intersection.normal.multiplyScalar( -1 );
  15397. }
  15398. }
  15399. const face = {
  15400. a: a,
  15401. b: b,
  15402. c: c,
  15403. normal: new Vector3(),
  15404. materialIndex: 0
  15405. };
  15406. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15407. intersection.face = face;
  15408. intersection.barycoord = barycoord;
  15409. }
  15410. return intersection;
  15411. }
  15412. /**
  15413. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15414. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15415. * of the axes.
  15416. *
  15417. * ```js
  15418. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15419. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15420. * const cube = new THREE.Mesh( geometry, material );
  15421. * scene.add( cube );
  15422. * ```
  15423. *
  15424. * @augments BufferGeometry
  15425. * @demo scenes/geometry-browser.html#BoxGeometry
  15426. */
  15427. class BoxGeometry extends BufferGeometry {
  15428. /**
  15429. * Constructs a new box geometry.
  15430. *
  15431. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15432. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15433. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15434. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15435. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15436. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15437. */
  15438. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15439. super();
  15440. this.type = 'BoxGeometry';
  15441. /**
  15442. * Holds the constructor parameters that have been
  15443. * used to generate the geometry. Any modification
  15444. * after instantiation does not change the geometry.
  15445. *
  15446. * @type {Object}
  15447. */
  15448. this.parameters = {
  15449. width: width,
  15450. height: height,
  15451. depth: depth,
  15452. widthSegments: widthSegments,
  15453. heightSegments: heightSegments,
  15454. depthSegments: depthSegments
  15455. };
  15456. const scope = this;
  15457. // segments
  15458. widthSegments = Math.floor( widthSegments );
  15459. heightSegments = Math.floor( heightSegments );
  15460. depthSegments = Math.floor( depthSegments );
  15461. // buffers
  15462. const indices = [];
  15463. const vertices = [];
  15464. const normals = [];
  15465. const uvs = [];
  15466. // helper variables
  15467. let numberOfVertices = 0;
  15468. let groupStart = 0;
  15469. // build each side of the box geometry
  15470. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15471. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15472. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15473. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15474. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15475. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15476. // build geometry
  15477. this.setIndex( indices );
  15478. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15479. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15480. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15481. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15482. const segmentWidth = width / gridX;
  15483. const segmentHeight = height / gridY;
  15484. const widthHalf = width / 2;
  15485. const heightHalf = height / 2;
  15486. const depthHalf = depth / 2;
  15487. const gridX1 = gridX + 1;
  15488. const gridY1 = gridY + 1;
  15489. let vertexCounter = 0;
  15490. let groupCount = 0;
  15491. const vector = new Vector3();
  15492. // generate vertices, normals and uvs
  15493. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15494. const y = iy * segmentHeight - heightHalf;
  15495. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15496. const x = ix * segmentWidth - widthHalf;
  15497. // set values to correct vector component
  15498. vector[ u ] = x * udir;
  15499. vector[ v ] = y * vdir;
  15500. vector[ w ] = depthHalf;
  15501. // now apply vector to vertex buffer
  15502. vertices.push( vector.x, vector.y, vector.z );
  15503. // set values to correct vector component
  15504. vector[ u ] = 0;
  15505. vector[ v ] = 0;
  15506. vector[ w ] = depth > 0 ? 1 : -1;
  15507. // now apply vector to normal buffer
  15508. normals.push( vector.x, vector.y, vector.z );
  15509. // uvs
  15510. uvs.push( ix / gridX );
  15511. uvs.push( 1 - ( iy / gridY ) );
  15512. // counters
  15513. vertexCounter += 1;
  15514. }
  15515. }
  15516. // indices
  15517. // 1. you need three indices to draw a single face
  15518. // 2. a single segment consists of two faces
  15519. // 3. so we need to generate six (2*3) indices per segment
  15520. for ( let iy = 0; iy < gridY; iy ++ ) {
  15521. for ( let ix = 0; ix < gridX; ix ++ ) {
  15522. const a = numberOfVertices + ix + gridX1 * iy;
  15523. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15524. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15525. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15526. // faces
  15527. indices.push( a, b, d );
  15528. indices.push( b, c, d );
  15529. // increase counter
  15530. groupCount += 6;
  15531. }
  15532. }
  15533. // add a group to the geometry. this will ensure multi material support
  15534. scope.addGroup( groupStart, groupCount, materialIndex );
  15535. // calculate new start value for groups
  15536. groupStart += groupCount;
  15537. // update total number of vertices
  15538. numberOfVertices += vertexCounter;
  15539. }
  15540. }
  15541. copy( source ) {
  15542. super.copy( source );
  15543. this.parameters = Object.assign( {}, source.parameters );
  15544. return this;
  15545. }
  15546. /**
  15547. * Factory method for creating an instance of this class from the given
  15548. * JSON object.
  15549. *
  15550. * @param {Object} data - A JSON object representing the serialized geometry.
  15551. * @return {BoxGeometry} A new instance.
  15552. */
  15553. static fromJSON( data ) {
  15554. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15555. }
  15556. }
  15557. /**
  15558. * Provides utility functions for managing uniforms.
  15559. *
  15560. * @module UniformsUtils
  15561. */
  15562. /**
  15563. * Clones the given uniform definitions by performing a deep-copy. That means
  15564. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15565. * the cloned uniform will refer to a new object reference.
  15566. *
  15567. * @param {Object} src - An object representing uniform definitions.
  15568. * @return {Object} The cloned uniforms.
  15569. */
  15570. function cloneUniforms( src ) {
  15571. const dst = {};
  15572. for ( const u in src ) {
  15573. dst[ u ] = {};
  15574. for ( const p in src[ u ] ) {
  15575. const property = src[ u ][ p ];
  15576. if ( property && ( property.isColor ||
  15577. property.isMatrix3 || property.isMatrix4 ||
  15578. property.isVector2 || property.isVector3 || property.isVector4 ||
  15579. property.isTexture || property.isQuaternion ) ) {
  15580. if ( property.isRenderTargetTexture ) {
  15581. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15582. dst[ u ][ p ] = null;
  15583. } else {
  15584. dst[ u ][ p ] = property.clone();
  15585. }
  15586. } else if ( Array.isArray( property ) ) {
  15587. dst[ u ][ p ] = property.slice();
  15588. } else {
  15589. dst[ u ][ p ] = property;
  15590. }
  15591. }
  15592. }
  15593. return dst;
  15594. }
  15595. /**
  15596. * Merges the given uniform definitions into a single object. Since the
  15597. * method internally uses cloneUniforms(), it performs a deep-copy when
  15598. * producing the merged uniform definitions.
  15599. *
  15600. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15601. * @return {Object} The merged uniforms.
  15602. */
  15603. function mergeUniforms( uniforms ) {
  15604. const merged = {};
  15605. for ( let u = 0; u < uniforms.length; u ++ ) {
  15606. const tmp = cloneUniforms( uniforms[ u ] );
  15607. for ( const p in tmp ) {
  15608. merged[ p ] = tmp[ p ];
  15609. }
  15610. }
  15611. return merged;
  15612. }
  15613. function cloneUniformsGroups( src ) {
  15614. const dst = [];
  15615. for ( let u = 0; u < src.length; u ++ ) {
  15616. dst.push( src[ u ].clone() );
  15617. }
  15618. return dst;
  15619. }
  15620. function getUnlitUniformColorSpace( renderer ) {
  15621. const currentRenderTarget = renderer.getRenderTarget();
  15622. if ( currentRenderTarget === null ) {
  15623. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15624. return renderer.outputColorSpace;
  15625. }
  15626. // https://github.com/mrdoob/three.js/issues/27868
  15627. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15628. return currentRenderTarget.texture.colorSpace;
  15629. }
  15630. return ColorManagement.workingColorSpace;
  15631. }
  15632. // Legacy
  15633. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15634. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15635. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15636. /**
  15637. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15638. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15639. * effect not included with any of the built-in materials.
  15640. *
  15641. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15642. *
  15643. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15644. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15645. * you don't want that, use {@link RawShaderMaterial} instead.
  15646. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15647. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15648. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15649. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15650. * - The loop variable has to be *i*.
  15651. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15652. * value of *i* for the given iteration and can be used in preprocessor
  15653. * statements.
  15654. *
  15655. * ```js
  15656. * const material = new THREE.ShaderMaterial( {
  15657. * uniforms: {
  15658. * time: { value: 1.0 },
  15659. * resolution: { value: new THREE.Vector2() }
  15660. * },
  15661. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15662. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15663. * } );
  15664. * ```
  15665. *
  15666. * @augments Material
  15667. */
  15668. class ShaderMaterial extends Material {
  15669. /**
  15670. * Constructs a new shader material.
  15671. *
  15672. * @param {Object} [parameters] - An object with one or more properties
  15673. * defining the material's appearance. Any property of the material
  15674. * (including any property from inherited materials) can be passed
  15675. * in here. Color values can be passed any type of value accepted
  15676. * by {@link Color#set}.
  15677. */
  15678. constructor( parameters ) {
  15679. super();
  15680. /**
  15681. * This flag can be used for type testing.
  15682. *
  15683. * @type {boolean}
  15684. * @readonly
  15685. * @default true
  15686. */
  15687. this.isShaderMaterial = true;
  15688. this.type = 'ShaderMaterial';
  15689. /**
  15690. * Defines custom constants using `#define` directives within the GLSL code
  15691. * for both the vertex shader and the fragment shader; each key/value pair
  15692. * yields another directive.
  15693. * ```js
  15694. * defines: {
  15695. * FOO: 15,
  15696. * BAR: true
  15697. * }
  15698. * ```
  15699. * Yields the lines:
  15700. * ```
  15701. * #define FOO 15
  15702. * #define BAR true
  15703. * ```
  15704. *
  15705. * @type {Object}
  15706. */
  15707. this.defines = {};
  15708. /**
  15709. * An object of the form:
  15710. * ```js
  15711. * {
  15712. * "uniform1": { value: 1.0 },
  15713. * "uniform2": { value: 2 }
  15714. * }
  15715. * ```
  15716. * specifying the uniforms to be passed to the shader code; keys are uniform
  15717. * names, values are definitions of the form
  15718. * ```
  15719. * {
  15720. * value: 1.0
  15721. * }
  15722. * ```
  15723. * where `value` is the value of the uniform. Names must match the name of
  15724. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15725. * on every frame, so updating the value of the uniform will immediately
  15726. * update the value available to the GLSL code.
  15727. *
  15728. * @type {Object}
  15729. */
  15730. this.uniforms = {};
  15731. /**
  15732. * An array holding uniforms groups for configuring UBOs.
  15733. *
  15734. * @type {Array<UniformsGroup>}
  15735. */
  15736. this.uniformsGroups = [];
  15737. /**
  15738. * Vertex shader GLSL code. This is the actual code for the shader.
  15739. *
  15740. * @type {string}
  15741. */
  15742. this.vertexShader = default_vertex;
  15743. /**
  15744. * Fragment shader GLSL code. This is the actual code for the shader.
  15745. *
  15746. * @type {string}
  15747. */
  15748. this.fragmentShader = default_fragment;
  15749. /**
  15750. * Controls line thickness or lines.
  15751. *
  15752. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15753. * width of one pixel.
  15754. *
  15755. * @type {number}
  15756. * @default 1
  15757. */
  15758. this.linewidth = 1;
  15759. /**
  15760. * Renders the geometry as a wireframe.
  15761. *
  15762. * @type {boolean}
  15763. * @default false
  15764. */
  15765. this.wireframe = false;
  15766. /**
  15767. * Controls the thickness of the wireframe.
  15768. *
  15769. * WebGL and WebGPU ignore this property and always render
  15770. * 1 pixel wide lines.
  15771. *
  15772. * @type {number}
  15773. * @default 1
  15774. */
  15775. this.wireframeLinewidth = 1;
  15776. /**
  15777. * Define whether the material color is affected by global fog settings; `true`
  15778. * to pass fog uniforms to the shader.
  15779. *
  15780. * @type {boolean}
  15781. * @default false
  15782. */
  15783. this.fog = false;
  15784. /**
  15785. * Defines whether this material uses lighting; `true` to pass uniform data
  15786. * related to lighting to this shader.
  15787. *
  15788. * @type {boolean}
  15789. * @default false
  15790. */
  15791. this.lights = false;
  15792. /**
  15793. * Defines whether this material supports clipping; `true` to let the renderer
  15794. * pass the clippingPlanes uniform.
  15795. *
  15796. * @type {boolean}
  15797. * @default false
  15798. */
  15799. this.clipping = false;
  15800. /**
  15801. * Overwritten and set to `true` by default.
  15802. *
  15803. * @type {boolean}
  15804. * @default true
  15805. */
  15806. this.forceSinglePass = true;
  15807. /**
  15808. * This object allows to enable certain WebGL 2 extensions.
  15809. *
  15810. * - clipCullDistance: set to `true` to use vertex shader clipping
  15811. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15812. *
  15813. * @type {{clipCullDistance:false,multiDraw:false}}
  15814. */
  15815. this.extensions = {
  15816. clipCullDistance: false, // set to use vertex shader clipping
  15817. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15818. };
  15819. /**
  15820. * When the rendered geometry doesn't include these attributes but the
  15821. * material does, these default values will be passed to the shaders. This
  15822. * avoids errors when buffer data is missing.
  15823. *
  15824. * - color: [ 1, 1, 1 ]
  15825. * - uv: [ 0, 0 ]
  15826. * - uv1: [ 0, 0 ]
  15827. *
  15828. * @type {Object}
  15829. */
  15830. this.defaultAttributeValues = {
  15831. 'color': [ 1, 1, 1 ],
  15832. 'uv': [ 0, 0 ],
  15833. 'uv1': [ 0, 0 ]
  15834. };
  15835. /**
  15836. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15837. * to bind a generic vertex index to an attribute variable.
  15838. *
  15839. * @type {string|undefined}
  15840. * @default undefined
  15841. */
  15842. this.index0AttributeName = undefined;
  15843. /**
  15844. * Can be used to force a uniform update while changing uniforms in
  15845. * {@link Object3D#onBeforeRender}.
  15846. *
  15847. * @type {boolean}
  15848. * @default false
  15849. */
  15850. this.uniformsNeedUpdate = false;
  15851. /**
  15852. * Defines the GLSL version of custom shader code.
  15853. *
  15854. * @type {?(GLSL1|GLSL3)}
  15855. * @default null
  15856. */
  15857. this.glslVersion = null;
  15858. if ( parameters !== undefined ) {
  15859. this.setValues( parameters );
  15860. }
  15861. }
  15862. copy( source ) {
  15863. super.copy( source );
  15864. this.fragmentShader = source.fragmentShader;
  15865. this.vertexShader = source.vertexShader;
  15866. this.uniforms = cloneUniforms( source.uniforms );
  15867. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15868. this.defines = Object.assign( {}, source.defines );
  15869. this.wireframe = source.wireframe;
  15870. this.wireframeLinewidth = source.wireframeLinewidth;
  15871. this.fog = source.fog;
  15872. this.lights = source.lights;
  15873. this.clipping = source.clipping;
  15874. this.extensions = Object.assign( {}, source.extensions );
  15875. this.glslVersion = source.glslVersion;
  15876. return this;
  15877. }
  15878. toJSON( meta ) {
  15879. const data = super.toJSON( meta );
  15880. data.glslVersion = this.glslVersion;
  15881. data.uniforms = {};
  15882. for ( const name in this.uniforms ) {
  15883. const uniform = this.uniforms[ name ];
  15884. const value = uniform.value;
  15885. if ( value && value.isTexture ) {
  15886. data.uniforms[ name ] = {
  15887. type: 't',
  15888. value: value.toJSON( meta ).uuid
  15889. };
  15890. } else if ( value && value.isColor ) {
  15891. data.uniforms[ name ] = {
  15892. type: 'c',
  15893. value: value.getHex()
  15894. };
  15895. } else if ( value && value.isVector2 ) {
  15896. data.uniforms[ name ] = {
  15897. type: 'v2',
  15898. value: value.toArray()
  15899. };
  15900. } else if ( value && value.isVector3 ) {
  15901. data.uniforms[ name ] = {
  15902. type: 'v3',
  15903. value: value.toArray()
  15904. };
  15905. } else if ( value && value.isVector4 ) {
  15906. data.uniforms[ name ] = {
  15907. type: 'v4',
  15908. value: value.toArray()
  15909. };
  15910. } else if ( value && value.isMatrix3 ) {
  15911. data.uniforms[ name ] = {
  15912. type: 'm3',
  15913. value: value.toArray()
  15914. };
  15915. } else if ( value && value.isMatrix4 ) {
  15916. data.uniforms[ name ] = {
  15917. type: 'm4',
  15918. value: value.toArray()
  15919. };
  15920. } else {
  15921. data.uniforms[ name ] = {
  15922. value: value
  15923. };
  15924. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15925. }
  15926. }
  15927. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15928. data.vertexShader = this.vertexShader;
  15929. data.fragmentShader = this.fragmentShader;
  15930. data.lights = this.lights;
  15931. data.clipping = this.clipping;
  15932. const extensions = {};
  15933. for ( const key in this.extensions ) {
  15934. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15935. }
  15936. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15937. return data;
  15938. }
  15939. }
  15940. /**
  15941. * Abstract base class for cameras. This class should always be inherited
  15942. * when you build a new camera.
  15943. *
  15944. * @abstract
  15945. * @augments Object3D
  15946. */
  15947. class Camera extends Object3D {
  15948. /**
  15949. * Constructs a new camera.
  15950. */
  15951. constructor() {
  15952. super();
  15953. /**
  15954. * This flag can be used for type testing.
  15955. *
  15956. * @type {boolean}
  15957. * @readonly
  15958. * @default true
  15959. */
  15960. this.isCamera = true;
  15961. this.type = 'Camera';
  15962. /**
  15963. * The inverse of the camera's world matrix.
  15964. *
  15965. * @type {Matrix4}
  15966. */
  15967. this.matrixWorldInverse = new Matrix4();
  15968. /**
  15969. * The camera's projection matrix.
  15970. *
  15971. * @type {Matrix4}
  15972. */
  15973. this.projectionMatrix = new Matrix4();
  15974. /**
  15975. * The inverse of the camera's projection matrix.
  15976. *
  15977. * @type {Matrix4}
  15978. */
  15979. this.projectionMatrixInverse = new Matrix4();
  15980. /**
  15981. * The coordinate system in which the camera is used.
  15982. *
  15983. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15984. */
  15985. this.coordinateSystem = WebGLCoordinateSystem;
  15986. this._reversedDepth = false;
  15987. }
  15988. /**
  15989. * The flag that indicates whether the camera uses a reversed depth buffer.
  15990. *
  15991. * @type {boolean}
  15992. * @default false
  15993. */
  15994. get reversedDepth() {
  15995. return this._reversedDepth;
  15996. }
  15997. copy( source, recursive ) {
  15998. super.copy( source, recursive );
  15999. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  16000. this.projectionMatrix.copy( source.projectionMatrix );
  16001. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  16002. this.coordinateSystem = source.coordinateSystem;
  16003. return this;
  16004. }
  16005. /**
  16006. * Returns a vector representing the ("look") direction of the 3D object in world space.
  16007. *
  16008. * This method is overwritten since cameras have a different forward vector compared to other
  16009. * 3D objects. A camera looks down its local, negative z-axis by default.
  16010. *
  16011. * @param {Vector3} target - The target vector the result is stored to.
  16012. * @return {Vector3} The 3D object's direction in world space.
  16013. */
  16014. getWorldDirection( target ) {
  16015. return super.getWorldDirection( target ).negate();
  16016. }
  16017. updateMatrixWorld( force ) {
  16018. super.updateMatrixWorld( force );
  16019. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16020. }
  16021. updateWorldMatrix( updateParents, updateChildren ) {
  16022. super.updateWorldMatrix( updateParents, updateChildren );
  16023. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16024. }
  16025. clone() {
  16026. return new this.constructor().copy( this );
  16027. }
  16028. }
  16029. const _v3$1 = /*@__PURE__*/ new Vector3();
  16030. const _minTarget = /*@__PURE__*/ new Vector2();
  16031. const _maxTarget = /*@__PURE__*/ new Vector2();
  16032. /**
  16033. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  16034. *
  16035. * This projection mode is designed to mimic the way the human eye sees. It
  16036. * is the most common projection mode used for rendering a 3D scene.
  16037. *
  16038. * ```js
  16039. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16040. * scene.add( camera );
  16041. * ```
  16042. *
  16043. * @augments Camera
  16044. */
  16045. class PerspectiveCamera extends Camera {
  16046. /**
  16047. * Constructs a new perspective camera.
  16048. *
  16049. * @param {number} [fov=50] - The vertical field of view.
  16050. * @param {number} [aspect=1] - The aspect ratio.
  16051. * @param {number} [near=0.1] - The camera's near plane.
  16052. * @param {number} [far=2000] - The camera's far plane.
  16053. */
  16054. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16055. super();
  16056. /**
  16057. * This flag can be used for type testing.
  16058. *
  16059. * @type {boolean}
  16060. * @readonly
  16061. * @default true
  16062. */
  16063. this.isPerspectiveCamera = true;
  16064. this.type = 'PerspectiveCamera';
  16065. /**
  16066. * The vertical field of view, from bottom to top of view,
  16067. * in degrees.
  16068. *
  16069. * @type {number}
  16070. * @default 50
  16071. */
  16072. this.fov = fov;
  16073. /**
  16074. * The zoom factor of the camera.
  16075. *
  16076. * @type {number}
  16077. * @default 1
  16078. */
  16079. this.zoom = 1;
  16080. /**
  16081. * The camera's near plane. The valid range is greater than `0`
  16082. * and less than the current value of {@link PerspectiveCamera#far}.
  16083. *
  16084. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16085. * valid value for a perspective camera's near plane.
  16086. *
  16087. * @type {number}
  16088. * @default 0.1
  16089. */
  16090. this.near = near;
  16091. /**
  16092. * The camera's far plane. Must be greater than the
  16093. * current value of {@link PerspectiveCamera#near}.
  16094. *
  16095. * @type {number}
  16096. * @default 2000
  16097. */
  16098. this.far = far;
  16099. /**
  16100. * Object distance used for stereoscopy and depth-of-field effects. This
  16101. * parameter does not influence the projection matrix unless a
  16102. * {@link StereoCamera} is being used.
  16103. *
  16104. * @type {number}
  16105. * @default 10
  16106. */
  16107. this.focus = 10;
  16108. /**
  16109. * The aspect ratio, usually the canvas width / canvas height.
  16110. *
  16111. * @type {number}
  16112. * @default 1
  16113. */
  16114. this.aspect = aspect;
  16115. /**
  16116. * Represents the frustum window specification. This property should not be edited
  16117. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16118. *
  16119. * @type {?Object}
  16120. * @default null
  16121. */
  16122. this.view = null;
  16123. /**
  16124. * Film size used for the larger axis. Default is `35` (millimeters). This
  16125. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16126. * is set to a nonzero value.
  16127. *
  16128. * @type {number}
  16129. * @default 35
  16130. */
  16131. this.filmGauge = 35;
  16132. /**
  16133. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16134. *
  16135. * @type {number}
  16136. * @default 0
  16137. */
  16138. this.filmOffset = 0;
  16139. this.updateProjectionMatrix();
  16140. }
  16141. copy( source, recursive ) {
  16142. super.copy( source, recursive );
  16143. this.fov = source.fov;
  16144. this.zoom = source.zoom;
  16145. this.near = source.near;
  16146. this.far = source.far;
  16147. this.focus = source.focus;
  16148. this.aspect = source.aspect;
  16149. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16150. this.filmGauge = source.filmGauge;
  16151. this.filmOffset = source.filmOffset;
  16152. return this;
  16153. }
  16154. /**
  16155. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16156. *
  16157. * The default film gauge is 35, so that the focal length can be specified for
  16158. * a 35mm (full frame) camera.
  16159. *
  16160. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16161. */
  16162. setFocalLength( focalLength ) {
  16163. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16164. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16165. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16166. this.updateProjectionMatrix();
  16167. }
  16168. /**
  16169. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16170. * {@link PerspectiveCamera#filmGauge}.
  16171. *
  16172. * @return {number} The computed focal length.
  16173. */
  16174. getFocalLength() {
  16175. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16176. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16177. }
  16178. /**
  16179. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16180. *
  16181. * @return {number} The effective FOV.
  16182. */
  16183. getEffectiveFOV() {
  16184. return RAD2DEG * 2 * Math.atan(
  16185. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16186. }
  16187. /**
  16188. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16189. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16190. *
  16191. * @return {number} The film width.
  16192. */
  16193. getFilmWidth() {
  16194. // film not completely covered in portrait format (aspect < 1)
  16195. return this.filmGauge * Math.min( this.aspect, 1 );
  16196. }
  16197. /**
  16198. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16199. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16200. *
  16201. * @return {number} The film width.
  16202. */
  16203. getFilmHeight() {
  16204. // film not completely covered in landscape format (aspect > 1)
  16205. return this.filmGauge / Math.max( this.aspect, 1 );
  16206. }
  16207. /**
  16208. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16209. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16210. *
  16211. * @param {number} distance - The viewing distance.
  16212. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16213. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16214. */
  16215. getViewBounds( distance, minTarget, maxTarget ) {
  16216. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16217. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16218. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16219. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16220. }
  16221. /**
  16222. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16223. *
  16224. * @param {number} distance - The viewing distance.
  16225. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16226. * @returns {Vector2} The view size.
  16227. */
  16228. getViewSize( distance, target ) {
  16229. this.getViewBounds( distance, _minTarget, _maxTarget );
  16230. return target.subVectors( _maxTarget, _minTarget );
  16231. }
  16232. /**
  16233. * Sets an offset in a larger frustum. This is useful for multi-window or
  16234. * multi-monitor/multi-machine setups.
  16235. *
  16236. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16237. * the monitors are in grid like this
  16238. *```
  16239. * +---+---+---+
  16240. * | A | B | C |
  16241. * +---+---+---+
  16242. * | D | E | F |
  16243. * +---+---+---+
  16244. *```
  16245. * then for each monitor you would call it like this:
  16246. *```js
  16247. * const w = 1920;
  16248. * const h = 1080;
  16249. * const fullWidth = w * 3;
  16250. * const fullHeight = h * 2;
  16251. *
  16252. * // --A--
  16253. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16254. * // --B--
  16255. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16256. * // --C--
  16257. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16258. * // --D--
  16259. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16260. * // --E--
  16261. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16262. * // --F--
  16263. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16264. * ```
  16265. *
  16266. * Note there is no reason monitors have to be the same size or in a grid.
  16267. *
  16268. * @param {number} fullWidth - The full width of multiview setup.
  16269. * @param {number} fullHeight - The full height of multiview setup.
  16270. * @param {number} x - The horizontal offset of the subcamera.
  16271. * @param {number} y - The vertical offset of the subcamera.
  16272. * @param {number} width - The width of subcamera.
  16273. * @param {number} height - The height of subcamera.
  16274. */
  16275. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16276. this.aspect = fullWidth / fullHeight;
  16277. if ( this.view === null ) {
  16278. this.view = {
  16279. enabled: true,
  16280. fullWidth: 1,
  16281. fullHeight: 1,
  16282. offsetX: 0,
  16283. offsetY: 0,
  16284. width: 1,
  16285. height: 1
  16286. };
  16287. }
  16288. this.view.enabled = true;
  16289. this.view.fullWidth = fullWidth;
  16290. this.view.fullHeight = fullHeight;
  16291. this.view.offsetX = x;
  16292. this.view.offsetY = y;
  16293. this.view.width = width;
  16294. this.view.height = height;
  16295. this.updateProjectionMatrix();
  16296. }
  16297. /**
  16298. * Removes the view offset from the projection matrix.
  16299. */
  16300. clearViewOffset() {
  16301. if ( this.view !== null ) {
  16302. this.view.enabled = false;
  16303. }
  16304. this.updateProjectionMatrix();
  16305. }
  16306. /**
  16307. * Updates the camera's projection matrix. Must be called after any change of
  16308. * camera properties.
  16309. */
  16310. updateProjectionMatrix() {
  16311. const near = this.near;
  16312. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16313. let height = 2 * top;
  16314. let width = this.aspect * height;
  16315. let left = -0.5 * width;
  16316. const view = this.view;
  16317. if ( this.view !== null && this.view.enabled ) {
  16318. const fullWidth = view.fullWidth,
  16319. fullHeight = view.fullHeight;
  16320. left += view.offsetX * width / fullWidth;
  16321. top -= view.offsetY * height / fullHeight;
  16322. width *= view.width / fullWidth;
  16323. height *= view.height / fullHeight;
  16324. }
  16325. const skew = this.filmOffset;
  16326. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16327. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16328. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16329. }
  16330. toJSON( meta ) {
  16331. const data = super.toJSON( meta );
  16332. data.object.fov = this.fov;
  16333. data.object.zoom = this.zoom;
  16334. data.object.near = this.near;
  16335. data.object.far = this.far;
  16336. data.object.focus = this.focus;
  16337. data.object.aspect = this.aspect;
  16338. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16339. data.object.filmGauge = this.filmGauge;
  16340. data.object.filmOffset = this.filmOffset;
  16341. return data;
  16342. }
  16343. }
  16344. const fov = -90; // negative fov is not an error
  16345. const aspect = 1;
  16346. /**
  16347. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16348. * cube render target. The render target can then be used as an environment map for rendering
  16349. * realtime reflections in your scene.
  16350. *
  16351. * ```js
  16352. * // Create cube render target
  16353. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16354. *
  16355. * // Create cube camera
  16356. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16357. * scene.add( cubeCamera );
  16358. *
  16359. * // Create car
  16360. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16361. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16362. * scene.add( car );
  16363. *
  16364. * // Update the render target cube
  16365. * car.visible = false;
  16366. * cubeCamera.position.copy( car.position );
  16367. * cubeCamera.update( renderer, scene );
  16368. *
  16369. * // Render the scene
  16370. * car.visible = true;
  16371. * renderer.render( scene, camera );
  16372. * ```
  16373. *
  16374. * @augments Object3D
  16375. */
  16376. class CubeCamera extends Object3D {
  16377. /**
  16378. * Constructs a new cube camera.
  16379. *
  16380. * @param {number} near - The camera's near plane.
  16381. * @param {number} far - The camera's far plane.
  16382. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16383. */
  16384. constructor( near, far, renderTarget ) {
  16385. super();
  16386. this.type = 'CubeCamera';
  16387. /**
  16388. * A reference to the cube render target.
  16389. *
  16390. * @type {WebGLCubeRenderTarget}
  16391. */
  16392. this.renderTarget = renderTarget;
  16393. /**
  16394. * The current active coordinate system.
  16395. *
  16396. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16397. * @default null
  16398. */
  16399. this.coordinateSystem = null;
  16400. /**
  16401. * The current active mipmap level
  16402. *
  16403. * @type {number}
  16404. * @default 0
  16405. */
  16406. this.activeMipmapLevel = 0;
  16407. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16408. cameraPX.layers = this.layers;
  16409. this.add( cameraPX );
  16410. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16411. cameraNX.layers = this.layers;
  16412. this.add( cameraNX );
  16413. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16414. cameraPY.layers = this.layers;
  16415. this.add( cameraPY );
  16416. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16417. cameraNY.layers = this.layers;
  16418. this.add( cameraNY );
  16419. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16420. cameraPZ.layers = this.layers;
  16421. this.add( cameraPZ );
  16422. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16423. cameraNZ.layers = this.layers;
  16424. this.add( cameraNZ );
  16425. }
  16426. /**
  16427. * Must be called when the coordinate system of the cube camera is changed.
  16428. */
  16429. updateCoordinateSystem() {
  16430. const coordinateSystem = this.coordinateSystem;
  16431. const cameras = this.children.concat();
  16432. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16433. for ( const camera of cameras ) this.remove( camera );
  16434. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16435. cameraPX.up.set( 0, 1, 0 );
  16436. cameraPX.lookAt( 1, 0, 0 );
  16437. cameraNX.up.set( 0, 1, 0 );
  16438. cameraNX.lookAt( -1, 0, 0 );
  16439. cameraPY.up.set( 0, 0, -1 );
  16440. cameraPY.lookAt( 0, 1, 0 );
  16441. cameraNY.up.set( 0, 0, 1 );
  16442. cameraNY.lookAt( 0, -1, 0 );
  16443. cameraPZ.up.set( 0, 1, 0 );
  16444. cameraPZ.lookAt( 0, 0, 1 );
  16445. cameraNZ.up.set( 0, 1, 0 );
  16446. cameraNZ.lookAt( 0, 0, -1 );
  16447. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16448. cameraPX.up.set( 0, -1, 0 );
  16449. cameraPX.lookAt( -1, 0, 0 );
  16450. cameraNX.up.set( 0, -1, 0 );
  16451. cameraNX.lookAt( 1, 0, 0 );
  16452. cameraPY.up.set( 0, 0, 1 );
  16453. cameraPY.lookAt( 0, 1, 0 );
  16454. cameraNY.up.set( 0, 0, -1 );
  16455. cameraNY.lookAt( 0, -1, 0 );
  16456. cameraPZ.up.set( 0, -1, 0 );
  16457. cameraPZ.lookAt( 0, 0, 1 );
  16458. cameraNZ.up.set( 0, -1, 0 );
  16459. cameraNZ.lookAt( 0, 0, -1 );
  16460. } else {
  16461. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16462. }
  16463. for ( const camera of cameras ) {
  16464. this.add( camera );
  16465. camera.updateMatrixWorld();
  16466. }
  16467. }
  16468. /**
  16469. * Calling this method will render the given scene with the given renderer
  16470. * into the cube render target of the camera.
  16471. *
  16472. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16473. * @param {Scene} scene - The scene to render.
  16474. */
  16475. update( renderer, scene ) {
  16476. if ( this.parent === null ) this.updateMatrixWorld();
  16477. const { renderTarget, activeMipmapLevel } = this;
  16478. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16479. this.coordinateSystem = renderer.coordinateSystem;
  16480. this.updateCoordinateSystem();
  16481. }
  16482. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16483. const currentRenderTarget = renderer.getRenderTarget();
  16484. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16485. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16486. const currentXrEnabled = renderer.xr.enabled;
  16487. renderer.xr.enabled = false;
  16488. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16489. renderTarget.texture.generateMipmaps = false;
  16490. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16491. renderer.render( scene, cameraPX );
  16492. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16493. renderer.render( scene, cameraNX );
  16494. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16495. renderer.render( scene, cameraPY );
  16496. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16497. renderer.render( scene, cameraNY );
  16498. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16499. renderer.render( scene, cameraPZ );
  16500. // mipmaps are generated during the last call of render()
  16501. // at this point, all sides of the cube render target are defined
  16502. renderTarget.texture.generateMipmaps = generateMipmaps;
  16503. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16504. renderer.render( scene, cameraNZ );
  16505. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16506. renderer.xr.enabled = currentXrEnabled;
  16507. renderTarget.texture.needsPMREMUpdate = true;
  16508. }
  16509. }
  16510. /**
  16511. * Creates a cube texture made up of six images.
  16512. *
  16513. * ```js
  16514. * const loader = new THREE.CubeTextureLoader();
  16515. * loader.setPath( 'textures/cube/pisa/' );
  16516. *
  16517. * const textureCube = loader.load( [
  16518. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16519. * ] );
  16520. *
  16521. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16522. * ```
  16523. *
  16524. * @augments Texture
  16525. */
  16526. class CubeTexture extends Texture {
  16527. /**
  16528. * Constructs a new cube texture.
  16529. *
  16530. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16531. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16532. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16533. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16534. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16535. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16536. * @param {number} [format=RGBAFormat] - The texture format.
  16537. * @param {number} [type=UnsignedByteType] - The texture type.
  16538. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16539. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16540. */
  16541. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16542. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16543. /**
  16544. * This flag can be used for type testing.
  16545. *
  16546. * @type {boolean}
  16547. * @readonly
  16548. * @default true
  16549. */
  16550. this.isCubeTexture = true;
  16551. /**
  16552. * If set to `true`, the texture is flipped along the vertical axis when
  16553. * uploaded to the GPU.
  16554. *
  16555. * Overwritten and set to `false` by default.
  16556. *
  16557. * @type {boolean}
  16558. * @default false
  16559. */
  16560. this.flipY = false;
  16561. }
  16562. /**
  16563. * Alias for {@link CubeTexture#image}.
  16564. *
  16565. * @type {Array<Image>}
  16566. */
  16567. get images() {
  16568. return this.image;
  16569. }
  16570. set images( value ) {
  16571. this.image = value;
  16572. }
  16573. }
  16574. /**
  16575. * A cube render target used in context of {@link WebGLRenderer}.
  16576. *
  16577. * @augments WebGLRenderTarget
  16578. */
  16579. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16580. /**
  16581. * Constructs a new cube render target.
  16582. *
  16583. * @param {number} [size=1] - The size of the render target.
  16584. * @param {RenderTarget~Options} [options] - The configuration object.
  16585. */
  16586. constructor( size = 1, options = {} ) {
  16587. super( size, size, options );
  16588. /**
  16589. * This flag can be used for type testing.
  16590. *
  16591. * @type {boolean}
  16592. * @readonly
  16593. * @default true
  16594. */
  16595. this.isWebGLCubeRenderTarget = true;
  16596. const image = { width: size, height: size, depth: 1 };
  16597. const images = [ image, image, image, image, image, image ];
  16598. /**
  16599. * Overwritten with a different texture type.
  16600. *
  16601. * @type {DataArrayTexture}
  16602. */
  16603. this.texture = new CubeTexture( images );
  16604. this._setTextureOptions( options );
  16605. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16606. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16607. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16608. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16609. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16610. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16611. this.texture.isRenderTargetTexture = true;
  16612. }
  16613. /**
  16614. * Converts the given equirectangular texture to a cube map.
  16615. *
  16616. * @param {WebGLRenderer} renderer - The renderer.
  16617. * @param {Texture} texture - The equirectangular texture.
  16618. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16619. */
  16620. fromEquirectangularTexture( renderer, texture ) {
  16621. this.texture.type = texture.type;
  16622. this.texture.colorSpace = texture.colorSpace;
  16623. this.texture.generateMipmaps = texture.generateMipmaps;
  16624. this.texture.minFilter = texture.minFilter;
  16625. this.texture.magFilter = texture.magFilter;
  16626. const shader = {
  16627. uniforms: {
  16628. tEquirect: { value: null },
  16629. },
  16630. vertexShader: /* glsl */`
  16631. varying vec3 vWorldDirection;
  16632. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16633. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16634. }
  16635. void main() {
  16636. vWorldDirection = transformDirection( position, modelMatrix );
  16637. #include <begin_vertex>
  16638. #include <project_vertex>
  16639. }
  16640. `,
  16641. fragmentShader: /* glsl */`
  16642. uniform sampler2D tEquirect;
  16643. varying vec3 vWorldDirection;
  16644. #include <common>
  16645. void main() {
  16646. vec3 direction = normalize( vWorldDirection );
  16647. vec2 sampleUV = equirectUv( direction );
  16648. gl_FragColor = texture2D( tEquirect, sampleUV );
  16649. }
  16650. `
  16651. };
  16652. const geometry = new BoxGeometry( 5, 5, 5 );
  16653. const material = new ShaderMaterial( {
  16654. name: 'CubemapFromEquirect',
  16655. uniforms: cloneUniforms( shader.uniforms ),
  16656. vertexShader: shader.vertexShader,
  16657. fragmentShader: shader.fragmentShader,
  16658. side: BackSide,
  16659. blending: NoBlending
  16660. } );
  16661. material.uniforms.tEquirect.value = texture;
  16662. const mesh = new Mesh( geometry, material );
  16663. const currentMinFilter = texture.minFilter;
  16664. // Avoid blurred poles
  16665. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16666. const camera = new CubeCamera( 1, 10, this );
  16667. camera.update( renderer, mesh );
  16668. texture.minFilter = currentMinFilter;
  16669. mesh.geometry.dispose();
  16670. mesh.material.dispose();
  16671. return this;
  16672. }
  16673. /**
  16674. * Clears this cube render target.
  16675. *
  16676. * @param {WebGLRenderer} renderer - The renderer.
  16677. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16678. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16679. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16680. */
  16681. clear( renderer, color = true, depth = true, stencil = true ) {
  16682. const currentRenderTarget = renderer.getRenderTarget();
  16683. for ( let i = 0; i < 6; i ++ ) {
  16684. renderer.setRenderTarget( this, i );
  16685. renderer.clear( color, depth, stencil );
  16686. }
  16687. renderer.setRenderTarget( currentRenderTarget );
  16688. }
  16689. }
  16690. /**
  16691. * This is almost identical to an {@link Object3D}. Its purpose is to
  16692. * make working with groups of objects syntactically clearer.
  16693. *
  16694. * ```js
  16695. * // Create a group and add the two cubes.
  16696. * // These cubes can now be rotated / scaled etc as a group.
  16697. * const group = new THREE.Group();
  16698. *
  16699. * group.add( meshA );
  16700. * group.add( meshB );
  16701. *
  16702. * scene.add( group );
  16703. * ```
  16704. *
  16705. * @augments Object3D
  16706. */
  16707. class Group extends Object3D {
  16708. constructor() {
  16709. super();
  16710. /**
  16711. * This flag can be used for type testing.
  16712. *
  16713. * @type {boolean}
  16714. * @readonly
  16715. * @default true
  16716. */
  16717. this.isGroup = true;
  16718. this.type = 'Group';
  16719. }
  16720. }
  16721. const _moveEvent = { type: 'move' };
  16722. /**
  16723. * Class for representing a XR controller with its
  16724. * different coordinate systems.
  16725. *
  16726. * @private
  16727. */
  16728. class WebXRController {
  16729. /**
  16730. * Constructs a new XR controller.
  16731. */
  16732. constructor() {
  16733. /**
  16734. * A group representing the target ray space
  16735. * of the XR controller.
  16736. *
  16737. * @private
  16738. * @type {?Group}
  16739. * @default null
  16740. */
  16741. this._targetRay = null;
  16742. /**
  16743. * A group representing the grip space
  16744. * of the XR controller.
  16745. *
  16746. * @private
  16747. * @type {?Group}
  16748. * @default null
  16749. */
  16750. this._grip = null;
  16751. /**
  16752. * A group representing the hand space
  16753. * of the XR controller.
  16754. *
  16755. * @private
  16756. * @type {?Group}
  16757. * @default null
  16758. */
  16759. this._hand = null;
  16760. }
  16761. /**
  16762. * Returns a group representing the hand space of the XR controller.
  16763. *
  16764. * @return {Group} A group representing the hand space of the XR controller.
  16765. */
  16766. getHandSpace() {
  16767. if ( this._hand === null ) {
  16768. this._hand = new Group();
  16769. this._hand.matrixAutoUpdate = false;
  16770. this._hand.visible = false;
  16771. this._hand.joints = {};
  16772. this._hand.inputState = { pinching: false };
  16773. }
  16774. return this._hand;
  16775. }
  16776. /**
  16777. * Returns a group representing the target ray space of the XR controller.
  16778. *
  16779. * @return {Group} A group representing the target ray space of the XR controller.
  16780. */
  16781. getTargetRaySpace() {
  16782. if ( this._targetRay === null ) {
  16783. this._targetRay = new Group();
  16784. this._targetRay.matrixAutoUpdate = false;
  16785. this._targetRay.visible = false;
  16786. this._targetRay.hasLinearVelocity = false;
  16787. this._targetRay.linearVelocity = new Vector3();
  16788. this._targetRay.hasAngularVelocity = false;
  16789. this._targetRay.angularVelocity = new Vector3();
  16790. }
  16791. return this._targetRay;
  16792. }
  16793. /**
  16794. * Returns a group representing the grip space of the XR controller.
  16795. *
  16796. * @return {Group} A group representing the grip space of the XR controller.
  16797. */
  16798. getGripSpace() {
  16799. if ( this._grip === null ) {
  16800. this._grip = new Group();
  16801. this._grip.matrixAutoUpdate = false;
  16802. this._grip.visible = false;
  16803. this._grip.hasLinearVelocity = false;
  16804. this._grip.linearVelocity = new Vector3();
  16805. this._grip.hasAngularVelocity = false;
  16806. this._grip.angularVelocity = new Vector3();
  16807. }
  16808. return this._grip;
  16809. }
  16810. /**
  16811. * Dispatches the given event to the groups representing
  16812. * the different coordinate spaces of the XR controller.
  16813. *
  16814. * @param {Object} event - The event to dispatch.
  16815. * @return {WebXRController} A reference to this instance.
  16816. */
  16817. dispatchEvent( event ) {
  16818. if ( this._targetRay !== null ) {
  16819. this._targetRay.dispatchEvent( event );
  16820. }
  16821. if ( this._grip !== null ) {
  16822. this._grip.dispatchEvent( event );
  16823. }
  16824. if ( this._hand !== null ) {
  16825. this._hand.dispatchEvent( event );
  16826. }
  16827. return this;
  16828. }
  16829. /**
  16830. * Connects the controller with the given XR input source.
  16831. *
  16832. * @param {XRInputSource} inputSource - The input source.
  16833. * @return {WebXRController} A reference to this instance.
  16834. */
  16835. connect( inputSource ) {
  16836. if ( inputSource && inputSource.hand ) {
  16837. const hand = this._hand;
  16838. if ( hand ) {
  16839. for ( const inputjoint of inputSource.hand.values() ) {
  16840. // Initialize hand with joints when connected
  16841. this._getHandJoint( hand, inputjoint );
  16842. }
  16843. }
  16844. }
  16845. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16846. return this;
  16847. }
  16848. /**
  16849. * Disconnects the controller from the given XR input source.
  16850. *
  16851. * @param {XRInputSource} inputSource - The input source.
  16852. * @return {WebXRController} A reference to this instance.
  16853. */
  16854. disconnect( inputSource ) {
  16855. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16856. if ( this._targetRay !== null ) {
  16857. this._targetRay.visible = false;
  16858. }
  16859. if ( this._grip !== null ) {
  16860. this._grip.visible = false;
  16861. }
  16862. if ( this._hand !== null ) {
  16863. this._hand.visible = false;
  16864. }
  16865. return this;
  16866. }
  16867. /**
  16868. * Updates the controller with the given input source, XR frame and reference space.
  16869. * This updates the transformations of the groups that represent the different
  16870. * coordinate systems of the controller.
  16871. *
  16872. * @param {XRInputSource} inputSource - The input source.
  16873. * @param {XRFrame} frame - The XR frame.
  16874. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16875. * @return {WebXRController} A reference to this instance.
  16876. */
  16877. update( inputSource, frame, referenceSpace ) {
  16878. let inputPose = null;
  16879. let gripPose = null;
  16880. let handPose = null;
  16881. const targetRay = this._targetRay;
  16882. const grip = this._grip;
  16883. const hand = this._hand;
  16884. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16885. if ( hand && inputSource.hand ) {
  16886. handPose = true;
  16887. for ( const inputjoint of inputSource.hand.values() ) {
  16888. // Update the joints groups with the XRJoint poses
  16889. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16890. // The transform of this joint will be updated with the joint pose on each frame
  16891. const joint = this._getHandJoint( hand, inputjoint );
  16892. if ( jointPose !== null ) {
  16893. joint.matrix.fromArray( jointPose.transform.matrix );
  16894. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16895. joint.matrixWorldNeedsUpdate = true;
  16896. joint.jointRadius = jointPose.radius;
  16897. }
  16898. joint.visible = jointPose !== null;
  16899. }
  16900. // Custom events
  16901. // Check pinchz
  16902. const indexTip = hand.joints[ 'index-finger-tip' ];
  16903. const thumbTip = hand.joints[ 'thumb-tip' ];
  16904. const distance = indexTip.position.distanceTo( thumbTip.position );
  16905. const distanceToPinch = 0.02;
  16906. const threshold = 0.005;
  16907. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16908. hand.inputState.pinching = false;
  16909. this.dispatchEvent( {
  16910. type: 'pinchend',
  16911. handedness: inputSource.handedness,
  16912. target: this
  16913. } );
  16914. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16915. hand.inputState.pinching = true;
  16916. this.dispatchEvent( {
  16917. type: 'pinchstart',
  16918. handedness: inputSource.handedness,
  16919. target: this
  16920. } );
  16921. }
  16922. } else {
  16923. if ( grip !== null && inputSource.gripSpace ) {
  16924. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16925. if ( gripPose !== null ) {
  16926. grip.matrix.fromArray( gripPose.transform.matrix );
  16927. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16928. grip.matrixWorldNeedsUpdate = true;
  16929. if ( gripPose.linearVelocity ) {
  16930. grip.hasLinearVelocity = true;
  16931. grip.linearVelocity.copy( gripPose.linearVelocity );
  16932. } else {
  16933. grip.hasLinearVelocity = false;
  16934. }
  16935. if ( gripPose.angularVelocity ) {
  16936. grip.hasAngularVelocity = true;
  16937. grip.angularVelocity.copy( gripPose.angularVelocity );
  16938. } else {
  16939. grip.hasAngularVelocity = false;
  16940. }
  16941. }
  16942. }
  16943. }
  16944. if ( targetRay !== null ) {
  16945. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16946. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16947. if ( inputPose === null && gripPose !== null ) {
  16948. inputPose = gripPose;
  16949. }
  16950. if ( inputPose !== null ) {
  16951. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16952. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16953. targetRay.matrixWorldNeedsUpdate = true;
  16954. if ( inputPose.linearVelocity ) {
  16955. targetRay.hasLinearVelocity = true;
  16956. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16957. } else {
  16958. targetRay.hasLinearVelocity = false;
  16959. }
  16960. if ( inputPose.angularVelocity ) {
  16961. targetRay.hasAngularVelocity = true;
  16962. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16963. } else {
  16964. targetRay.hasAngularVelocity = false;
  16965. }
  16966. this.dispatchEvent( _moveEvent );
  16967. }
  16968. }
  16969. }
  16970. if ( targetRay !== null ) {
  16971. targetRay.visible = ( inputPose !== null );
  16972. }
  16973. if ( grip !== null ) {
  16974. grip.visible = ( gripPose !== null );
  16975. }
  16976. if ( hand !== null ) {
  16977. hand.visible = ( handPose !== null );
  16978. }
  16979. return this;
  16980. }
  16981. /**
  16982. * Returns a group representing the hand joint for the given input joint.
  16983. *
  16984. * @private
  16985. * @param {Group} hand - The group representing the hand space.
  16986. * @param {XRJointSpace} inputjoint - The hand joint data.
  16987. * @return {Group} A group representing the hand joint for the given input joint.
  16988. */
  16989. _getHandJoint( hand, inputjoint ) {
  16990. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16991. const joint = new Group();
  16992. joint.matrixAutoUpdate = false;
  16993. joint.visible = false;
  16994. hand.joints[ inputjoint.jointName ] = joint;
  16995. hand.add( joint );
  16996. }
  16997. return hand.joints[ inputjoint.jointName ];
  16998. }
  16999. }
  17000. /**
  17001. * This class can be used to define an exponential squared fog,
  17002. * which gives a clear view near the camera and a faster than exponentially
  17003. * densening fog farther from the camera.
  17004. *
  17005. * ```js
  17006. * const scene = new THREE.Scene();
  17007. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  17008. * ```
  17009. */
  17010. class FogExp2 {
  17011. /**
  17012. * Constructs a new fog.
  17013. *
  17014. * @param {number|Color} color - The fog's color.
  17015. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17016. */
  17017. constructor( color, density = 0.00025 ) {
  17018. /**
  17019. * This flag can be used for type testing.
  17020. *
  17021. * @type {boolean}
  17022. * @readonly
  17023. * @default true
  17024. */
  17025. this.isFogExp2 = true;
  17026. /**
  17027. * The name of the fog.
  17028. *
  17029. * @type {string}
  17030. */
  17031. this.name = '';
  17032. /**
  17033. * The fog's color.
  17034. *
  17035. * @type {Color}
  17036. */
  17037. this.color = new Color( color );
  17038. /**
  17039. * Defines how fast the fog will grow dense.
  17040. *
  17041. * @type {number}
  17042. * @default 0.00025
  17043. */
  17044. this.density = density;
  17045. }
  17046. /**
  17047. * Returns a new fog with copied values from this instance.
  17048. *
  17049. * @return {FogExp2} A clone of this instance.
  17050. */
  17051. clone() {
  17052. return new FogExp2( this.color, this.density );
  17053. }
  17054. /**
  17055. * Serializes the fog into JSON.
  17056. *
  17057. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17058. * @return {Object} A JSON object representing the serialized fog
  17059. */
  17060. toJSON( /* meta */ ) {
  17061. return {
  17062. type: 'FogExp2',
  17063. name: this.name,
  17064. color: this.color.getHex(),
  17065. density: this.density
  17066. };
  17067. }
  17068. }
  17069. /**
  17070. * This class can be used to define a linear fog that grows linearly denser
  17071. * with the distance.
  17072. *
  17073. * ```js
  17074. * const scene = new THREE.Scene();
  17075. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17076. * ```
  17077. */
  17078. class Fog {
  17079. /**
  17080. * Constructs a new fog.
  17081. *
  17082. * @param {number|Color} color - The fog's color.
  17083. * @param {number} [near=1] - The minimum distance to start applying fog.
  17084. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17085. */
  17086. constructor( color, near = 1, far = 1000 ) {
  17087. /**
  17088. * This flag can be used for type testing.
  17089. *
  17090. * @type {boolean}
  17091. * @readonly
  17092. * @default true
  17093. */
  17094. this.isFog = true;
  17095. /**
  17096. * The name of the fog.
  17097. *
  17098. * @type {string}
  17099. */
  17100. this.name = '';
  17101. /**
  17102. * The fog's color.
  17103. *
  17104. * @type {Color}
  17105. */
  17106. this.color = new Color( color );
  17107. /**
  17108. * The minimum distance to start applying fog. Objects that are less than
  17109. * `near` units from the active camera won't be affected by fog.
  17110. *
  17111. * @type {number}
  17112. * @default 1
  17113. */
  17114. this.near = near;
  17115. /**
  17116. * The maximum distance at which fog stops being calculated and applied.
  17117. * Objects that are more than `far` units away from the active camera won't
  17118. * be affected by fog.
  17119. *
  17120. * @type {number}
  17121. * @default 1000
  17122. */
  17123. this.far = far;
  17124. }
  17125. /**
  17126. * Returns a new fog with copied values from this instance.
  17127. *
  17128. * @return {Fog} A clone of this instance.
  17129. */
  17130. clone() {
  17131. return new Fog( this.color, this.near, this.far );
  17132. }
  17133. /**
  17134. * Serializes the fog into JSON.
  17135. *
  17136. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17137. * @return {Object} A JSON object representing the serialized fog
  17138. */
  17139. toJSON( /* meta */ ) {
  17140. return {
  17141. type: 'Fog',
  17142. name: this.name,
  17143. color: this.color.getHex(),
  17144. near: this.near,
  17145. far: this.far
  17146. };
  17147. }
  17148. }
  17149. /**
  17150. * Scenes allow you to set up what is to be rendered and where by three.js.
  17151. * This is where you place 3D objects like meshes, lines or lights.
  17152. *
  17153. * @augments Object3D
  17154. */
  17155. class Scene extends Object3D {
  17156. /**
  17157. * Constructs a new scene.
  17158. */
  17159. constructor() {
  17160. super();
  17161. /**
  17162. * This flag can be used for type testing.
  17163. *
  17164. * @type {boolean}
  17165. * @readonly
  17166. * @default true
  17167. */
  17168. this.isScene = true;
  17169. this.type = 'Scene';
  17170. /**
  17171. * Defines the background of the scene. Valid inputs are:
  17172. *
  17173. * - A color for defining a uniform colored background.
  17174. * - A texture for defining a (flat) textured background.
  17175. * - Cube textures or equirectangular textures for defining a skybox.
  17176. *
  17177. * @type {?(Color|Texture)}
  17178. * @default null
  17179. */
  17180. this.background = null;
  17181. /**
  17182. * Sets the environment map for all physical materials in the scene. However,
  17183. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17184. * material property.
  17185. *
  17186. * @type {?Texture}
  17187. * @default null
  17188. */
  17189. this.environment = null;
  17190. /**
  17191. * A fog instance defining the type of fog that affects everything
  17192. * rendered in the scene.
  17193. *
  17194. * @type {?(Fog|FogExp2)}
  17195. * @default null
  17196. */
  17197. this.fog = null;
  17198. /**
  17199. * Sets the blurriness of the background. Only influences environment maps
  17200. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17201. * and `1`.
  17202. *
  17203. * @type {number}
  17204. * @default 0
  17205. */
  17206. this.backgroundBlurriness = 0;
  17207. /**
  17208. * Attenuates the color of the background. Only applies to background textures.
  17209. *
  17210. * @type {number}
  17211. * @default 1
  17212. */
  17213. this.backgroundIntensity = 1;
  17214. /**
  17215. * The rotation of the background in radians. Only influences environment maps
  17216. * assigned to {@link Scene#background}.
  17217. *
  17218. * @type {Euler}
  17219. * @default (0,0,0)
  17220. */
  17221. this.backgroundRotation = new Euler();
  17222. /**
  17223. * Attenuates the color of the environment. Only influences environment maps
  17224. * assigned to {@link Scene#environment}.
  17225. *
  17226. * @type {number}
  17227. * @default 1
  17228. */
  17229. this.environmentIntensity = 1;
  17230. /**
  17231. * The rotation of the environment map in radians. Only influences physical materials
  17232. * in the scene when {@link Scene#environment} is used.
  17233. *
  17234. * @type {Euler}
  17235. * @default (0,0,0)
  17236. */
  17237. this.environmentRotation = new Euler();
  17238. /**
  17239. * Forces everything in the scene to be rendered with the defined material. It is possible
  17240. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17241. *
  17242. * @type {?Material}
  17243. * @default null
  17244. */
  17245. this.overrideMaterial = null;
  17246. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17247. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17248. }
  17249. }
  17250. copy( source, recursive ) {
  17251. super.copy( source, recursive );
  17252. if ( source.background !== null ) this.background = source.background.clone();
  17253. if ( source.environment !== null ) this.environment = source.environment.clone();
  17254. if ( source.fog !== null ) this.fog = source.fog.clone();
  17255. this.backgroundBlurriness = source.backgroundBlurriness;
  17256. this.backgroundIntensity = source.backgroundIntensity;
  17257. this.backgroundRotation.copy( source.backgroundRotation );
  17258. this.environmentIntensity = source.environmentIntensity;
  17259. this.environmentRotation.copy( source.environmentRotation );
  17260. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17261. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17262. return this;
  17263. }
  17264. toJSON( meta ) {
  17265. const data = super.toJSON( meta );
  17266. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17267. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17268. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17269. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17270. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17271. data.object.environmentRotation = this.environmentRotation.toArray();
  17272. return data;
  17273. }
  17274. }
  17275. /**
  17276. * "Interleaved" means that multiple attributes, possibly of different types,
  17277. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17278. *
  17279. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  17280. */
  17281. class InterleavedBuffer {
  17282. /**
  17283. * Constructs a new interleaved buffer.
  17284. *
  17285. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17286. * @param {number} stride - The number of typed-array elements per vertex.
  17287. */
  17288. constructor( array, stride ) {
  17289. /**
  17290. * This flag can be used for type testing.
  17291. *
  17292. * @type {boolean}
  17293. * @readonly
  17294. * @default true
  17295. */
  17296. this.isInterleavedBuffer = true;
  17297. /**
  17298. * A typed array with a shared buffer storing attribute data.
  17299. *
  17300. * @type {TypedArray}
  17301. */
  17302. this.array = array;
  17303. /**
  17304. * The number of typed-array elements per vertex.
  17305. *
  17306. * @type {number}
  17307. */
  17308. this.stride = stride;
  17309. /**
  17310. * The total number of elements in the array
  17311. *
  17312. * @type {number}
  17313. * @readonly
  17314. */
  17315. this.count = array !== undefined ? array.length / stride : 0;
  17316. /**
  17317. * Defines the intended usage pattern of the data store for optimization purposes.
  17318. *
  17319. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17320. * instantiate a new one and set the desired usage before the next render.
  17321. *
  17322. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17323. * @default StaticDrawUsage
  17324. */
  17325. this.usage = StaticDrawUsage;
  17326. /**
  17327. * This can be used to only update some components of stored vectors (for example, just the
  17328. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17329. *
  17330. * @type {Array<Object>}
  17331. */
  17332. this.updateRanges = [];
  17333. /**
  17334. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17335. *
  17336. * @type {number}
  17337. */
  17338. this.version = 0;
  17339. /**
  17340. * The UUID of the interleaved buffer.
  17341. *
  17342. * @type {string}
  17343. * @readonly
  17344. */
  17345. this.uuid = generateUUID();
  17346. }
  17347. /**
  17348. * A callback function that is executed after the renderer has transferred the attribute array
  17349. * data to the GPU.
  17350. */
  17351. onUploadCallback() {}
  17352. /**
  17353. * Flag to indicate that this attribute has changed and should be re-sent to
  17354. * the GPU. Set this to `true` when you modify the value of the array.
  17355. *
  17356. * @type {number}
  17357. * @default false
  17358. * @param {boolean} value
  17359. */
  17360. set needsUpdate( value ) {
  17361. if ( value === true ) this.version ++;
  17362. }
  17363. /**
  17364. * Sets the usage of this interleaved buffer.
  17365. *
  17366. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17367. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17368. */
  17369. setUsage( value ) {
  17370. this.usage = value;
  17371. return this;
  17372. }
  17373. /**
  17374. * Adds a range of data in the data array to be updated on the GPU.
  17375. *
  17376. * @param {number} start - Position at which to start update.
  17377. * @param {number} count - The number of components to update.
  17378. */
  17379. addUpdateRange( start, count ) {
  17380. this.updateRanges.push( { start, count } );
  17381. }
  17382. /**
  17383. * Clears the update ranges.
  17384. */
  17385. clearUpdateRanges() {
  17386. this.updateRanges.length = 0;
  17387. }
  17388. /**
  17389. * Copies the values of the given interleaved buffer to this instance.
  17390. *
  17391. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17392. * @return {InterleavedBuffer} A reference to this instance.
  17393. */
  17394. copy( source ) {
  17395. this.array = new source.array.constructor( source.array );
  17396. this.count = source.count;
  17397. this.stride = source.stride;
  17398. this.usage = source.usage;
  17399. return this;
  17400. }
  17401. /**
  17402. * Copies a vector from the given interleaved buffer to this one. The start
  17403. * and destination position in the attribute buffers are represented by the
  17404. * given indices.
  17405. *
  17406. * @param {number} index1 - The destination index into this interleaved buffer.
  17407. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17408. * @param {number} index2 - The source index into the given interleaved buffer.
  17409. * @return {InterleavedBuffer} A reference to this instance.
  17410. */
  17411. copyAt( index1, interleavedBuffer, index2 ) {
  17412. index1 *= this.stride;
  17413. index2 *= interleavedBuffer.stride;
  17414. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17415. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17416. }
  17417. return this;
  17418. }
  17419. /**
  17420. * Sets the given array data in the interleaved buffer.
  17421. *
  17422. * @param {(TypedArray|Array)} value - The array data to set.
  17423. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17424. * @return {InterleavedBuffer} A reference to this instance.
  17425. */
  17426. set( value, offset = 0 ) {
  17427. this.array.set( value, offset );
  17428. return this;
  17429. }
  17430. /**
  17431. * Returns a new interleaved buffer with copied values from this instance.
  17432. *
  17433. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17434. * @return {InterleavedBuffer} A clone of this instance.
  17435. */
  17436. clone( data ) {
  17437. if ( data.arrayBuffers === undefined ) {
  17438. data.arrayBuffers = {};
  17439. }
  17440. if ( this.array.buffer._uuid === undefined ) {
  17441. this.array.buffer._uuid = generateUUID();
  17442. }
  17443. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17444. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17445. }
  17446. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17447. const ib = new this.constructor( array, this.stride );
  17448. ib.setUsage( this.usage );
  17449. return ib;
  17450. }
  17451. /**
  17452. * Sets the given callback function that is executed after the Renderer has transferred
  17453. * the array data to the GPU. Can be used to perform clean-up operations after
  17454. * the upload when data are not needed anymore on the CPU side.
  17455. *
  17456. * @param {Function} callback - The `onUpload()` callback.
  17457. * @return {InterleavedBuffer} A reference to this instance.
  17458. */
  17459. onUpload( callback ) {
  17460. this.onUploadCallback = callback;
  17461. return this;
  17462. }
  17463. /**
  17464. * Serializes the interleaved buffer into JSON.
  17465. *
  17466. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17467. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17468. */
  17469. toJSON( data ) {
  17470. if ( data.arrayBuffers === undefined ) {
  17471. data.arrayBuffers = {};
  17472. }
  17473. // generate UUID for array buffer if necessary
  17474. if ( this.array.buffer._uuid === undefined ) {
  17475. this.array.buffer._uuid = generateUUID();
  17476. }
  17477. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17478. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17479. }
  17480. //
  17481. return {
  17482. uuid: this.uuid,
  17483. buffer: this.array.buffer._uuid,
  17484. type: this.array.constructor.name,
  17485. stride: this.stride
  17486. };
  17487. }
  17488. }
  17489. const _vector$7 = /*@__PURE__*/ new Vector3();
  17490. /**
  17491. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17492. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17493. * different offsets into the buffer.
  17494. */
  17495. class InterleavedBufferAttribute {
  17496. /**
  17497. * Constructs a new interleaved buffer attribute.
  17498. *
  17499. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17500. * @param {number} itemSize - The item size.
  17501. * @param {number} offset - The attribute offset into the buffer.
  17502. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17503. */
  17504. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17505. /**
  17506. * This flag can be used for type testing.
  17507. *
  17508. * @type {boolean}
  17509. * @readonly
  17510. * @default true
  17511. */
  17512. this.isInterleavedBufferAttribute = true;
  17513. /**
  17514. * The name of the buffer attribute.
  17515. *
  17516. * @type {string}
  17517. */
  17518. this.name = '';
  17519. /**
  17520. * The buffer holding the interleaved data.
  17521. *
  17522. * @type {InterleavedBuffer}
  17523. */
  17524. this.data = interleavedBuffer;
  17525. /**
  17526. * The item size, see {@link BufferAttribute#itemSize}.
  17527. *
  17528. * @type {number}
  17529. */
  17530. this.itemSize = itemSize;
  17531. /**
  17532. * The attribute offset into the buffer.
  17533. *
  17534. * @type {number}
  17535. */
  17536. this.offset = offset;
  17537. /**
  17538. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17539. *
  17540. * @type {InterleavedBuffer}
  17541. */
  17542. this.normalized = normalized;
  17543. }
  17544. /**
  17545. * The item count of this buffer attribute.
  17546. *
  17547. * @type {number}
  17548. * @readonly
  17549. */
  17550. get count() {
  17551. return this.data.count;
  17552. }
  17553. /**
  17554. * The array holding the interleaved buffer attribute data.
  17555. *
  17556. * @type {TypedArray}
  17557. */
  17558. get array() {
  17559. return this.data.array;
  17560. }
  17561. /**
  17562. * Flag to indicate that this attribute has changed and should be re-sent to
  17563. * the GPU. Set this to `true` when you modify the value of the array.
  17564. *
  17565. * @type {number}
  17566. * @default false
  17567. * @param {boolean} value
  17568. */
  17569. set needsUpdate( value ) {
  17570. this.data.needsUpdate = value;
  17571. }
  17572. /**
  17573. * Applies the given 4x4 matrix to the given attribute. Only works with
  17574. * item size `3`.
  17575. *
  17576. * @param {Matrix4} m - The matrix to apply.
  17577. * @return {InterleavedBufferAttribute} A reference to this instance.
  17578. */
  17579. applyMatrix4( m ) {
  17580. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17581. _vector$7.fromBufferAttribute( this, i );
  17582. _vector$7.applyMatrix4( m );
  17583. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17584. }
  17585. return this;
  17586. }
  17587. /**
  17588. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17589. * item size `3`.
  17590. *
  17591. * @param {Matrix3} m - The normal matrix to apply.
  17592. * @return {InterleavedBufferAttribute} A reference to this instance.
  17593. */
  17594. applyNormalMatrix( m ) {
  17595. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17596. _vector$7.fromBufferAttribute( this, i );
  17597. _vector$7.applyNormalMatrix( m );
  17598. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17599. }
  17600. return this;
  17601. }
  17602. /**
  17603. * Applies the given 4x4 matrix to the given attribute. Only works with
  17604. * item size `3` and with direction vectors.
  17605. *
  17606. * @param {Matrix4} m - The matrix to apply.
  17607. * @return {InterleavedBufferAttribute} A reference to this instance.
  17608. */
  17609. transformDirection( m ) {
  17610. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17611. _vector$7.fromBufferAttribute( this, i );
  17612. _vector$7.transformDirection( m );
  17613. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17614. }
  17615. return this;
  17616. }
  17617. /**
  17618. * Returns the given component of the vector at the given index.
  17619. *
  17620. * @param {number} index - The index into the buffer attribute.
  17621. * @param {number} component - The component index.
  17622. * @return {number} The returned value.
  17623. */
  17624. getComponent( index, component ) {
  17625. let value = this.array[ index * this.data.stride + this.offset + component ];
  17626. if ( this.normalized ) value = denormalize( value, this.array );
  17627. return value;
  17628. }
  17629. /**
  17630. * Sets the given value to the given component of the vector at the given index.
  17631. *
  17632. * @param {number} index - The index into the buffer attribute.
  17633. * @param {number} component - The component index.
  17634. * @param {number} value - The value to set.
  17635. * @return {InterleavedBufferAttribute} A reference to this instance.
  17636. */
  17637. setComponent( index, component, value ) {
  17638. if ( this.normalized ) value = normalize( value, this.array );
  17639. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17640. return this;
  17641. }
  17642. /**
  17643. * Sets the x component of the vector at the given index.
  17644. *
  17645. * @param {number} index - The index into the buffer attribute.
  17646. * @param {number} x - The value to set.
  17647. * @return {InterleavedBufferAttribute} A reference to this instance.
  17648. */
  17649. setX( index, x ) {
  17650. if ( this.normalized ) x = normalize( x, this.array );
  17651. this.data.array[ index * this.data.stride + this.offset ] = x;
  17652. return this;
  17653. }
  17654. /**
  17655. * Sets the y component of the vector at the given index.
  17656. *
  17657. * @param {number} index - The index into the buffer attribute.
  17658. * @param {number} y - The value to set.
  17659. * @return {InterleavedBufferAttribute} A reference to this instance.
  17660. */
  17661. setY( index, y ) {
  17662. if ( this.normalized ) y = normalize( y, this.array );
  17663. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17664. return this;
  17665. }
  17666. /**
  17667. * Sets the z component of the vector at the given index.
  17668. *
  17669. * @param {number} index - The index into the buffer attribute.
  17670. * @param {number} z - The value to set.
  17671. * @return {InterleavedBufferAttribute} A reference to this instance.
  17672. */
  17673. setZ( index, z ) {
  17674. if ( this.normalized ) z = normalize( z, this.array );
  17675. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17676. return this;
  17677. }
  17678. /**
  17679. * Sets the w component of the vector at the given index.
  17680. *
  17681. * @param {number} index - The index into the buffer attribute.
  17682. * @param {number} w - The value to set.
  17683. * @return {InterleavedBufferAttribute} A reference to this instance.
  17684. */
  17685. setW( index, w ) {
  17686. if ( this.normalized ) w = normalize( w, this.array );
  17687. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17688. return this;
  17689. }
  17690. /**
  17691. * Returns the x component of the vector at the given index.
  17692. *
  17693. * @param {number} index - The index into the buffer attribute.
  17694. * @return {number} The x component.
  17695. */
  17696. getX( index ) {
  17697. let x = this.data.array[ index * this.data.stride + this.offset ];
  17698. if ( this.normalized ) x = denormalize( x, this.array );
  17699. return x;
  17700. }
  17701. /**
  17702. * Returns the y component of the vector at the given index.
  17703. *
  17704. * @param {number} index - The index into the buffer attribute.
  17705. * @return {number} The y component.
  17706. */
  17707. getY( index ) {
  17708. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17709. if ( this.normalized ) y = denormalize( y, this.array );
  17710. return y;
  17711. }
  17712. /**
  17713. * Returns the z component of the vector at the given index.
  17714. *
  17715. * @param {number} index - The index into the buffer attribute.
  17716. * @return {number} The z component.
  17717. */
  17718. getZ( index ) {
  17719. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17720. if ( this.normalized ) z = denormalize( z, this.array );
  17721. return z;
  17722. }
  17723. /**
  17724. * Returns the w component of the vector at the given index.
  17725. *
  17726. * @param {number} index - The index into the buffer attribute.
  17727. * @return {number} The w component.
  17728. */
  17729. getW( index ) {
  17730. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17731. if ( this.normalized ) w = denormalize( w, this.array );
  17732. return w;
  17733. }
  17734. /**
  17735. * Sets the x and y component of the vector at the given index.
  17736. *
  17737. * @param {number} index - The index into the buffer attribute.
  17738. * @param {number} x - The value for the x component to set.
  17739. * @param {number} y - The value for the y component to set.
  17740. * @return {InterleavedBufferAttribute} A reference to this instance.
  17741. */
  17742. setXY( index, x, y ) {
  17743. index = index * this.data.stride + this.offset;
  17744. if ( this.normalized ) {
  17745. x = normalize( x, this.array );
  17746. y = normalize( y, this.array );
  17747. }
  17748. this.data.array[ index + 0 ] = x;
  17749. this.data.array[ index + 1 ] = y;
  17750. return this;
  17751. }
  17752. /**
  17753. * Sets the x, y and z component of the vector at the given index.
  17754. *
  17755. * @param {number} index - The index into the buffer attribute.
  17756. * @param {number} x - The value for the x component to set.
  17757. * @param {number} y - The value for the y component to set.
  17758. * @param {number} z - The value for the z component to set.
  17759. * @return {InterleavedBufferAttribute} A reference to this instance.
  17760. */
  17761. setXYZ( index, x, y, z ) {
  17762. index = index * this.data.stride + this.offset;
  17763. if ( this.normalized ) {
  17764. x = normalize( x, this.array );
  17765. y = normalize( y, this.array );
  17766. z = normalize( z, this.array );
  17767. }
  17768. this.data.array[ index + 0 ] = x;
  17769. this.data.array[ index + 1 ] = y;
  17770. this.data.array[ index + 2 ] = z;
  17771. return this;
  17772. }
  17773. /**
  17774. * Sets the x, y, z and w component of the vector at the given index.
  17775. *
  17776. * @param {number} index - The index into the buffer attribute.
  17777. * @param {number} x - The value for the x component to set.
  17778. * @param {number} y - The value for the y component to set.
  17779. * @param {number} z - The value for the z component to set.
  17780. * @param {number} w - The value for the w component to set.
  17781. * @return {InterleavedBufferAttribute} A reference to this instance.
  17782. */
  17783. setXYZW( index, x, y, z, w ) {
  17784. index = index * this.data.stride + this.offset;
  17785. if ( this.normalized ) {
  17786. x = normalize( x, this.array );
  17787. y = normalize( y, this.array );
  17788. z = normalize( z, this.array );
  17789. w = normalize( w, this.array );
  17790. }
  17791. this.data.array[ index + 0 ] = x;
  17792. this.data.array[ index + 1 ] = y;
  17793. this.data.array[ index + 2 ] = z;
  17794. this.data.array[ index + 3 ] = w;
  17795. return this;
  17796. }
  17797. /**
  17798. * Returns a new buffer attribute with copied values from this instance.
  17799. *
  17800. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17801. *
  17802. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17803. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17804. */
  17805. clone( data ) {
  17806. if ( data === undefined ) {
  17807. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17808. const array = [];
  17809. for ( let i = 0; i < this.count; i ++ ) {
  17810. const index = i * this.data.stride + this.offset;
  17811. for ( let j = 0; j < this.itemSize; j ++ ) {
  17812. array.push( this.data.array[ index + j ] );
  17813. }
  17814. }
  17815. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17816. } else {
  17817. if ( data.interleavedBuffers === undefined ) {
  17818. data.interleavedBuffers = {};
  17819. }
  17820. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17821. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17822. }
  17823. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17824. }
  17825. }
  17826. /**
  17827. * Serializes the buffer attribute into JSON.
  17828. *
  17829. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17830. *
  17831. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17832. * @return {Object} A JSON object representing the serialized buffer attribute.
  17833. */
  17834. toJSON( data ) {
  17835. if ( data === undefined ) {
  17836. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17837. const array = [];
  17838. for ( let i = 0; i < this.count; i ++ ) {
  17839. const index = i * this.data.stride + this.offset;
  17840. for ( let j = 0; j < this.itemSize; j ++ ) {
  17841. array.push( this.data.array[ index + j ] );
  17842. }
  17843. }
  17844. // de-interleave data and save it as an ordinary buffer attribute for now
  17845. return {
  17846. itemSize: this.itemSize,
  17847. type: this.array.constructor.name,
  17848. array: array,
  17849. normalized: this.normalized
  17850. };
  17851. } else {
  17852. // save as true interleaved attribute
  17853. if ( data.interleavedBuffers === undefined ) {
  17854. data.interleavedBuffers = {};
  17855. }
  17856. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17857. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17858. }
  17859. return {
  17860. isInterleavedBufferAttribute: true,
  17861. itemSize: this.itemSize,
  17862. data: this.data.uuid,
  17863. offset: this.offset,
  17864. normalized: this.normalized
  17865. };
  17866. }
  17867. }
  17868. }
  17869. /**
  17870. * A material for rendering instances of {@link Sprite}.
  17871. *
  17872. * ```js
  17873. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17874. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17875. *
  17876. * const sprite = new THREE.Sprite( material );
  17877. * sprite.scale.set(200, 200, 1)
  17878. * scene.add( sprite );
  17879. * ```
  17880. *
  17881. * @augments Material
  17882. */
  17883. class SpriteMaterial extends Material {
  17884. /**
  17885. * Constructs a new sprite material.
  17886. *
  17887. * @param {Object} [parameters] - An object with one or more properties
  17888. * defining the material's appearance. Any property of the material
  17889. * (including any property from inherited materials) can be passed
  17890. * in here. Color values can be passed any type of value accepted
  17891. * by {@link Color#set}.
  17892. */
  17893. constructor( parameters ) {
  17894. super();
  17895. /**
  17896. * This flag can be used for type testing.
  17897. *
  17898. * @type {boolean}
  17899. * @readonly
  17900. * @default true
  17901. */
  17902. this.isSpriteMaterial = true;
  17903. this.type = 'SpriteMaterial';
  17904. /**
  17905. * Color of the material.
  17906. *
  17907. * @type {Color}
  17908. * @default (1,1,1)
  17909. */
  17910. this.color = new Color( 0xffffff );
  17911. /**
  17912. * The color map. May optionally include an alpha channel, typically combined
  17913. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17914. * color is modulated by the diffuse `color`.
  17915. *
  17916. * @type {?Texture}
  17917. * @default null
  17918. */
  17919. this.map = null;
  17920. /**
  17921. * The alpha map is a grayscale texture that controls the opacity across the
  17922. * surface (black: fully transparent; white: fully opaque).
  17923. *
  17924. * Only the color of the texture is used, ignoring the alpha channel if one
  17925. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17926. * when sampling this texture due to the extra bit of precision provided for
  17927. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17928. * luminance/alpha textures will also still work as expected.
  17929. *
  17930. * @type {?Texture}
  17931. * @default null
  17932. */
  17933. this.alphaMap = null;
  17934. /**
  17935. * The rotation of the sprite in radians.
  17936. *
  17937. * @type {number}
  17938. * @default 0
  17939. */
  17940. this.rotation = 0;
  17941. /**
  17942. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17943. *
  17944. * @type {boolean}
  17945. * @default true
  17946. */
  17947. this.sizeAttenuation = true;
  17948. /**
  17949. * Overwritten since sprite materials are transparent
  17950. * by default.
  17951. *
  17952. * @type {boolean}
  17953. * @default true
  17954. */
  17955. this.transparent = true;
  17956. /**
  17957. * Whether the material is affected by fog or not.
  17958. *
  17959. * @type {boolean}
  17960. * @default true
  17961. */
  17962. this.fog = true;
  17963. this.setValues( parameters );
  17964. }
  17965. copy( source ) {
  17966. super.copy( source );
  17967. this.color.copy( source.color );
  17968. this.map = source.map;
  17969. this.alphaMap = source.alphaMap;
  17970. this.rotation = source.rotation;
  17971. this.sizeAttenuation = source.sizeAttenuation;
  17972. this.fog = source.fog;
  17973. return this;
  17974. }
  17975. }
  17976. let _geometry;
  17977. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17978. const _worldScale = /*@__PURE__*/ new Vector3();
  17979. const _mvPosition = /*@__PURE__*/ new Vector3();
  17980. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17981. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17982. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17983. const _vA = /*@__PURE__*/ new Vector3();
  17984. const _vB = /*@__PURE__*/ new Vector3();
  17985. const _vC = /*@__PURE__*/ new Vector3();
  17986. const _uvA = /*@__PURE__*/ new Vector2();
  17987. const _uvB = /*@__PURE__*/ new Vector2();
  17988. const _uvC = /*@__PURE__*/ new Vector2();
  17989. /**
  17990. * A sprite is a plane that always faces towards the camera, generally with a
  17991. * partially transparent texture applied.
  17992. *
  17993. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17994. * have no effect.
  17995. *
  17996. * ```js
  17997. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17998. * const material = new THREE.SpriteMaterial( { map: map } );
  17999. *
  18000. * const sprite = new THREE.Sprite( material );
  18001. * scene.add( sprite );
  18002. * ```
  18003. *
  18004. * @augments Object3D
  18005. */
  18006. class Sprite extends Object3D {
  18007. /**
  18008. * Constructs a new sprite.
  18009. *
  18010. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18011. */
  18012. constructor( material = new SpriteMaterial() ) {
  18013. super();
  18014. /**
  18015. * This flag can be used for type testing.
  18016. *
  18017. * @type {boolean}
  18018. * @readonly
  18019. * @default true
  18020. */
  18021. this.isSprite = true;
  18022. this.type = 'Sprite';
  18023. if ( _geometry === undefined ) {
  18024. _geometry = new BufferGeometry();
  18025. const float32Array = new Float32Array( [
  18026. -0.5, -0.5, 0, 0, 0,
  18027. 0.5, -0.5, 0, 1, 0,
  18028. 0.5, 0.5, 0, 1, 1,
  18029. -0.5, 0.5, 0, 0, 1
  18030. ] );
  18031. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18032. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18033. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18034. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18035. }
  18036. /**
  18037. * The sprite geometry.
  18038. *
  18039. * @type {BufferGeometry}
  18040. */
  18041. this.geometry = _geometry;
  18042. /**
  18043. * The sprite material.
  18044. *
  18045. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18046. */
  18047. this.material = material;
  18048. /**
  18049. * The sprite's anchor point, and the point around which the sprite rotates.
  18050. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18051. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18052. *
  18053. * @type {Vector2}
  18054. * @default (0.5,0.5)
  18055. */
  18056. this.center = new Vector2( 0.5, 0.5 );
  18057. /**
  18058. * The number of instances of this sprite.
  18059. * Can only be used with {@link WebGPURenderer}.
  18060. *
  18061. * @type {number}
  18062. * @default 1
  18063. */
  18064. this.count = 1;
  18065. }
  18066. /**
  18067. * Computes intersection points between a casted ray and this sprite.
  18068. *
  18069. * @param {Raycaster} raycaster - The raycaster.
  18070. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18071. */
  18072. raycast( raycaster, intersects ) {
  18073. if ( raycaster.camera === null ) {
  18074. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18075. }
  18076. _worldScale.setFromMatrixScale( this.matrixWorld );
  18077. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18078. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18079. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18080. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18081. _worldScale.multiplyScalar( - _mvPosition.z );
  18082. }
  18083. const rotation = this.material.rotation;
  18084. let sin, cos;
  18085. if ( rotation !== 0 ) {
  18086. cos = Math.cos( rotation );
  18087. sin = Math.sin( rotation );
  18088. }
  18089. const center = this.center;
  18090. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18091. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18092. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18093. _uvA.set( 0, 0 );
  18094. _uvB.set( 1, 0 );
  18095. _uvC.set( 1, 1 );
  18096. // check first triangle
  18097. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18098. if ( intersect === null ) {
  18099. // check second triangle
  18100. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18101. _uvB.set( 0, 1 );
  18102. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18103. if ( intersect === null ) {
  18104. return;
  18105. }
  18106. }
  18107. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18108. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18109. intersects.push( {
  18110. distance: distance,
  18111. point: _intersectPoint.clone(),
  18112. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18113. face: null,
  18114. object: this
  18115. } );
  18116. }
  18117. copy( source, recursive ) {
  18118. super.copy( source, recursive );
  18119. if ( source.center !== undefined ) this.center.copy( source.center );
  18120. this.material = source.material;
  18121. return this;
  18122. }
  18123. }
  18124. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18125. // compute position in camera space
  18126. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18127. // to check if rotation is not zero
  18128. if ( sin !== undefined ) {
  18129. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18130. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18131. } else {
  18132. _rotatedPosition.copy( _alignedPosition );
  18133. }
  18134. vertexPosition.copy( mvPosition );
  18135. vertexPosition.x += _rotatedPosition.x;
  18136. vertexPosition.y += _rotatedPosition.y;
  18137. // transform to world space
  18138. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18139. }
  18140. const _v1$2 = /*@__PURE__*/ new Vector3();
  18141. const _v2$1 = /*@__PURE__*/ new Vector3();
  18142. /**
  18143. * A component for providing a basic Level of Detail (LOD) mechanism.
  18144. *
  18145. * Every LOD level is associated with an object, and rendering can be switched
  18146. * between them at the distances specified. Typically you would create, say,
  18147. * three meshes, one for far away (low detail), one for mid range (medium
  18148. * detail) and one for close up (high detail).
  18149. *
  18150. * ```js
  18151. * const lod = new THREE.LOD();
  18152. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18153. *
  18154. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18155. * for( let i = 0; i < 3; i++ ) {
  18156. *
  18157. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18158. * const mesh = new THREE.Mesh( geometry, material );
  18159. * lod.addLevel( mesh, i * 75 );
  18160. *
  18161. * }
  18162. *
  18163. * scene.add( lod );
  18164. * ```
  18165. *
  18166. * @augments Object3D
  18167. */
  18168. class LOD extends Object3D {
  18169. /**
  18170. * Constructs a new LOD.
  18171. */
  18172. constructor() {
  18173. super();
  18174. /**
  18175. * This flag can be used for type testing.
  18176. *
  18177. * @type {boolean}
  18178. * @readonly
  18179. * @default true
  18180. */
  18181. this.isLOD = true;
  18182. /**
  18183. * The current LOD index.
  18184. *
  18185. * @private
  18186. * @type {number}
  18187. * @default 0
  18188. */
  18189. this._currentLevel = 0;
  18190. this.type = 'LOD';
  18191. Object.defineProperties( this, {
  18192. /**
  18193. * This array holds the LOD levels.
  18194. *
  18195. * @name LOD#levels
  18196. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18197. */
  18198. levels: {
  18199. enumerable: true,
  18200. value: []
  18201. }
  18202. } );
  18203. /**
  18204. * Whether the LOD object is updated automatically by the renderer per frame
  18205. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18206. * render loop by yourself.
  18207. *
  18208. * @type {boolean}
  18209. * @default true
  18210. */
  18211. this.autoUpdate = true;
  18212. }
  18213. copy( source ) {
  18214. super.copy( source, false );
  18215. const levels = source.levels;
  18216. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18217. const level = levels[ i ];
  18218. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18219. }
  18220. this.autoUpdate = source.autoUpdate;
  18221. return this;
  18222. }
  18223. /**
  18224. * Adds a mesh that will display at a certain distance and greater. Typically
  18225. * the further away the distance, the lower the detail on the mesh.
  18226. *
  18227. * @param {Object3D} object - The 3D object to display at this level.
  18228. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18229. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18230. * @return {LOD} A reference to this instance.
  18231. */
  18232. addLevel( object, distance = 0, hysteresis = 0 ) {
  18233. distance = Math.abs( distance );
  18234. const levels = this.levels;
  18235. let l;
  18236. for ( l = 0; l < levels.length; l ++ ) {
  18237. if ( distance < levels[ l ].distance ) {
  18238. break;
  18239. }
  18240. }
  18241. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18242. this.add( object );
  18243. return this;
  18244. }
  18245. /**
  18246. * Removes an existing level, based on the distance from the camera.
  18247. * Returns `true` when the level has been removed. Otherwise `false`.
  18248. *
  18249. * @param {number} distance - Distance of the level to remove.
  18250. * @return {boolean} Whether the level has been removed or not.
  18251. */
  18252. removeLevel( distance ) {
  18253. const levels = this.levels;
  18254. for ( let i = 0; i < levels.length; i ++ ) {
  18255. if ( levels[ i ].distance === distance ) {
  18256. const removedElements = levels.splice( i, 1 );
  18257. this.remove( removedElements[ 0 ].object );
  18258. return true;
  18259. }
  18260. }
  18261. return false;
  18262. }
  18263. /**
  18264. * Returns the currently active LOD level index.
  18265. *
  18266. * @return {number} The current active LOD level index.
  18267. */
  18268. getCurrentLevel() {
  18269. return this._currentLevel;
  18270. }
  18271. /**
  18272. * Returns a reference to the first 3D object that is greater than
  18273. * the given distance.
  18274. *
  18275. * @param {number} distance - The LOD distance.
  18276. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18277. */
  18278. getObjectForDistance( distance ) {
  18279. const levels = this.levels;
  18280. if ( levels.length > 0 ) {
  18281. let i, l;
  18282. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18283. let levelDistance = levels[ i ].distance;
  18284. if ( levels[ i ].object.visible ) {
  18285. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18286. }
  18287. if ( distance < levelDistance ) {
  18288. break;
  18289. }
  18290. }
  18291. return levels[ i - 1 ].object;
  18292. }
  18293. return null;
  18294. }
  18295. /**
  18296. * Computes intersection points between a casted ray and this LOD.
  18297. *
  18298. * @param {Raycaster} raycaster - The raycaster.
  18299. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18300. */
  18301. raycast( raycaster, intersects ) {
  18302. const levels = this.levels;
  18303. if ( levels.length > 0 ) {
  18304. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18305. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18306. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18307. }
  18308. }
  18309. /**
  18310. * Updates the LOD by computing which LOD level should be visible according
  18311. * to the current distance of the given camera.
  18312. *
  18313. * @param {Camera} camera - The camera the scene is rendered with.
  18314. */
  18315. update( camera ) {
  18316. const levels = this.levels;
  18317. if ( levels.length > 1 ) {
  18318. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18319. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18320. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18321. levels[ 0 ].object.visible = true;
  18322. let i, l;
  18323. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18324. let levelDistance = levels[ i ].distance;
  18325. if ( levels[ i ].object.visible ) {
  18326. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18327. }
  18328. if ( distance >= levelDistance ) {
  18329. levels[ i - 1 ].object.visible = false;
  18330. levels[ i ].object.visible = true;
  18331. } else {
  18332. break;
  18333. }
  18334. }
  18335. this._currentLevel = i - 1;
  18336. for ( ; i < l; i ++ ) {
  18337. levels[ i ].object.visible = false;
  18338. }
  18339. }
  18340. }
  18341. toJSON( meta ) {
  18342. const data = super.toJSON( meta );
  18343. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18344. data.object.levels = [];
  18345. const levels = this.levels;
  18346. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18347. const level = levels[ i ];
  18348. data.object.levels.push( {
  18349. object: level.object.uuid,
  18350. distance: level.distance,
  18351. hysteresis: level.hysteresis
  18352. } );
  18353. }
  18354. return data;
  18355. }
  18356. }
  18357. const _basePosition = /*@__PURE__*/ new Vector3();
  18358. const _skinIndex = /*@__PURE__*/ new Vector4();
  18359. const _skinWeight = /*@__PURE__*/ new Vector4();
  18360. const _vector3 = /*@__PURE__*/ new Vector3();
  18361. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18362. const _vertex = /*@__PURE__*/ new Vector3();
  18363. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18364. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18365. const _ray$2 = /*@__PURE__*/ new Ray();
  18366. /**
  18367. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18368. * vertices of the geometry with skinning/skeleton animation.
  18369. *
  18370. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18371. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18372. * vertex to a certain extend.
  18373. *
  18374. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18375. * or {@link FBXLoader } import respective models.
  18376. *
  18377. * @augments Mesh
  18378. * @demo scenes/bones-browser.html
  18379. */
  18380. class SkinnedMesh extends Mesh {
  18381. /**
  18382. * Constructs a new skinned mesh.
  18383. *
  18384. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18385. * @param {Material|Array<Material>} [material] - The mesh material.
  18386. */
  18387. constructor( geometry, material ) {
  18388. super( geometry, material );
  18389. /**
  18390. * This flag can be used for type testing.
  18391. *
  18392. * @type {boolean}
  18393. * @readonly
  18394. * @default true
  18395. */
  18396. this.isSkinnedMesh = true;
  18397. this.type = 'SkinnedMesh';
  18398. /**
  18399. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18400. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18401. * across multiple skinned meshes.
  18402. *
  18403. * @type {(AttachedBindMode|DetachedBindMode)}
  18404. * @default AttachedBindMode
  18405. */
  18406. this.bindMode = AttachedBindMode;
  18407. /**
  18408. * The base matrix that is used for the bound bone transforms.
  18409. *
  18410. * @type {Matrix4}
  18411. */
  18412. this.bindMatrix = new Matrix4();
  18413. /**
  18414. * The base matrix that is used for resetting the bound bone transforms.
  18415. *
  18416. * @type {Matrix4}
  18417. */
  18418. this.bindMatrixInverse = new Matrix4();
  18419. /**
  18420. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18421. *
  18422. * @type {?Box3}
  18423. * @default null
  18424. */
  18425. this.boundingBox = null;
  18426. /**
  18427. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18428. *
  18429. * @type {?Sphere}
  18430. * @default null
  18431. */
  18432. this.boundingSphere = null;
  18433. }
  18434. /**
  18435. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18436. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18437. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18438. * the current animation state.
  18439. */
  18440. computeBoundingBox() {
  18441. const geometry = this.geometry;
  18442. if ( this.boundingBox === null ) {
  18443. this.boundingBox = new Box3();
  18444. }
  18445. this.boundingBox.makeEmpty();
  18446. const positionAttribute = geometry.getAttribute( 'position' );
  18447. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18448. this.getVertexPosition( i, _vertex );
  18449. this.boundingBox.expandByPoint( _vertex );
  18450. }
  18451. }
  18452. /**
  18453. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18454. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18455. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18456. * per frame in order to reflect the current animation state.
  18457. */
  18458. computeBoundingSphere() {
  18459. const geometry = this.geometry;
  18460. if ( this.boundingSphere === null ) {
  18461. this.boundingSphere = new Sphere();
  18462. }
  18463. this.boundingSphere.makeEmpty();
  18464. const positionAttribute = geometry.getAttribute( 'position' );
  18465. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18466. this.getVertexPosition( i, _vertex );
  18467. this.boundingSphere.expandByPoint( _vertex );
  18468. }
  18469. }
  18470. copy( source, recursive ) {
  18471. super.copy( source, recursive );
  18472. this.bindMode = source.bindMode;
  18473. this.bindMatrix.copy( source.bindMatrix );
  18474. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18475. this.skeleton = source.skeleton;
  18476. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18477. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18478. return this;
  18479. }
  18480. raycast( raycaster, intersects ) {
  18481. const material = this.material;
  18482. const matrixWorld = this.matrixWorld;
  18483. if ( material === undefined ) return;
  18484. // test with bounding sphere in world space
  18485. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18486. _sphere$5.copy( this.boundingSphere );
  18487. _sphere$5.applyMatrix4( matrixWorld );
  18488. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18489. // convert ray to local space of skinned mesh
  18490. _inverseMatrix$2.copy( matrixWorld ).invert();
  18491. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18492. // test with bounding box in local space
  18493. if ( this.boundingBox !== null ) {
  18494. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18495. }
  18496. // test for intersections with geometry
  18497. this._computeIntersections( raycaster, intersects, _ray$2 );
  18498. }
  18499. getVertexPosition( index, target ) {
  18500. super.getVertexPosition( index, target );
  18501. this.applyBoneTransform( index, target );
  18502. return target;
  18503. }
  18504. /**
  18505. * Binds the given skeleton to the skinned mesh.
  18506. *
  18507. * @param {Skeleton} skeleton - The skeleton to bind.
  18508. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18509. * the skinned mesh's world matrix will be used instead.
  18510. */
  18511. bind( skeleton, bindMatrix ) {
  18512. this.skeleton = skeleton;
  18513. if ( bindMatrix === undefined ) {
  18514. this.updateMatrixWorld( true );
  18515. this.skeleton.calculateInverses();
  18516. bindMatrix = this.matrixWorld;
  18517. }
  18518. this.bindMatrix.copy( bindMatrix );
  18519. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18520. }
  18521. /**
  18522. * This method sets the skinned mesh in the rest pose).
  18523. */
  18524. pose() {
  18525. this.skeleton.pose();
  18526. }
  18527. /**
  18528. * Normalizes the skin weights which are defined as a buffer attribute
  18529. * in the skinned mesh's geometry.
  18530. */
  18531. normalizeSkinWeights() {
  18532. const vector = new Vector4();
  18533. const skinWeight = this.geometry.attributes.skinWeight;
  18534. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18535. vector.fromBufferAttribute( skinWeight, i );
  18536. const scale = 1.0 / vector.manhattanLength();
  18537. if ( scale !== Infinity ) {
  18538. vector.multiplyScalar( scale );
  18539. } else {
  18540. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18541. }
  18542. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18543. }
  18544. }
  18545. updateMatrixWorld( force ) {
  18546. super.updateMatrixWorld( force );
  18547. if ( this.bindMode === AttachedBindMode ) {
  18548. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18549. } else if ( this.bindMode === DetachedBindMode ) {
  18550. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18551. } else {
  18552. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18553. }
  18554. }
  18555. /**
  18556. * Applies the bone transform associated with the given index to the given
  18557. * vertex position. Returns the updated vector.
  18558. *
  18559. * @param {number} index - The vertex index.
  18560. * @param {Vector3} target - The target object that is used to store the method's result.
  18561. * the skinned mesh's world matrix will be used instead.
  18562. * @return {Vector3} The updated vertex position.
  18563. */
  18564. applyBoneTransform( index, target ) {
  18565. const skeleton = this.skeleton;
  18566. const geometry = this.geometry;
  18567. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18568. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18569. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18570. target.set( 0, 0, 0 );
  18571. for ( let i = 0; i < 4; i ++ ) {
  18572. const weight = _skinWeight.getComponent( i );
  18573. if ( weight !== 0 ) {
  18574. const boneIndex = _skinIndex.getComponent( i );
  18575. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18576. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18577. }
  18578. }
  18579. return target.applyMatrix4( this.bindMatrixInverse );
  18580. }
  18581. }
  18582. /**
  18583. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18584. * the {@link SkinnedMesh}.
  18585. *
  18586. * ```js
  18587. * const root = new THREE.Bone();
  18588. * const child = new THREE.Bone();
  18589. *
  18590. * root.add( child );
  18591. * child.position.y = 5;
  18592. * ```
  18593. *
  18594. * @augments Object3D
  18595. */
  18596. class Bone extends Object3D {
  18597. /**
  18598. * Constructs a new bone.
  18599. */
  18600. constructor() {
  18601. super();
  18602. /**
  18603. * This flag can be used for type testing.
  18604. *
  18605. * @type {boolean}
  18606. * @readonly
  18607. * @default true
  18608. */
  18609. this.isBone = true;
  18610. this.type = 'Bone';
  18611. }
  18612. }
  18613. /**
  18614. * Creates a texture directly from raw buffer data.
  18615. *
  18616. * The interpretation of the data depends on type and format: If the type is
  18617. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18618. * texel data. If the format is `RGBAFormat`, data needs four values for
  18619. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18620. *
  18621. * @augments Texture
  18622. */
  18623. class DataTexture extends Texture {
  18624. /**
  18625. * Constructs a new data texture.
  18626. *
  18627. * @param {?TypedArray} [data=null] - The buffer data.
  18628. * @param {number} [width=1] - The width of the texture.
  18629. * @param {number} [height=1] - The height of the texture.
  18630. * @param {number} [format=RGBAFormat] - The texture format.
  18631. * @param {number} [type=UnsignedByteType] - The texture type.
  18632. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18633. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18634. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18635. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18636. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18637. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18638. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18639. */
  18640. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18641. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18642. /**
  18643. * This flag can be used for type testing.
  18644. *
  18645. * @type {boolean}
  18646. * @readonly
  18647. * @default true
  18648. */
  18649. this.isDataTexture = true;
  18650. /**
  18651. * The image definition of a data texture.
  18652. *
  18653. * @type {{data:TypedArray,width:number,height:number}}
  18654. */
  18655. this.image = { data: data, width: width, height: height };
  18656. /**
  18657. * Whether to generate mipmaps (if possible) for a texture.
  18658. *
  18659. * Overwritten and set to `false` by default.
  18660. *
  18661. * @type {boolean}
  18662. * @default false
  18663. */
  18664. this.generateMipmaps = false;
  18665. /**
  18666. * If set to `true`, the texture is flipped along the vertical axis when
  18667. * uploaded to the GPU.
  18668. *
  18669. * Overwritten and set to `false` by default.
  18670. *
  18671. * @type {boolean}
  18672. * @default false
  18673. */
  18674. this.flipY = false;
  18675. /**
  18676. * Specifies the alignment requirements for the start of each pixel row in memory.
  18677. *
  18678. * Overwritten and set to `1` by default.
  18679. *
  18680. * @type {boolean}
  18681. * @default 1
  18682. */
  18683. this.unpackAlignment = 1;
  18684. }
  18685. }
  18686. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18687. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18688. /**
  18689. * Class for representing the armatures in `three.js`. The skeleton
  18690. * is defined by a hierarchy of bones.
  18691. *
  18692. * ```js
  18693. * const bones = [];
  18694. *
  18695. * const shoulder = new THREE.Bone();
  18696. * const elbow = new THREE.Bone();
  18697. * const hand = new THREE.Bone();
  18698. *
  18699. * shoulder.add( elbow );
  18700. * elbow.add( hand );
  18701. *
  18702. * bones.push( shoulder , elbow, hand);
  18703. *
  18704. * shoulder.position.y = -5;
  18705. * elbow.position.y = 0;
  18706. * hand.position.y = 5;
  18707. *
  18708. * const armSkeleton = new THREE.Skeleton( bones );
  18709. * ```
  18710. */
  18711. class Skeleton {
  18712. /**
  18713. * Constructs a new skeleton.
  18714. *
  18715. * @param {Array<Bone>} [bones] - An array of bones.
  18716. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18717. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18718. */
  18719. constructor( bones = [], boneInverses = [] ) {
  18720. this.uuid = generateUUID();
  18721. /**
  18722. * An array of bones defining the skeleton.
  18723. *
  18724. * @type {Array<Bone>}
  18725. */
  18726. this.bones = bones.slice( 0 );
  18727. /**
  18728. * An array of bone inverse matrices.
  18729. *
  18730. * @type {Array<Matrix4>}
  18731. */
  18732. this.boneInverses = boneInverses;
  18733. /**
  18734. * An array buffer holding the bone data.
  18735. * Input data for {@link Skeleton#boneTexture}.
  18736. *
  18737. * @type {?Float32Array}
  18738. * @default null
  18739. */
  18740. this.boneMatrices = null;
  18741. /**
  18742. * A texture holding the bone data for use
  18743. * in the vertex shader.
  18744. *
  18745. * @type {?DataTexture}
  18746. * @default null
  18747. */
  18748. this.boneTexture = null;
  18749. this.init();
  18750. }
  18751. /**
  18752. * Initializes the skeleton. This method gets automatically called by the constructor
  18753. * but depending on how the skeleton is created it might be necessary to call this method
  18754. * manually.
  18755. */
  18756. init() {
  18757. const bones = this.bones;
  18758. const boneInverses = this.boneInverses;
  18759. this.boneMatrices = new Float32Array( bones.length * 16 );
  18760. // calculate inverse bone matrices if necessary
  18761. if ( boneInverses.length === 0 ) {
  18762. this.calculateInverses();
  18763. } else {
  18764. // handle special case
  18765. if ( bones.length !== boneInverses.length ) {
  18766. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18767. this.boneInverses = [];
  18768. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18769. this.boneInverses.push( new Matrix4() );
  18770. }
  18771. }
  18772. }
  18773. }
  18774. /**
  18775. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18776. * and fills it with new matrices.
  18777. */
  18778. calculateInverses() {
  18779. this.boneInverses.length = 0;
  18780. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18781. const inverse = new Matrix4();
  18782. if ( this.bones[ i ] ) {
  18783. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18784. }
  18785. this.boneInverses.push( inverse );
  18786. }
  18787. }
  18788. /**
  18789. * Resets the skeleton to the base pose.
  18790. */
  18791. pose() {
  18792. // recover the bind-time world matrices
  18793. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18794. const bone = this.bones[ i ];
  18795. if ( bone ) {
  18796. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18797. }
  18798. }
  18799. // compute the local matrices, positions, rotations and scales
  18800. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18801. const bone = this.bones[ i ];
  18802. if ( bone ) {
  18803. if ( bone.parent && bone.parent.isBone ) {
  18804. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18805. bone.matrix.multiply( bone.matrixWorld );
  18806. } else {
  18807. bone.matrix.copy( bone.matrixWorld );
  18808. }
  18809. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18810. }
  18811. }
  18812. }
  18813. /**
  18814. * Resets the skeleton to the base pose.
  18815. */
  18816. update() {
  18817. const bones = this.bones;
  18818. const boneInverses = this.boneInverses;
  18819. const boneMatrices = this.boneMatrices;
  18820. const boneTexture = this.boneTexture;
  18821. // flatten bone matrices to array
  18822. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18823. // compute the offset between the current and the original transform
  18824. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18825. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18826. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18827. }
  18828. if ( boneTexture !== null ) {
  18829. boneTexture.needsUpdate = true;
  18830. }
  18831. }
  18832. /**
  18833. * Returns a new skeleton with copied values from this instance.
  18834. *
  18835. * @return {Skeleton} A clone of this instance.
  18836. */
  18837. clone() {
  18838. return new Skeleton( this.bones, this.boneInverses );
  18839. }
  18840. /**
  18841. * Computes a data texture for passing bone data to the vertex shader.
  18842. *
  18843. * @return {Skeleton} A reference of this instance.
  18844. */
  18845. computeBoneTexture() {
  18846. // layout (1 matrix = 4 pixels)
  18847. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18848. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18849. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18850. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18851. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18852. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18853. size = Math.ceil( size / 4 ) * 4;
  18854. size = Math.max( size, 4 );
  18855. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18856. boneMatrices.set( this.boneMatrices ); // copy current values
  18857. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18858. boneTexture.needsUpdate = true;
  18859. this.boneMatrices = boneMatrices;
  18860. this.boneTexture = boneTexture;
  18861. return this;
  18862. }
  18863. /**
  18864. * Searches through the skeleton's bone array and returns the first with a
  18865. * matching name.
  18866. *
  18867. * @param {string} name - The name of the bone.
  18868. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18869. */
  18870. getBoneByName( name ) {
  18871. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18872. const bone = this.bones[ i ];
  18873. if ( bone.name === name ) {
  18874. return bone;
  18875. }
  18876. }
  18877. return undefined;
  18878. }
  18879. /**
  18880. * Frees the GPU-related resources allocated by this instance. Call this
  18881. * method whenever this instance is no longer used in your app.
  18882. */
  18883. dispose( ) {
  18884. if ( this.boneTexture !== null ) {
  18885. this.boneTexture.dispose();
  18886. this.boneTexture = null;
  18887. }
  18888. }
  18889. /**
  18890. * Setups the skeleton by the given JSON and bones.
  18891. *
  18892. * @param {Object} json - The skeleton as serialized JSON.
  18893. * @param {Object<string, Bone>} bones - An array of bones.
  18894. * @return {Skeleton} A reference of this instance.
  18895. */
  18896. fromJSON( json, bones ) {
  18897. this.uuid = json.uuid;
  18898. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18899. const uuid = json.bones[ i ];
  18900. let bone = bones[ uuid ];
  18901. if ( bone === undefined ) {
  18902. warn( 'Skeleton: No bone found with UUID:', uuid );
  18903. bone = new Bone();
  18904. }
  18905. this.bones.push( bone );
  18906. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18907. }
  18908. this.init();
  18909. return this;
  18910. }
  18911. /**
  18912. * Serializes the skeleton into JSON.
  18913. *
  18914. * @return {Object} A JSON object representing the serialized skeleton.
  18915. * @see {@link ObjectLoader#parse}
  18916. */
  18917. toJSON() {
  18918. const data = {
  18919. metadata: {
  18920. version: 4.7,
  18921. type: 'Skeleton',
  18922. generator: 'Skeleton.toJSON'
  18923. },
  18924. bones: [],
  18925. boneInverses: []
  18926. };
  18927. data.uuid = this.uuid;
  18928. const bones = this.bones;
  18929. const boneInverses = this.boneInverses;
  18930. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18931. const bone = bones[ i ];
  18932. data.bones.push( bone.uuid );
  18933. const boneInverse = boneInverses[ i ];
  18934. data.boneInverses.push( boneInverse.toArray() );
  18935. }
  18936. return data;
  18937. }
  18938. }
  18939. /**
  18940. * An instanced version of a buffer attribute.
  18941. *
  18942. * @augments BufferAttribute
  18943. */
  18944. class InstancedBufferAttribute extends BufferAttribute {
  18945. /**
  18946. * Constructs a new instanced buffer attribute.
  18947. *
  18948. * @param {TypedArray} array - The array holding the attribute data.
  18949. * @param {number} itemSize - The item size.
  18950. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18951. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18952. */
  18953. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18954. super( array, itemSize, normalized );
  18955. /**
  18956. * This flag can be used for type testing.
  18957. *
  18958. * @type {boolean}
  18959. * @readonly
  18960. * @default true
  18961. */
  18962. this.isInstancedBufferAttribute = true;
  18963. /**
  18964. * Defines how often a value of this buffer attribute should be repeated. A
  18965. * value of one means that each value of the instanced attribute is used for
  18966. * a single instance. A value of two means that each value is used for two
  18967. * consecutive instances (and so on).
  18968. *
  18969. * @type {number}
  18970. * @default 1
  18971. */
  18972. this.meshPerAttribute = meshPerAttribute;
  18973. }
  18974. copy( source ) {
  18975. super.copy( source );
  18976. this.meshPerAttribute = source.meshPerAttribute;
  18977. return this;
  18978. }
  18979. toJSON() {
  18980. const data = super.toJSON();
  18981. data.meshPerAttribute = this.meshPerAttribute;
  18982. data.isInstancedBufferAttribute = true;
  18983. return data;
  18984. }
  18985. }
  18986. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18987. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18988. const _instanceIntersects = [];
  18989. const _box3 = /*@__PURE__*/ new Box3();
  18990. const _identity = /*@__PURE__*/ new Matrix4();
  18991. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18992. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18993. /**
  18994. * A special version of a mesh with instanced rendering support. Use
  18995. * this class if you have to render a large number of objects with the same
  18996. * geometry and material(s) but with different world transformations. The usage
  18997. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18998. * improve the overall rendering performance in your application.
  18999. *
  19000. * @augments Mesh
  19001. */
  19002. class InstancedMesh extends Mesh {
  19003. /**
  19004. * Constructs a new instanced mesh.
  19005. *
  19006. * @param {BufferGeometry} [geometry] - The mesh geometry.
  19007. * @param {Material|Array<Material>} [material] - The mesh material.
  19008. * @param {number} count - The number of instances.
  19009. */
  19010. constructor( geometry, material, count ) {
  19011. super( geometry, material );
  19012. /**
  19013. * This flag can be used for type testing.
  19014. *
  19015. * @type {boolean}
  19016. * @readonly
  19017. * @default true
  19018. */
  19019. this.isInstancedMesh = true;
  19020. /**
  19021. * Represents the local transformation of all instances. You have to set its
  19022. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19023. * via {@link InstancedMesh#setMatrixAt}.
  19024. *
  19025. * @type {InstancedBufferAttribute}
  19026. */
  19027. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19028. /**
  19029. * Represents the color of all instances. You have to set its
  19030. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19031. * via {@link InstancedMesh#setColorAt}.
  19032. *
  19033. * @type {?InstancedBufferAttribute}
  19034. * @default null
  19035. */
  19036. this.instanceColor = null;
  19037. /**
  19038. * Represents the morph target weights of all instances. You have to set its
  19039. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19040. * via {@link InstancedMesh#setMorphAt}.
  19041. *
  19042. * @type {?DataTexture}
  19043. * @default null
  19044. */
  19045. this.morphTexture = null;
  19046. /**
  19047. * The number of instances.
  19048. *
  19049. * @type {number}
  19050. */
  19051. this.count = count;
  19052. /**
  19053. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19054. *
  19055. * @type {?Box3}
  19056. * @default null
  19057. */
  19058. this.boundingBox = null;
  19059. /**
  19060. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19061. *
  19062. * @type {?Sphere}
  19063. * @default null
  19064. */
  19065. this.boundingSphere = null;
  19066. for ( let i = 0; i < count; i ++ ) {
  19067. this.setMatrixAt( i, _identity );
  19068. }
  19069. }
  19070. /**
  19071. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19072. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19073. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19074. */
  19075. computeBoundingBox() {
  19076. const geometry = this.geometry;
  19077. const count = this.count;
  19078. if ( this.boundingBox === null ) {
  19079. this.boundingBox = new Box3();
  19080. }
  19081. if ( geometry.boundingBox === null ) {
  19082. geometry.computeBoundingBox();
  19083. }
  19084. this.boundingBox.makeEmpty();
  19085. for ( let i = 0; i < count; i ++ ) {
  19086. this.getMatrixAt( i, _instanceLocalMatrix );
  19087. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19088. this.boundingBox.union( _box3 );
  19089. }
  19090. }
  19091. /**
  19092. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19093. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19094. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19095. */
  19096. computeBoundingSphere() {
  19097. const geometry = this.geometry;
  19098. const count = this.count;
  19099. if ( this.boundingSphere === null ) {
  19100. this.boundingSphere = new Sphere();
  19101. }
  19102. if ( geometry.boundingSphere === null ) {
  19103. geometry.computeBoundingSphere();
  19104. }
  19105. this.boundingSphere.makeEmpty();
  19106. for ( let i = 0; i < count; i ++ ) {
  19107. this.getMatrixAt( i, _instanceLocalMatrix );
  19108. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19109. this.boundingSphere.union( _sphere$4 );
  19110. }
  19111. }
  19112. copy( source, recursive ) {
  19113. super.copy( source, recursive );
  19114. this.instanceMatrix.copy( source.instanceMatrix );
  19115. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19116. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19117. this.count = source.count;
  19118. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19119. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19120. return this;
  19121. }
  19122. /**
  19123. * Gets the color of the defined instance.
  19124. *
  19125. * @param {number} index - The instance index.
  19126. * @param {Color} color - The target object that is used to store the method's result.
  19127. */
  19128. getColorAt( index, color ) {
  19129. color.fromArray( this.instanceColor.array, index * 3 );
  19130. }
  19131. /**
  19132. * Gets the local transformation matrix of the defined instance.
  19133. *
  19134. * @param {number} index - The instance index.
  19135. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19136. */
  19137. getMatrixAt( index, matrix ) {
  19138. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19139. }
  19140. /**
  19141. * Gets the morph target weights of the defined instance.
  19142. *
  19143. * @param {number} index - The instance index.
  19144. * @param {Mesh} object - The target object that is used to store the method's result.
  19145. */
  19146. getMorphAt( index, object ) {
  19147. const objectInfluences = object.morphTargetInfluences;
  19148. const array = this.morphTexture.source.data.data;
  19149. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19150. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19151. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19152. objectInfluences[ i ] = array[ dataIndex + i ];
  19153. }
  19154. }
  19155. raycast( raycaster, intersects ) {
  19156. const matrixWorld = this.matrixWorld;
  19157. const raycastTimes = this.count;
  19158. _mesh$1.geometry = this.geometry;
  19159. _mesh$1.material = this.material;
  19160. if ( _mesh$1.material === undefined ) return;
  19161. // test with bounding sphere first
  19162. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19163. _sphere$4.copy( this.boundingSphere );
  19164. _sphere$4.applyMatrix4( matrixWorld );
  19165. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19166. // now test each instance
  19167. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19168. // calculate the world matrix for each instance
  19169. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19170. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19171. // the mesh represents this single instance
  19172. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19173. _mesh$1.raycast( raycaster, _instanceIntersects );
  19174. // process the result of raycast
  19175. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19176. const intersect = _instanceIntersects[ i ];
  19177. intersect.instanceId = instanceId;
  19178. intersect.object = this;
  19179. intersects.push( intersect );
  19180. }
  19181. _instanceIntersects.length = 0;
  19182. }
  19183. }
  19184. /**
  19185. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19186. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19187. *
  19188. * @param {number} index - The instance index.
  19189. * @param {Color} color - The instance color.
  19190. */
  19191. setColorAt( index, color ) {
  19192. if ( this.instanceColor === null ) {
  19193. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19194. }
  19195. color.toArray( this.instanceColor.array, index * 3 );
  19196. }
  19197. /**
  19198. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19199. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19200. *
  19201. * @param {number} index - The instance index.
  19202. * @param {Matrix4} matrix - The local transformation.
  19203. */
  19204. setMatrixAt( index, matrix ) {
  19205. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19206. }
  19207. /**
  19208. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19209. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19210. *
  19211. * @param {number} index - The instance index.
  19212. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19213. * of a single instance.
  19214. */
  19215. setMorphAt( index, object ) {
  19216. const objectInfluences = object.morphTargetInfluences;
  19217. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19218. if ( this.morphTexture === null ) {
  19219. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19220. }
  19221. const array = this.morphTexture.source.data.data;
  19222. let morphInfluencesSum = 0;
  19223. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19224. morphInfluencesSum += objectInfluences[ i ];
  19225. }
  19226. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19227. const dataIndex = len * index;
  19228. array[ dataIndex ] = morphBaseInfluence;
  19229. array.set( objectInfluences, dataIndex + 1 );
  19230. }
  19231. updateMorphTargets() {
  19232. }
  19233. /**
  19234. * Frees the GPU-related resources allocated by this instance. Call this
  19235. * method whenever this instance is no longer used in your app.
  19236. */
  19237. dispose() {
  19238. this.dispatchEvent( { type: 'dispose' } );
  19239. if ( this.morphTexture !== null ) {
  19240. this.morphTexture.dispose();
  19241. this.morphTexture = null;
  19242. }
  19243. }
  19244. }
  19245. const _vector1 = /*@__PURE__*/ new Vector3();
  19246. const _vector2 = /*@__PURE__*/ new Vector3();
  19247. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19248. /**
  19249. * A two dimensional surface that extends infinitely in 3D space, represented
  19250. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  19251. * by a unit length normal vector and a constant.
  19252. */
  19253. class Plane {
  19254. /**
  19255. * Constructs a new plane.
  19256. *
  19257. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19258. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19259. */
  19260. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19261. /**
  19262. * This flag can be used for type testing.
  19263. *
  19264. * @type {boolean}
  19265. * @readonly
  19266. * @default true
  19267. */
  19268. this.isPlane = true;
  19269. /**
  19270. * A unit length vector defining the normal of the plane.
  19271. *
  19272. * @type {Vector3}
  19273. */
  19274. this.normal = normal;
  19275. /**
  19276. * The signed distance from the origin to the plane.
  19277. *
  19278. * @type {number}
  19279. * @default 0
  19280. */
  19281. this.constant = constant;
  19282. }
  19283. /**
  19284. * Sets the plane components by copying the given values.
  19285. *
  19286. * @param {Vector3} normal - The normal.
  19287. * @param {number} constant - The constant.
  19288. * @return {Plane} A reference to this plane.
  19289. */
  19290. set( normal, constant ) {
  19291. this.normal.copy( normal );
  19292. this.constant = constant;
  19293. return this;
  19294. }
  19295. /**
  19296. * Sets the plane components by defining `x`, `y`, `z` as the
  19297. * plane normal and `w` as the constant.
  19298. *
  19299. * @param {number} x - The value for the normal's x component.
  19300. * @param {number} y - The value for the normal's y component.
  19301. * @param {number} z - The value for the normal's z component.
  19302. * @param {number} w - The constant value.
  19303. * @return {Plane} A reference to this plane.
  19304. */
  19305. setComponents( x, y, z, w ) {
  19306. this.normal.set( x, y, z );
  19307. this.constant = w;
  19308. return this;
  19309. }
  19310. /**
  19311. * Sets the plane from the given normal and coplanar point (that is a point
  19312. * that lies onto the plane).
  19313. *
  19314. * @param {Vector3} normal - The normal.
  19315. * @param {Vector3} point - A coplanar point.
  19316. * @return {Plane} A reference to this plane.
  19317. */
  19318. setFromNormalAndCoplanarPoint( normal, point ) {
  19319. this.normal.copy( normal );
  19320. this.constant = - point.dot( this.normal );
  19321. return this;
  19322. }
  19323. /**
  19324. * Sets the plane from three coplanar points. The winding order is
  19325. * assumed to be counter-clockwise, and determines the direction of
  19326. * the plane normal.
  19327. *
  19328. * @param {Vector3} a - The first coplanar point.
  19329. * @param {Vector3} b - The second coplanar point.
  19330. * @param {Vector3} c - The third coplanar point.
  19331. * @return {Plane} A reference to this plane.
  19332. */
  19333. setFromCoplanarPoints( a, b, c ) {
  19334. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19335. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19336. this.setFromNormalAndCoplanarPoint( normal, a );
  19337. return this;
  19338. }
  19339. /**
  19340. * Copies the values of the given plane to this instance.
  19341. *
  19342. * @param {Plane} plane - The plane to copy.
  19343. * @return {Plane} A reference to this plane.
  19344. */
  19345. copy( plane ) {
  19346. this.normal.copy( plane.normal );
  19347. this.constant = plane.constant;
  19348. return this;
  19349. }
  19350. /**
  19351. * Normalizes the plane normal and adjusts the constant accordingly.
  19352. *
  19353. * @return {Plane} A reference to this plane.
  19354. */
  19355. normalize() {
  19356. // Note: will lead to a divide by zero if the plane is invalid.
  19357. const inverseNormalLength = 1.0 / this.normal.length();
  19358. this.normal.multiplyScalar( inverseNormalLength );
  19359. this.constant *= inverseNormalLength;
  19360. return this;
  19361. }
  19362. /**
  19363. * Negates both the plane normal and the constant.
  19364. *
  19365. * @return {Plane} A reference to this plane.
  19366. */
  19367. negate() {
  19368. this.constant *= -1;
  19369. this.normal.negate();
  19370. return this;
  19371. }
  19372. /**
  19373. * Returns the signed distance from the given point to this plane.
  19374. *
  19375. * @param {Vector3} point - The point to compute the distance for.
  19376. * @return {number} The signed distance.
  19377. */
  19378. distanceToPoint( point ) {
  19379. return this.normal.dot( point ) + this.constant;
  19380. }
  19381. /**
  19382. * Returns the signed distance from the given sphere to this plane.
  19383. *
  19384. * @param {Sphere} sphere - The sphere to compute the distance for.
  19385. * @return {number} The signed distance.
  19386. */
  19387. distanceToSphere( sphere ) {
  19388. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19389. }
  19390. /**
  19391. * Projects a the given point onto the plane.
  19392. *
  19393. * @param {Vector3} point - The point to project.
  19394. * @param {Vector3} target - The target vector that is used to store the method's result.
  19395. * @return {Vector3} The projected point on the plane.
  19396. */
  19397. projectPoint( point, target ) {
  19398. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19399. }
  19400. /**
  19401. * Returns the intersection point of the passed line and the plane. Returns
  19402. * `null` if the line does not intersect. Returns the line's starting point if
  19403. * the line is coplanar with the plane.
  19404. *
  19405. * @param {Line3} line - The line to compute the intersection for.
  19406. * @param {Vector3} target - The target vector that is used to store the method's result.
  19407. * @return {?Vector3} The intersection point.
  19408. */
  19409. intersectLine( line, target ) {
  19410. const direction = line.delta( _vector1 );
  19411. const denominator = this.normal.dot( direction );
  19412. if ( denominator === 0 ) {
  19413. // line is coplanar, return origin
  19414. if ( this.distanceToPoint( line.start ) === 0 ) {
  19415. return target.copy( line.start );
  19416. }
  19417. // Unsure if this is the correct method to handle this case.
  19418. return null;
  19419. }
  19420. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19421. if ( t < 0 || t > 1 ) {
  19422. return null;
  19423. }
  19424. return target.copy( line.start ).addScaledVector( direction, t );
  19425. }
  19426. /**
  19427. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19428. *
  19429. * @param {Line3} line - The line to test.
  19430. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19431. */
  19432. intersectsLine( line ) {
  19433. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19434. const startSign = this.distanceToPoint( line.start );
  19435. const endSign = this.distanceToPoint( line.end );
  19436. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19437. }
  19438. /**
  19439. * Returns `true` if the given bounding box intersects with the plane.
  19440. *
  19441. * @param {Box3} box - The bounding box to test.
  19442. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19443. */
  19444. intersectsBox( box ) {
  19445. return box.intersectsPlane( this );
  19446. }
  19447. /**
  19448. * Returns `true` if the given bounding sphere intersects with the plane.
  19449. *
  19450. * @param {Sphere} sphere - The bounding sphere to test.
  19451. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19452. */
  19453. intersectsSphere( sphere ) {
  19454. return sphere.intersectsPlane( this );
  19455. }
  19456. /**
  19457. * Returns a coplanar vector to the plane, by calculating the
  19458. * projection of the normal at the origin onto the plane.
  19459. *
  19460. * @param {Vector3} target - The target vector that is used to store the method's result.
  19461. * @return {Vector3} The coplanar point.
  19462. */
  19463. coplanarPoint( target ) {
  19464. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19465. }
  19466. /**
  19467. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19468. *
  19469. * The optional normal matrix can be pre-computed like so:
  19470. * ```js
  19471. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19472. * ```
  19473. *
  19474. * @param {Matrix4} matrix - The transformation matrix.
  19475. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19476. * @return {Plane} A reference to this plane.
  19477. */
  19478. applyMatrix4( matrix, optionalNormalMatrix ) {
  19479. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19480. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19481. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19482. this.constant = - referencePoint.dot( normal );
  19483. return this;
  19484. }
  19485. /**
  19486. * Translates the plane by the distance defined by the given offset vector.
  19487. * Note that this only affects the plane constant and will not affect the normal vector.
  19488. *
  19489. * @param {Vector3} offset - The offset vector.
  19490. * @return {Plane} A reference to this plane.
  19491. */
  19492. translate( offset ) {
  19493. this.constant -= offset.dot( this.normal );
  19494. return this;
  19495. }
  19496. /**
  19497. * Returns `true` if this plane is equal with the given one.
  19498. *
  19499. * @param {Plane} plane - The plane to test for equality.
  19500. * @return {boolean} Whether this plane is equal with the given one.
  19501. */
  19502. equals( plane ) {
  19503. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19504. }
  19505. /**
  19506. * Returns a new plane with copied values from this instance.
  19507. *
  19508. * @return {Plane} A clone of this instance.
  19509. */
  19510. clone() {
  19511. return new this.constructor().copy( this );
  19512. }
  19513. }
  19514. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19515. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19516. const _vector$6 = /*@__PURE__*/ new Vector3();
  19517. /**
  19518. * Frustums are used to determine what is inside the camera's field of view.
  19519. * They help speed up the rendering process - objects which lie outside a camera's
  19520. * frustum can safely be excluded from rendering.
  19521. *
  19522. * This class is mainly intended for use internally by a renderer.
  19523. */
  19524. class Frustum {
  19525. /**
  19526. * Constructs a new frustum.
  19527. *
  19528. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19529. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19530. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19531. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19532. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19533. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19534. */
  19535. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19536. /**
  19537. * This array holds the planes that enclose the frustum.
  19538. *
  19539. * @type {Array<Plane>}
  19540. */
  19541. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19542. }
  19543. /**
  19544. * Sets the frustum planes by copying the given planes.
  19545. *
  19546. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19547. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19548. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19549. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19550. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19551. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19552. * @return {Frustum} A reference to this frustum.
  19553. */
  19554. set( p0, p1, p2, p3, p4, p5 ) {
  19555. const planes = this.planes;
  19556. planes[ 0 ].copy( p0 );
  19557. planes[ 1 ].copy( p1 );
  19558. planes[ 2 ].copy( p2 );
  19559. planes[ 3 ].copy( p3 );
  19560. planes[ 4 ].copy( p4 );
  19561. planes[ 5 ].copy( p5 );
  19562. return this;
  19563. }
  19564. /**
  19565. * Copies the values of the given frustum to this instance.
  19566. *
  19567. * @param {Frustum} frustum - The frustum to copy.
  19568. * @return {Frustum} A reference to this frustum.
  19569. */
  19570. copy( frustum ) {
  19571. const planes = this.planes;
  19572. for ( let i = 0; i < 6; i ++ ) {
  19573. planes[ i ].copy( frustum.planes[ i ] );
  19574. }
  19575. return this;
  19576. }
  19577. /**
  19578. * Sets the frustum planes from the given projection matrix.
  19579. *
  19580. * @param {Matrix4} m - The projection matrix.
  19581. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19582. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19583. * @return {Frustum} A reference to this frustum.
  19584. */
  19585. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19586. const planes = this.planes;
  19587. const me = m.elements;
  19588. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19589. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19590. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19591. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19592. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19593. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19594. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19595. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19596. if ( reversedDepth ) {
  19597. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19598. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19599. } else {
  19600. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19601. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19602. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19603. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19604. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19605. } else {
  19606. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19607. }
  19608. }
  19609. return this;
  19610. }
  19611. /**
  19612. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19613. *
  19614. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19615. *
  19616. * @param {Object3D} object - The 3D object to test.
  19617. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19618. */
  19619. intersectsObject( object ) {
  19620. if ( object.boundingSphere !== undefined ) {
  19621. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19622. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19623. } else {
  19624. const geometry = object.geometry;
  19625. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19626. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19627. }
  19628. return this.intersectsSphere( _sphere$3 );
  19629. }
  19630. /**
  19631. * Returns `true` if the given sprite is intersecting this frustum.
  19632. *
  19633. * @param {Sprite} sprite - The sprite to test.
  19634. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19635. */
  19636. intersectsSprite( sprite ) {
  19637. _sphere$3.center.set( 0, 0, 0 );
  19638. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19639. _sphere$3.radius = 0.7071067811865476 + offset;
  19640. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19641. return this.intersectsSphere( _sphere$3 );
  19642. }
  19643. /**
  19644. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19645. *
  19646. * @param {Sphere} sphere - The bounding sphere to test.
  19647. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19648. */
  19649. intersectsSphere( sphere ) {
  19650. const planes = this.planes;
  19651. const center = sphere.center;
  19652. const negRadius = - sphere.radius;
  19653. for ( let i = 0; i < 6; i ++ ) {
  19654. const distance = planes[ i ].distanceToPoint( center );
  19655. if ( distance < negRadius ) {
  19656. return false;
  19657. }
  19658. }
  19659. return true;
  19660. }
  19661. /**
  19662. * Returns `true` if the given bounding box is intersecting this frustum.
  19663. *
  19664. * @param {Box3} box - The bounding box to test.
  19665. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19666. */
  19667. intersectsBox( box ) {
  19668. const planes = this.planes;
  19669. for ( let i = 0; i < 6; i ++ ) {
  19670. const plane = planes[ i ];
  19671. // corner at max distance
  19672. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19673. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19674. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19675. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19676. return false;
  19677. }
  19678. }
  19679. return true;
  19680. }
  19681. /**
  19682. * Returns `true` if the given point lies within the frustum.
  19683. *
  19684. * @param {Vector3} point - The point to test.
  19685. * @return {boolean} Whether the point lies within this frustum or not.
  19686. */
  19687. containsPoint( point ) {
  19688. const planes = this.planes;
  19689. for ( let i = 0; i < 6; i ++ ) {
  19690. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19691. return false;
  19692. }
  19693. }
  19694. return true;
  19695. }
  19696. /**
  19697. * Returns a new frustum with copied values from this instance.
  19698. *
  19699. * @return {Frustum} A clone of this instance.
  19700. */
  19701. clone() {
  19702. return new this.constructor().copy( this );
  19703. }
  19704. }
  19705. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19706. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19707. /**
  19708. * FrustumArray is used to determine if an object is visible in at least one camera
  19709. * from an array of cameras. This is particularly useful for multi-view renderers.
  19710. */
  19711. class FrustumArray {
  19712. /**
  19713. * Constructs a new frustum array.
  19714. *
  19715. */
  19716. constructor() {
  19717. /**
  19718. * The coordinate system to use.
  19719. *
  19720. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19721. * @default WebGLCoordinateSystem
  19722. */
  19723. this.coordinateSystem = WebGLCoordinateSystem;
  19724. }
  19725. /**
  19726. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19727. * from the camera array.
  19728. *
  19729. * @param {Object3D} object - The 3D object to test.
  19730. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19731. * @return {boolean} Whether the 3D object is visible in any camera.
  19732. */
  19733. intersectsObject( object, cameraArray ) {
  19734. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19735. return false;
  19736. }
  19737. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19738. const camera = cameraArray.cameras[ i ];
  19739. _projScreenMatrix$2.multiplyMatrices(
  19740. camera.projectionMatrix,
  19741. camera.matrixWorldInverse
  19742. );
  19743. _frustum$1.setFromProjectionMatrix(
  19744. _projScreenMatrix$2,
  19745. camera.coordinateSystem,
  19746. camera.reversedDepth
  19747. );
  19748. if ( _frustum$1.intersectsObject( object ) ) {
  19749. return true; // Object is visible in at least one camera
  19750. }
  19751. }
  19752. return false; // Not visible in any camera
  19753. }
  19754. /**
  19755. * Returns `true` if the given sprite is intersecting any frustum
  19756. * from the camera array.
  19757. *
  19758. * @param {Sprite} sprite - The sprite to test.
  19759. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19760. * @return {boolean} Whether the sprite is visible in any camera.
  19761. */
  19762. intersectsSprite( sprite, cameraArray ) {
  19763. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19764. return false;
  19765. }
  19766. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19767. const camera = cameraArray.cameras[ i ];
  19768. _projScreenMatrix$2.multiplyMatrices(
  19769. camera.projectionMatrix,
  19770. camera.matrixWorldInverse
  19771. );
  19772. _frustum$1.setFromProjectionMatrix(
  19773. _projScreenMatrix$2,
  19774. camera.coordinateSystem,
  19775. camera.reversedDepth
  19776. );
  19777. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19778. return true; // Sprite is visible in at least one camera
  19779. }
  19780. }
  19781. return false; // Not visible in any camera
  19782. }
  19783. /**
  19784. * Returns `true` if the given bounding sphere is intersecting any frustum
  19785. * from the camera array.
  19786. *
  19787. * @param {Sphere} sphere - The bounding sphere to test.
  19788. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19789. * @return {boolean} Whether the sphere is visible in any camera.
  19790. */
  19791. intersectsSphere( sphere, cameraArray ) {
  19792. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19793. return false;
  19794. }
  19795. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19796. const camera = cameraArray.cameras[ i ];
  19797. _projScreenMatrix$2.multiplyMatrices(
  19798. camera.projectionMatrix,
  19799. camera.matrixWorldInverse
  19800. );
  19801. _frustum$1.setFromProjectionMatrix(
  19802. _projScreenMatrix$2,
  19803. camera.coordinateSystem,
  19804. camera.reversedDepth
  19805. );
  19806. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19807. return true; // Sphere is visible in at least one camera
  19808. }
  19809. }
  19810. return false; // Not visible in any camera
  19811. }
  19812. /**
  19813. * Returns `true` if the given bounding box is intersecting any frustum
  19814. * from the camera array.
  19815. *
  19816. * @param {Box3} box - The bounding box to test.
  19817. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19818. * @return {boolean} Whether the box is visible in any camera.
  19819. */
  19820. intersectsBox( box, cameraArray ) {
  19821. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19822. return false;
  19823. }
  19824. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19825. const camera = cameraArray.cameras[ i ];
  19826. _projScreenMatrix$2.multiplyMatrices(
  19827. camera.projectionMatrix,
  19828. camera.matrixWorldInverse
  19829. );
  19830. _frustum$1.setFromProjectionMatrix(
  19831. _projScreenMatrix$2,
  19832. camera.coordinateSystem,
  19833. camera.reversedDepth
  19834. );
  19835. if ( _frustum$1.intersectsBox( box ) ) {
  19836. return true; // Box is visible in at least one camera
  19837. }
  19838. }
  19839. return false; // Not visible in any camera
  19840. }
  19841. /**
  19842. * Returns `true` if the given point lies within any frustum
  19843. * from the camera array.
  19844. *
  19845. * @param {Vector3} point - The point to test.
  19846. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19847. * @return {boolean} Whether the point is visible in any camera.
  19848. */
  19849. containsPoint( point, cameraArray ) {
  19850. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19851. return false;
  19852. }
  19853. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19854. const camera = cameraArray.cameras[ i ];
  19855. _projScreenMatrix$2.multiplyMatrices(
  19856. camera.projectionMatrix,
  19857. camera.matrixWorldInverse
  19858. );
  19859. _frustum$1.setFromProjectionMatrix(
  19860. _projScreenMatrix$2,
  19861. camera.coordinateSystem,
  19862. camera.reversedDepth
  19863. );
  19864. if ( _frustum$1.containsPoint( point ) ) {
  19865. return true; // Point is visible in at least one camera
  19866. }
  19867. }
  19868. return false; // Not visible in any camera
  19869. }
  19870. /**
  19871. * Returns a new frustum array with copied values from this instance.
  19872. *
  19873. * @return {FrustumArray} A clone of this instance.
  19874. */
  19875. clone() {
  19876. return new FrustumArray();
  19877. }
  19878. }
  19879. function ascIdSort( a, b ) {
  19880. return a - b;
  19881. }
  19882. function sortOpaque( a, b ) {
  19883. return a.z - b.z;
  19884. }
  19885. function sortTransparent( a, b ) {
  19886. return b.z - a.z;
  19887. }
  19888. class MultiDrawRenderList {
  19889. constructor() {
  19890. this.index = 0;
  19891. this.pool = [];
  19892. this.list = [];
  19893. }
  19894. push( start, count, z, index ) {
  19895. const pool = this.pool;
  19896. const list = this.list;
  19897. if ( this.index >= pool.length ) {
  19898. pool.push( {
  19899. start: -1,
  19900. count: -1,
  19901. z: -1,
  19902. index: -1,
  19903. } );
  19904. }
  19905. const item = pool[ this.index ];
  19906. list.push( item );
  19907. this.index ++;
  19908. item.start = start;
  19909. item.count = count;
  19910. item.z = z;
  19911. item.index = index;
  19912. }
  19913. reset() {
  19914. this.list.length = 0;
  19915. this.index = 0;
  19916. }
  19917. }
  19918. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19919. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19920. const _frustum = /*@__PURE__*/ new Frustum();
  19921. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19922. const _box$1 = /*@__PURE__*/ new Box3();
  19923. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19924. const _vector$5 = /*@__PURE__*/ new Vector3();
  19925. const _forward$1 = /*@__PURE__*/ new Vector3();
  19926. const _temp = /*@__PURE__*/ new Vector3();
  19927. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19928. const _mesh = /*@__PURE__*/ new Mesh();
  19929. const _batchIntersects = [];
  19930. // copies data from attribute "src" into "target" starting at "targetOffset"
  19931. function copyAttributeData( src, target, targetOffset = 0 ) {
  19932. const itemSize = target.itemSize;
  19933. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19934. // use the component getters and setters if the array data cannot
  19935. // be copied directly
  19936. const vertexCount = src.count;
  19937. for ( let i = 0; i < vertexCount; i ++ ) {
  19938. for ( let c = 0; c < itemSize; c ++ ) {
  19939. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19940. }
  19941. }
  19942. } else {
  19943. // faster copy approach using typed array set function
  19944. target.array.set( src.array, targetOffset * itemSize );
  19945. }
  19946. target.needsUpdate = true;
  19947. }
  19948. // safely copies array contents to a potentially smaller array
  19949. function copyArrayContents( src, target ) {
  19950. if ( src.constructor !== target.constructor ) {
  19951. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19952. const len = Math.min( src.length, target.length );
  19953. for ( let i = 0; i < len; i ++ ) {
  19954. target[ i ] = src[ i ];
  19955. }
  19956. } else {
  19957. // if the arrays use the same data layout we can use a fast block copy
  19958. const len = Math.min( src.length, target.length );
  19959. target.set( new src.constructor( src.buffer, 0, len ) );
  19960. }
  19961. }
  19962. /**
  19963. * A special version of a mesh with multi draw batch rendering support. Use
  19964. * this class if you have to render a large number of objects with the same
  19965. * material but with different geometries or world transformations. The usage of
  19966. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19967. * rendering performance in your application.
  19968. *
  19969. * ```js
  19970. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19971. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19972. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19973. *
  19974. * // initialize and add geometries into the batched mesh
  19975. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19976. * const boxGeometryId = batchedMesh.addGeometry( box );
  19977. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19978. *
  19979. * // create instances of those geometries
  19980. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19981. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19982. *
  19983. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19984. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19985. *
  19986. * // position the geometries
  19987. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19988. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19989. *
  19990. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19991. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19992. *
  19993. * scene.add( batchedMesh );
  19994. * ```
  19995. *
  19996. * @augments Mesh
  19997. */
  19998. class BatchedMesh extends Mesh {
  19999. /**
  20000. * Constructs a new batched mesh.
  20001. *
  20002. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  20003. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  20004. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  20005. * @param {Material|Array<Material>} [material] - The mesh material.
  20006. */
  20007. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  20008. super( new BufferGeometry(), material );
  20009. /**
  20010. * This flag can be used for type testing.
  20011. *
  20012. * @type {boolean}
  20013. * @readonly
  20014. * @default true
  20015. */
  20016. this.isBatchedMesh = true;
  20017. /**
  20018. * When set ot `true`, the individual objects of a batch are frustum culled.
  20019. *
  20020. * @type {boolean}
  20021. * @default true
  20022. */
  20023. this.perObjectFrustumCulled = true;
  20024. /**
  20025. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20026. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20027. * rendered front to back.
  20028. *
  20029. * @type {boolean}
  20030. * @default true
  20031. */
  20032. this.sortObjects = true;
  20033. /**
  20034. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20035. *
  20036. * @type {?Box3}
  20037. * @default null
  20038. */
  20039. this.boundingBox = null;
  20040. /**
  20041. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20042. *
  20043. * @type {?Sphere}
  20044. * @default null
  20045. */
  20046. this.boundingSphere = null;
  20047. /**
  20048. * Takes a sort a function that is run before render. The function takes a list of instances to
  20049. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20050. * sort with.
  20051. *
  20052. * @type {?Function}
  20053. * @default null
  20054. */
  20055. this.customSort = null;
  20056. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20057. this._instanceInfo = [];
  20058. this._geometryInfo = [];
  20059. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20060. this._availableInstanceIds = [];
  20061. this._availableGeometryIds = [];
  20062. // used to track where the next point is that geometry should be inserted
  20063. this._nextIndexStart = 0;
  20064. this._nextVertexStart = 0;
  20065. this._geometryCount = 0;
  20066. // flags
  20067. this._visibilityChanged = true;
  20068. this._geometryInitialized = false;
  20069. // cached user options
  20070. this._maxInstanceCount = maxInstanceCount;
  20071. this._maxVertexCount = maxVertexCount;
  20072. this._maxIndexCount = maxIndexCount;
  20073. // buffers for multi draw
  20074. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20075. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20076. this._multiDrawCount = 0;
  20077. this._multiDrawInstances = null;
  20078. // Local matrix per geometry by using data texture
  20079. this._matricesTexture = null;
  20080. this._indirectTexture = null;
  20081. this._colorsTexture = null;
  20082. this._initMatricesTexture();
  20083. this._initIndirectTexture();
  20084. }
  20085. /**
  20086. * The maximum number of individual instances that can be stored in the batch.
  20087. *
  20088. * @type {number}
  20089. * @readonly
  20090. */
  20091. get maxInstanceCount() {
  20092. return this._maxInstanceCount;
  20093. }
  20094. /**
  20095. * The instance count.
  20096. *
  20097. * @type {number}
  20098. * @readonly
  20099. */
  20100. get instanceCount() {
  20101. return this._instanceInfo.length - this._availableInstanceIds.length;
  20102. }
  20103. /**
  20104. * The number of unused vertices.
  20105. *
  20106. * @type {number}
  20107. * @readonly
  20108. */
  20109. get unusedVertexCount() {
  20110. return this._maxVertexCount - this._nextVertexStart;
  20111. }
  20112. /**
  20113. * The number of unused indices.
  20114. *
  20115. * @type {number}
  20116. * @readonly
  20117. */
  20118. get unusedIndexCount() {
  20119. return this._maxIndexCount - this._nextIndexStart;
  20120. }
  20121. _initMatricesTexture() {
  20122. // layout (1 matrix = 4 pixels)
  20123. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20124. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20125. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20126. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20127. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20128. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20129. size = Math.ceil( size / 4 ) * 4;
  20130. size = Math.max( size, 4 );
  20131. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20132. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20133. this._matricesTexture = matricesTexture;
  20134. }
  20135. _initIndirectTexture() {
  20136. let size = Math.sqrt( this._maxInstanceCount );
  20137. size = Math.ceil( size );
  20138. const indirectArray = new Uint32Array( size * size );
  20139. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20140. this._indirectTexture = indirectTexture;
  20141. }
  20142. _initColorsTexture() {
  20143. let size = Math.sqrt( this._maxInstanceCount );
  20144. size = Math.ceil( size );
  20145. // 4 floats per RGBA pixel initialized to white
  20146. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20147. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20148. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20149. this._colorsTexture = colorsTexture;
  20150. }
  20151. _initializeGeometry( reference ) {
  20152. const geometry = this.geometry;
  20153. const maxVertexCount = this._maxVertexCount;
  20154. const maxIndexCount = this._maxIndexCount;
  20155. if ( this._geometryInitialized === false ) {
  20156. for ( const attributeName in reference.attributes ) {
  20157. const srcAttribute = reference.getAttribute( attributeName );
  20158. const { array, itemSize, normalized } = srcAttribute;
  20159. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20160. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20161. geometry.setAttribute( attributeName, dstAttribute );
  20162. }
  20163. if ( reference.getIndex() !== null ) {
  20164. // Reserve last u16 index for primitive restart.
  20165. const indexArray = maxVertexCount > 65535
  20166. ? new Uint32Array( maxIndexCount )
  20167. : new Uint16Array( maxIndexCount );
  20168. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20169. }
  20170. this._geometryInitialized = true;
  20171. }
  20172. }
  20173. // Make sure the geometry is compatible with the existing combined geometry attributes
  20174. _validateGeometry( geometry ) {
  20175. // check to ensure the geometries are using consistent attributes and indices
  20176. const batchGeometry = this.geometry;
  20177. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20178. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20179. }
  20180. for ( const attributeName in batchGeometry.attributes ) {
  20181. if ( ! geometry.hasAttribute( attributeName ) ) {
  20182. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20183. }
  20184. const srcAttribute = geometry.getAttribute( attributeName );
  20185. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20186. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20187. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20188. }
  20189. }
  20190. }
  20191. /**
  20192. * Validates the instance defined by the given ID.
  20193. *
  20194. * @param {number} instanceId - The instance to validate.
  20195. */
  20196. validateInstanceId( instanceId ) {
  20197. const instanceInfo = this._instanceInfo;
  20198. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20199. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20200. }
  20201. }
  20202. /**
  20203. * Validates the geometry defined by the given ID.
  20204. *
  20205. * @param {number} geometryId - The geometry to validate.
  20206. */
  20207. validateGeometryId( geometryId ) {
  20208. const geometryInfoList = this._geometryInfo;
  20209. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20210. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20211. }
  20212. }
  20213. /**
  20214. * Takes a sort a function that is run before render. The function takes a list of instances to
  20215. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20216. *
  20217. * @param {Function} func - The custom sort function.
  20218. * @return {BatchedMesh} A reference to this batched mesh.
  20219. */
  20220. setCustomSort( func ) {
  20221. this.customSort = func;
  20222. return this;
  20223. }
  20224. /**
  20225. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20226. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20227. * otherwise they are `null`.
  20228. */
  20229. computeBoundingBox() {
  20230. if ( this.boundingBox === null ) {
  20231. this.boundingBox = new Box3();
  20232. }
  20233. const boundingBox = this.boundingBox;
  20234. const instanceInfo = this._instanceInfo;
  20235. boundingBox.makeEmpty();
  20236. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20237. if ( instanceInfo[ i ].active === false ) continue;
  20238. const geometryId = instanceInfo[ i ].geometryIndex;
  20239. this.getMatrixAt( i, _matrix$1 );
  20240. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20241. boundingBox.union( _box$1 );
  20242. }
  20243. }
  20244. /**
  20245. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20246. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20247. * otherwise they are `null`.
  20248. */
  20249. computeBoundingSphere() {
  20250. if ( this.boundingSphere === null ) {
  20251. this.boundingSphere = new Sphere();
  20252. }
  20253. const boundingSphere = this.boundingSphere;
  20254. const instanceInfo = this._instanceInfo;
  20255. boundingSphere.makeEmpty();
  20256. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20257. if ( instanceInfo[ i ].active === false ) continue;
  20258. const geometryId = instanceInfo[ i ].geometryIndex;
  20259. this.getMatrixAt( i, _matrix$1 );
  20260. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20261. boundingSphere.union( _sphere$2 );
  20262. }
  20263. }
  20264. /**
  20265. * Adds a new instance to the batch using the geometry of the given ID and returns
  20266. * a new id referring to the new instance to be used by other functions.
  20267. *
  20268. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20269. * @return {number} The instance ID.
  20270. */
  20271. addInstance( geometryId ) {
  20272. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20273. // ensure we're not over geometry
  20274. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20275. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20276. }
  20277. const instanceInfo = {
  20278. visible: true,
  20279. active: true,
  20280. geometryIndex: geometryId,
  20281. };
  20282. let drawId = null;
  20283. // Prioritize using previously freed instance ids
  20284. if ( this._availableInstanceIds.length > 0 ) {
  20285. this._availableInstanceIds.sort( ascIdSort );
  20286. drawId = this._availableInstanceIds.shift();
  20287. this._instanceInfo[ drawId ] = instanceInfo;
  20288. } else {
  20289. drawId = this._instanceInfo.length;
  20290. this._instanceInfo.push( instanceInfo );
  20291. }
  20292. const matricesTexture = this._matricesTexture;
  20293. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20294. matricesTexture.needsUpdate = true;
  20295. const colorsTexture = this._colorsTexture;
  20296. if ( colorsTexture ) {
  20297. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20298. colorsTexture.needsUpdate = true;
  20299. }
  20300. this._visibilityChanged = true;
  20301. return drawId;
  20302. }
  20303. /**
  20304. * Adds the given geometry to the batch and returns the associated
  20305. * geometry id referring to it to be used in other functions.
  20306. *
  20307. * @param {BufferGeometry} geometry - The geometry to add.
  20308. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20309. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20310. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20311. * Defaults to the length of the given geometry vertex buffer.
  20312. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20313. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20314. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20315. * the length of the given geometry index buffer.
  20316. * @return {number} The geometry ID.
  20317. */
  20318. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20319. this._initializeGeometry( geometry );
  20320. this._validateGeometry( geometry );
  20321. const geometryInfo = {
  20322. // geometry information
  20323. vertexStart: -1,
  20324. vertexCount: -1,
  20325. reservedVertexCount: -1,
  20326. indexStart: -1,
  20327. indexCount: -1,
  20328. reservedIndexCount: -1,
  20329. // draw range information
  20330. start: -1,
  20331. count: -1,
  20332. // state
  20333. boundingBox: null,
  20334. boundingSphere: null,
  20335. active: true,
  20336. };
  20337. const geometryInfoList = this._geometryInfo;
  20338. geometryInfo.vertexStart = this._nextVertexStart;
  20339. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20340. const index = geometry.getIndex();
  20341. const hasIndex = index !== null;
  20342. if ( hasIndex ) {
  20343. geometryInfo.indexStart = this._nextIndexStart;
  20344. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20345. }
  20346. if (
  20347. geometryInfo.indexStart !== -1 &&
  20348. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20349. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20350. ) {
  20351. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20352. }
  20353. // update id
  20354. let geometryId;
  20355. if ( this._availableGeometryIds.length > 0 ) {
  20356. this._availableGeometryIds.sort( ascIdSort );
  20357. geometryId = this._availableGeometryIds.shift();
  20358. geometryInfoList[ geometryId ] = geometryInfo;
  20359. } else {
  20360. geometryId = this._geometryCount;
  20361. this._geometryCount ++;
  20362. geometryInfoList.push( geometryInfo );
  20363. }
  20364. // update the geometry
  20365. this.setGeometryAt( geometryId, geometry );
  20366. // increment the next geometry position
  20367. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20368. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20369. return geometryId;
  20370. }
  20371. /**
  20372. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20373. * is not enough space reserved for geometry. Calling this will change all instances that are
  20374. * rendering that geometry.
  20375. *
  20376. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20377. * @param {BufferGeometry} geometry - The new geometry.
  20378. * @return {number} The geometry ID.
  20379. */
  20380. setGeometryAt( geometryId, geometry ) {
  20381. if ( geometryId >= this._geometryCount ) {
  20382. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20383. }
  20384. this._validateGeometry( geometry );
  20385. const batchGeometry = this.geometry;
  20386. const hasIndex = batchGeometry.getIndex() !== null;
  20387. const dstIndex = batchGeometry.getIndex();
  20388. const srcIndex = geometry.getIndex();
  20389. const geometryInfo = this._geometryInfo[ geometryId ];
  20390. if (
  20391. hasIndex &&
  20392. srcIndex.count > geometryInfo.reservedIndexCount ||
  20393. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20394. ) {
  20395. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20396. }
  20397. // copy geometry buffer data over
  20398. const vertexStart = geometryInfo.vertexStart;
  20399. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20400. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20401. for ( const attributeName in batchGeometry.attributes ) {
  20402. // copy attribute data
  20403. const srcAttribute = geometry.getAttribute( attributeName );
  20404. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20405. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20406. // fill the rest in with zeroes
  20407. const itemSize = srcAttribute.itemSize;
  20408. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20409. const index = vertexStart + i;
  20410. for ( let c = 0; c < itemSize; c ++ ) {
  20411. dstAttribute.setComponent( index, c, 0 );
  20412. }
  20413. }
  20414. dstAttribute.needsUpdate = true;
  20415. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20416. }
  20417. // copy index
  20418. if ( hasIndex ) {
  20419. const indexStart = geometryInfo.indexStart;
  20420. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20421. geometryInfo.indexCount = geometry.getIndex().count;
  20422. // copy index data over
  20423. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20424. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20425. }
  20426. // fill the rest in with zeroes
  20427. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20428. dstIndex.setX( indexStart + i, vertexStart );
  20429. }
  20430. dstIndex.needsUpdate = true;
  20431. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20432. }
  20433. // update the draw range
  20434. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20435. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20436. // store the bounding boxes
  20437. geometryInfo.boundingBox = null;
  20438. if ( geometry.boundingBox !== null ) {
  20439. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20440. }
  20441. geometryInfo.boundingSphere = null;
  20442. if ( geometry.boundingSphere !== null ) {
  20443. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20444. }
  20445. this._visibilityChanged = true;
  20446. return geometryId;
  20447. }
  20448. /**
  20449. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20450. * this geometry will also be removed as a side effect.
  20451. *
  20452. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20453. * @return {BatchedMesh} A reference to this batched mesh.
  20454. */
  20455. deleteGeometry( geometryId ) {
  20456. const geometryInfoList = this._geometryInfo;
  20457. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20458. return this;
  20459. }
  20460. // delete any instances associated with this geometry
  20461. const instanceInfo = this._instanceInfo;
  20462. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20463. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20464. this.deleteInstance( i );
  20465. }
  20466. }
  20467. geometryInfoList[ geometryId ].active = false;
  20468. this._availableGeometryIds.push( geometryId );
  20469. this._visibilityChanged = true;
  20470. return this;
  20471. }
  20472. /**
  20473. * Deletes an existing instance from the batch using the given ID.
  20474. *
  20475. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20476. * @return {BatchedMesh} A reference to this batched mesh.
  20477. */
  20478. deleteInstance( instanceId ) {
  20479. this.validateInstanceId( instanceId );
  20480. this._instanceInfo[ instanceId ].active = false;
  20481. this._availableInstanceIds.push( instanceId );
  20482. this._visibilityChanged = true;
  20483. return this;
  20484. }
  20485. /**
  20486. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20487. * previously deleted geometry, freeing up space to add new geometry.
  20488. *
  20489. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20490. * @return {BatchedMesh} A reference to this batched mesh.
  20491. */
  20492. optimize() {
  20493. // track the next indices to copy data to
  20494. let nextVertexStart = 0;
  20495. let nextIndexStart = 0;
  20496. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20497. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20498. const geometryInfoList = this._geometryInfo;
  20499. const indices = geometryInfoList
  20500. .map( ( e, i ) => i )
  20501. .sort( ( a, b ) => {
  20502. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20503. } );
  20504. const geometry = this.geometry;
  20505. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20506. // if a geometry range is inactive then don't copy anything
  20507. const index = indices[ i ];
  20508. const geometryInfo = geometryInfoList[ index ];
  20509. if ( geometryInfo.active === false ) {
  20510. continue;
  20511. }
  20512. // if a geometry contains an index buffer then shift it, as well
  20513. if ( geometry.index !== null ) {
  20514. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20515. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20516. const index = geometry.index;
  20517. const array = index.array;
  20518. // shift the index pointers based on how the vertex data will shift
  20519. // adjusting the index must happen first so the original vertex start value is available
  20520. const elementDelta = nextVertexStart - vertexStart;
  20521. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20522. array[ j ] = array[ j ] + elementDelta;
  20523. }
  20524. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20525. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20526. geometryInfo.indexStart = nextIndexStart;
  20527. }
  20528. nextIndexStart += geometryInfo.reservedIndexCount;
  20529. }
  20530. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20531. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20532. const { vertexStart, reservedVertexCount } = geometryInfo;
  20533. const attributes = geometry.attributes;
  20534. for ( const key in attributes ) {
  20535. const attribute = attributes[ key ];
  20536. const { array, itemSize } = attribute;
  20537. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20538. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20539. }
  20540. geometryInfo.vertexStart = nextVertexStart;
  20541. }
  20542. nextVertexStart += geometryInfo.reservedVertexCount;
  20543. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20544. // step the next geometry points to the shifted position
  20545. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20546. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20547. }
  20548. return this;
  20549. }
  20550. /**
  20551. * Returns the bounding box for the given geometry.
  20552. *
  20553. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20554. * @param {Box3} target - The target object that is used to store the method's result.
  20555. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20556. */
  20557. getBoundingBoxAt( geometryId, target ) {
  20558. if ( geometryId >= this._geometryCount ) {
  20559. return null;
  20560. }
  20561. // compute bounding box
  20562. const geometry = this.geometry;
  20563. const geometryInfo = this._geometryInfo[ geometryId ];
  20564. if ( geometryInfo.boundingBox === null ) {
  20565. const box = new Box3();
  20566. const index = geometry.index;
  20567. const position = geometry.attributes.position;
  20568. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20569. let iv = i;
  20570. if ( index ) {
  20571. iv = index.getX( iv );
  20572. }
  20573. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20574. }
  20575. geometryInfo.boundingBox = box;
  20576. }
  20577. target.copy( geometryInfo.boundingBox );
  20578. return target;
  20579. }
  20580. /**
  20581. * Returns the bounding sphere for the given geometry.
  20582. *
  20583. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20584. * @param {Sphere} target - The target object that is used to store the method's result.
  20585. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20586. */
  20587. getBoundingSphereAt( geometryId, target ) {
  20588. if ( geometryId >= this._geometryCount ) {
  20589. return null;
  20590. }
  20591. // compute bounding sphere
  20592. const geometry = this.geometry;
  20593. const geometryInfo = this._geometryInfo[ geometryId ];
  20594. if ( geometryInfo.boundingSphere === null ) {
  20595. const sphere = new Sphere();
  20596. this.getBoundingBoxAt( geometryId, _box$1 );
  20597. _box$1.getCenter( sphere.center );
  20598. const index = geometry.index;
  20599. const position = geometry.attributes.position;
  20600. let maxRadiusSq = 0;
  20601. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20602. let iv = i;
  20603. if ( index ) {
  20604. iv = index.getX( iv );
  20605. }
  20606. _vector$5.fromBufferAttribute( position, iv );
  20607. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20608. }
  20609. sphere.radius = Math.sqrt( maxRadiusSq );
  20610. geometryInfo.boundingSphere = sphere;
  20611. }
  20612. target.copy( geometryInfo.boundingSphere );
  20613. return target;
  20614. }
  20615. /**
  20616. * Sets the given local transformation matrix to the defined instance.
  20617. * Negatively scaled matrices are not supported.
  20618. *
  20619. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20620. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20621. * @return {BatchedMesh} A reference to this batched mesh.
  20622. */
  20623. setMatrixAt( instanceId, matrix ) {
  20624. this.validateInstanceId( instanceId );
  20625. const matricesTexture = this._matricesTexture;
  20626. const matricesArray = this._matricesTexture.image.data;
  20627. matrix.toArray( matricesArray, instanceId * 16 );
  20628. matricesTexture.needsUpdate = true;
  20629. return this;
  20630. }
  20631. /**
  20632. * Returns the local transformation matrix of the defined instance.
  20633. *
  20634. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20635. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20636. * @return {Matrix4} The instance's local transformation matrix.
  20637. */
  20638. getMatrixAt( instanceId, matrix ) {
  20639. this.validateInstanceId( instanceId );
  20640. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20641. }
  20642. /**
  20643. * Sets the given color to the defined instance.
  20644. *
  20645. * @param {number} instanceId - The ID of an instance to set the color of.
  20646. * @param {Color} color - The color to set the instance to.
  20647. * @return {BatchedMesh} A reference to this batched mesh.
  20648. */
  20649. setColorAt( instanceId, color ) {
  20650. this.validateInstanceId( instanceId );
  20651. if ( this._colorsTexture === null ) {
  20652. this._initColorsTexture();
  20653. }
  20654. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20655. this._colorsTexture.needsUpdate = true;
  20656. return this;
  20657. }
  20658. /**
  20659. * Returns the color of the defined instance.
  20660. *
  20661. * @param {number} instanceId - The ID of an instance to get the color of.
  20662. * @param {Color} color - The target object that is used to store the method's result.
  20663. * @return {Color} The instance's color.
  20664. */
  20665. getColorAt( instanceId, color ) {
  20666. this.validateInstanceId( instanceId );
  20667. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20668. }
  20669. /**
  20670. * Sets the visibility of the instance.
  20671. *
  20672. * @param {number} instanceId - The id of the instance to set the visibility of.
  20673. * @param {boolean} visible - Whether the instance is visible or not.
  20674. * @return {BatchedMesh} A reference to this batched mesh.
  20675. */
  20676. setVisibleAt( instanceId, visible ) {
  20677. this.validateInstanceId( instanceId );
  20678. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20679. return this;
  20680. }
  20681. this._instanceInfo[ instanceId ].visible = visible;
  20682. this._visibilityChanged = true;
  20683. return this;
  20684. }
  20685. /**
  20686. * Returns the visibility state of the defined instance.
  20687. *
  20688. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20689. * @return {boolean} Whether the instance is visible or not.
  20690. */
  20691. getVisibleAt( instanceId ) {
  20692. this.validateInstanceId( instanceId );
  20693. return this._instanceInfo[ instanceId ].visible;
  20694. }
  20695. /**
  20696. * Sets the geometry ID of the instance at the given index.
  20697. *
  20698. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20699. * @param {number} geometryId - The geometry ID to be use by the instance.
  20700. * @return {BatchedMesh} A reference to this batched mesh.
  20701. */
  20702. setGeometryIdAt( instanceId, geometryId ) {
  20703. this.validateInstanceId( instanceId );
  20704. this.validateGeometryId( geometryId );
  20705. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20706. return this;
  20707. }
  20708. /**
  20709. * Returns the geometry ID of the defined instance.
  20710. *
  20711. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20712. * @return {number} The instance's geometry ID.
  20713. */
  20714. getGeometryIdAt( instanceId ) {
  20715. this.validateInstanceId( instanceId );
  20716. return this._instanceInfo[ instanceId ].geometryIndex;
  20717. }
  20718. /**
  20719. * Get the range representing the subset of triangles related to the attached geometry,
  20720. * indicating the starting offset and count, or `null` if invalid.
  20721. *
  20722. * @param {number} geometryId - The id of the geometry to get the range of.
  20723. * @param {Object} [target] - The target object that is used to store the method's result.
  20724. * @return {{
  20725. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20726. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20727. * start:number,count:number
  20728. * }} The result object with range data.
  20729. */
  20730. getGeometryRangeAt( geometryId, target = {} ) {
  20731. this.validateGeometryId( geometryId );
  20732. const geometryInfo = this._geometryInfo[ geometryId ];
  20733. target.vertexStart = geometryInfo.vertexStart;
  20734. target.vertexCount = geometryInfo.vertexCount;
  20735. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20736. target.indexStart = geometryInfo.indexStart;
  20737. target.indexCount = geometryInfo.indexCount;
  20738. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20739. target.start = geometryInfo.start;
  20740. target.count = geometryInfo.count;
  20741. return target;
  20742. }
  20743. /**
  20744. * Resizes the necessary buffers to support the provided number of instances.
  20745. * If the provided arguments shrink the number of instances but there are not enough
  20746. * unused Ids at the end of the list then an error is thrown.
  20747. *
  20748. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20749. */
  20750. setInstanceCount( maxInstanceCount ) {
  20751. // shrink the available instances as much as possible
  20752. const availableInstanceIds = this._availableInstanceIds;
  20753. const instanceInfo = this._instanceInfo;
  20754. availableInstanceIds.sort( ascIdSort );
  20755. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20756. instanceInfo.pop();
  20757. availableInstanceIds.pop();
  20758. }
  20759. // throw an error if it can't be shrunk to the desired size
  20760. if ( maxInstanceCount < instanceInfo.length ) {
  20761. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20762. }
  20763. // copy the multi draw counts
  20764. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20765. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20766. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20767. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20768. this._multiDrawCounts = multiDrawCounts;
  20769. this._multiDrawStarts = multiDrawStarts;
  20770. this._maxInstanceCount = maxInstanceCount;
  20771. // update texture data for instance sampling
  20772. const indirectTexture = this._indirectTexture;
  20773. const matricesTexture = this._matricesTexture;
  20774. const colorsTexture = this._colorsTexture;
  20775. indirectTexture.dispose();
  20776. this._initIndirectTexture();
  20777. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20778. matricesTexture.dispose();
  20779. this._initMatricesTexture();
  20780. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20781. if ( colorsTexture ) {
  20782. colorsTexture.dispose();
  20783. this._initColorsTexture();
  20784. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20785. }
  20786. }
  20787. /**
  20788. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20789. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20790. * end of the geometry attributes then an error is thrown.
  20791. *
  20792. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20793. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20794. */
  20795. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20796. // Check if we can shrink to the requested vertex attribute size
  20797. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20798. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20799. if ( requiredVertexLength > maxVertexCount ) {
  20800. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20801. }
  20802. // Check if we can shrink to the requested index attribute size
  20803. if ( this.geometry.index ) {
  20804. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20805. if ( requiredIndexLength > maxIndexCount ) {
  20806. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20807. }
  20808. }
  20809. //
  20810. // dispose of the previous geometry
  20811. const oldGeometry = this.geometry;
  20812. oldGeometry.dispose();
  20813. // recreate the geometry needed based on the previous variant
  20814. this._maxVertexCount = maxVertexCount;
  20815. this._maxIndexCount = maxIndexCount;
  20816. if ( this._geometryInitialized ) {
  20817. this._geometryInitialized = false;
  20818. this.geometry = new BufferGeometry();
  20819. this._initializeGeometry( oldGeometry );
  20820. }
  20821. // copy data from the previous geometry
  20822. const geometry = this.geometry;
  20823. if ( oldGeometry.index ) {
  20824. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20825. }
  20826. for ( const key in oldGeometry.attributes ) {
  20827. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20828. }
  20829. }
  20830. raycast( raycaster, intersects ) {
  20831. const instanceInfo = this._instanceInfo;
  20832. const geometryInfoList = this._geometryInfo;
  20833. const matrixWorld = this.matrixWorld;
  20834. const batchGeometry = this.geometry;
  20835. // iterate over each geometry
  20836. _mesh.material = this.material;
  20837. _mesh.geometry.index = batchGeometry.index;
  20838. _mesh.geometry.attributes = batchGeometry.attributes;
  20839. if ( _mesh.geometry.boundingBox === null ) {
  20840. _mesh.geometry.boundingBox = new Box3();
  20841. }
  20842. if ( _mesh.geometry.boundingSphere === null ) {
  20843. _mesh.geometry.boundingSphere = new Sphere();
  20844. }
  20845. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20846. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20847. continue;
  20848. }
  20849. const geometryId = instanceInfo[ i ].geometryIndex;
  20850. const geometryInfo = geometryInfoList[ geometryId ];
  20851. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20852. // get the intersects
  20853. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20854. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20855. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20856. _mesh.raycast( raycaster, _batchIntersects );
  20857. // add batch id to the intersects
  20858. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20859. const intersect = _batchIntersects[ j ];
  20860. intersect.object = this;
  20861. intersect.batchId = i;
  20862. intersects.push( intersect );
  20863. }
  20864. _batchIntersects.length = 0;
  20865. }
  20866. _mesh.material = null;
  20867. _mesh.geometry.index = null;
  20868. _mesh.geometry.attributes = {};
  20869. _mesh.geometry.setDrawRange( 0, Infinity );
  20870. }
  20871. copy( source ) {
  20872. super.copy( source );
  20873. this.geometry = source.geometry.clone();
  20874. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20875. this.sortObjects = source.sortObjects;
  20876. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20877. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20878. this._geometryInfo = source._geometryInfo.map( info => ( {
  20879. ...info,
  20880. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20881. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20882. } ) );
  20883. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20884. this._availableInstanceIds = source._availableInstanceIds.slice();
  20885. this._availableGeometryIds = source._availableGeometryIds.slice();
  20886. this._nextIndexStart = source._nextIndexStart;
  20887. this._nextVertexStart = source._nextVertexStart;
  20888. this._geometryCount = source._geometryCount;
  20889. this._maxInstanceCount = source._maxInstanceCount;
  20890. this._maxVertexCount = source._maxVertexCount;
  20891. this._maxIndexCount = source._maxIndexCount;
  20892. this._geometryInitialized = source._geometryInitialized;
  20893. this._multiDrawCounts = source._multiDrawCounts.slice();
  20894. this._multiDrawStarts = source._multiDrawStarts.slice();
  20895. this._indirectTexture = source._indirectTexture.clone();
  20896. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20897. this._matricesTexture = source._matricesTexture.clone();
  20898. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20899. if ( this._colorsTexture !== null ) {
  20900. this._colorsTexture = source._colorsTexture.clone();
  20901. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20902. }
  20903. return this;
  20904. }
  20905. /**
  20906. * Frees the GPU-related resources allocated by this instance. Call this
  20907. * method whenever this instance is no longer used in your app.
  20908. */
  20909. dispose() {
  20910. // Assuming the geometry is not shared with other meshes
  20911. this.geometry.dispose();
  20912. this._matricesTexture.dispose();
  20913. this._matricesTexture = null;
  20914. this._indirectTexture.dispose();
  20915. this._indirectTexture = null;
  20916. if ( this._colorsTexture !== null ) {
  20917. this._colorsTexture.dispose();
  20918. this._colorsTexture = null;
  20919. }
  20920. }
  20921. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20922. // if visibility has not changed and frustum culling and object sorting is not required
  20923. // then skip iterating over all items
  20924. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20925. return;
  20926. }
  20927. // the indexed version of the multi draw function requires specifying the start
  20928. // offset in bytes.
  20929. const index = geometry.getIndex();
  20930. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20931. const instanceInfo = this._instanceInfo;
  20932. const multiDrawStarts = this._multiDrawStarts;
  20933. const multiDrawCounts = this._multiDrawCounts;
  20934. const geometryInfoList = this._geometryInfo;
  20935. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20936. const indirectTexture = this._indirectTexture;
  20937. const indirectArray = indirectTexture.image.data;
  20938. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20939. // prepare the frustum in the local frame
  20940. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20941. _matrix$1
  20942. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20943. .multiply( this.matrixWorld );
  20944. _frustum.setFromProjectionMatrix(
  20945. _matrix$1,
  20946. camera.coordinateSystem,
  20947. camera.reversedDepth
  20948. );
  20949. }
  20950. let multiDrawCount = 0;
  20951. if ( this.sortObjects ) {
  20952. // get the camera position in the local frame
  20953. _matrix$1.copy( this.matrixWorld ).invert();
  20954. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20955. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20956. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20957. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20958. const geometryId = instanceInfo[ i ].geometryIndex;
  20959. // get the bounds in world space
  20960. this.getMatrixAt( i, _matrix$1 );
  20961. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20962. // determine whether the batched geometry is within the frustum
  20963. let culled = false;
  20964. if ( perObjectFrustumCulled ) {
  20965. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20966. }
  20967. if ( ! culled ) {
  20968. // get the distance from camera used for sorting
  20969. const geometryInfo = geometryInfoList[ geometryId ];
  20970. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20971. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20972. }
  20973. }
  20974. }
  20975. // Sort the draw ranges and prep for rendering
  20976. const list = _renderList.list;
  20977. const customSort = this.customSort;
  20978. if ( customSort === null ) {
  20979. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20980. } else {
  20981. customSort.call( this, list, camera );
  20982. }
  20983. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20984. const item = list[ i ];
  20985. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20986. multiDrawCounts[ multiDrawCount ] = item.count;
  20987. indirectArray[ multiDrawCount ] = item.index;
  20988. multiDrawCount ++;
  20989. }
  20990. _renderList.reset();
  20991. } else {
  20992. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20993. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20994. const geometryId = instanceInfo[ i ].geometryIndex;
  20995. // determine whether the batched geometry is within the frustum
  20996. let culled = false;
  20997. if ( perObjectFrustumCulled ) {
  20998. // get the bounds in world space
  20999. this.getMatrixAt( i, _matrix$1 );
  21000. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21001. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21002. }
  21003. if ( ! culled ) {
  21004. const geometryInfo = geometryInfoList[ geometryId ];
  21005. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  21006. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21007. indirectArray[ multiDrawCount ] = i;
  21008. multiDrawCount ++;
  21009. }
  21010. }
  21011. }
  21012. }
  21013. indirectTexture.needsUpdate = true;
  21014. this._multiDrawCount = multiDrawCount;
  21015. this._visibilityChanged = false;
  21016. }
  21017. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21018. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21019. }
  21020. }
  21021. /**
  21022. * A material for rendering line primitives.
  21023. *
  21024. * Materials define the appearance of renderable 3D objects.
  21025. *
  21026. * ```js
  21027. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21028. * ```
  21029. *
  21030. * @augments Material
  21031. */
  21032. class LineBasicMaterial extends Material {
  21033. /**
  21034. * Constructs a new line basic material.
  21035. *
  21036. * @param {Object} [parameters] - An object with one or more properties
  21037. * defining the material's appearance. Any property of the material
  21038. * (including any property from inherited materials) can be passed
  21039. * in here. Color values can be passed any type of value accepted
  21040. * by {@link Color#set}.
  21041. */
  21042. constructor( parameters ) {
  21043. super();
  21044. /**
  21045. * This flag can be used for type testing.
  21046. *
  21047. * @type {boolean}
  21048. * @readonly
  21049. * @default true
  21050. */
  21051. this.isLineBasicMaterial = true;
  21052. this.type = 'LineBasicMaterial';
  21053. /**
  21054. * Color of the material.
  21055. *
  21056. * @type {Color}
  21057. * @default (1,1,1)
  21058. */
  21059. this.color = new Color( 0xffffff );
  21060. /**
  21061. * Sets the color of the lines using data from a texture. The texture map
  21062. * color is modulated by the diffuse `color`.
  21063. *
  21064. * @type {?Texture}
  21065. * @default null
  21066. */
  21067. this.map = null;
  21068. /**
  21069. * Controls line thickness or lines.
  21070. *
  21071. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21072. * ignore this setting and always render line primitives with a
  21073. * width of one pixel.
  21074. *
  21075. * @type {number}
  21076. * @default 1
  21077. */
  21078. this.linewidth = 1;
  21079. /**
  21080. * Defines appearance of line ends.
  21081. *
  21082. * Can only be used with {@link SVGRenderer}.
  21083. *
  21084. * @type {('butt'|'round'|'square')}
  21085. * @default 'round'
  21086. */
  21087. this.linecap = 'round';
  21088. /**
  21089. * Defines appearance of line joints.
  21090. *
  21091. * Can only be used with {@link SVGRenderer}.
  21092. *
  21093. * @type {('round'|'bevel'|'miter')}
  21094. * @default 'round'
  21095. */
  21096. this.linejoin = 'round';
  21097. /**
  21098. * Whether the material is affected by fog or not.
  21099. *
  21100. * @type {boolean}
  21101. * @default true
  21102. */
  21103. this.fog = true;
  21104. this.setValues( parameters );
  21105. }
  21106. copy( source ) {
  21107. super.copy( source );
  21108. this.color.copy( source.color );
  21109. this.map = source.map;
  21110. this.linewidth = source.linewidth;
  21111. this.linecap = source.linecap;
  21112. this.linejoin = source.linejoin;
  21113. this.fog = source.fog;
  21114. return this;
  21115. }
  21116. }
  21117. const _vStart = /*@__PURE__*/ new Vector3();
  21118. const _vEnd = /*@__PURE__*/ new Vector3();
  21119. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21120. const _ray$1 = /*@__PURE__*/ new Ray();
  21121. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21122. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21123. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21124. /**
  21125. * A continuous line. The line are rendered by connecting consecutive
  21126. * vertices with straight lines.
  21127. *
  21128. * ```js
  21129. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21130. *
  21131. * const points = [];
  21132. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21133. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21134. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21135. *
  21136. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21137. *
  21138. * const line = new THREE.Line( geometry, material );
  21139. * scene.add( line );
  21140. * ```
  21141. *
  21142. * @augments Object3D
  21143. */
  21144. class Line extends Object3D {
  21145. /**
  21146. * Constructs a new line.
  21147. *
  21148. * @param {BufferGeometry} [geometry] - The line geometry.
  21149. * @param {Material|Array<Material>} [material] - The line material.
  21150. */
  21151. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21152. super();
  21153. /**
  21154. * This flag can be used for type testing.
  21155. *
  21156. * @type {boolean}
  21157. * @readonly
  21158. * @default true
  21159. */
  21160. this.isLine = true;
  21161. this.type = 'Line';
  21162. /**
  21163. * The line geometry.
  21164. *
  21165. * @type {BufferGeometry}
  21166. */
  21167. this.geometry = geometry;
  21168. /**
  21169. * The line material.
  21170. *
  21171. * @type {Material|Array<Material>}
  21172. * @default LineBasicMaterial
  21173. */
  21174. this.material = material;
  21175. /**
  21176. * A dictionary representing the morph targets in the geometry. The key is the
  21177. * morph targets name, the value its attribute index. This member is `undefined`
  21178. * by default and only set when morph targets are detected in the geometry.
  21179. *
  21180. * @type {Object<String,number>|undefined}
  21181. * @default undefined
  21182. */
  21183. this.morphTargetDictionary = undefined;
  21184. /**
  21185. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21186. * is applied. This member is `undefined` by default and only set when morph targets are
  21187. * detected in the geometry.
  21188. *
  21189. * @type {Array<number>|undefined}
  21190. * @default undefined
  21191. */
  21192. this.morphTargetInfluences = undefined;
  21193. this.updateMorphTargets();
  21194. }
  21195. copy( source, recursive ) {
  21196. super.copy( source, recursive );
  21197. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21198. this.geometry = source.geometry;
  21199. return this;
  21200. }
  21201. /**
  21202. * Computes an array of distance values which are necessary for rendering dashed lines.
  21203. * For each vertex in the geometry, the method calculates the cumulative length from the
  21204. * current point to the very beginning of the line.
  21205. *
  21206. * @return {Line} A reference to this line.
  21207. */
  21208. computeLineDistances() {
  21209. const geometry = this.geometry;
  21210. // we assume non-indexed geometry
  21211. if ( geometry.index === null ) {
  21212. const positionAttribute = geometry.attributes.position;
  21213. const lineDistances = [ 0 ];
  21214. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21215. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21216. _vEnd.fromBufferAttribute( positionAttribute, i );
  21217. lineDistances[ i ] = lineDistances[ i - 1 ];
  21218. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21219. }
  21220. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21221. } else {
  21222. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21223. }
  21224. return this;
  21225. }
  21226. /**
  21227. * Computes intersection points between a casted ray and this line.
  21228. *
  21229. * @param {Raycaster} raycaster - The raycaster.
  21230. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21231. */
  21232. raycast( raycaster, intersects ) {
  21233. const geometry = this.geometry;
  21234. const matrixWorld = this.matrixWorld;
  21235. const threshold = raycaster.params.Line.threshold;
  21236. const drawRange = geometry.drawRange;
  21237. // Checking boundingSphere distance to ray
  21238. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21239. _sphere$1.copy( geometry.boundingSphere );
  21240. _sphere$1.applyMatrix4( matrixWorld );
  21241. _sphere$1.radius += threshold;
  21242. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21243. //
  21244. _inverseMatrix$1.copy( matrixWorld ).invert();
  21245. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21246. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21247. const localThresholdSq = localThreshold * localThreshold;
  21248. const step = this.isLineSegments ? 2 : 1;
  21249. const index = geometry.index;
  21250. const attributes = geometry.attributes;
  21251. const positionAttribute = attributes.position;
  21252. if ( index !== null ) {
  21253. const start = Math.max( 0, drawRange.start );
  21254. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21255. for ( let i = start, l = end - 1; i < l; i += step ) {
  21256. const a = index.getX( i );
  21257. const b = index.getX( i + 1 );
  21258. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21259. if ( intersect ) {
  21260. intersects.push( intersect );
  21261. }
  21262. }
  21263. if ( this.isLineLoop ) {
  21264. const a = index.getX( end - 1 );
  21265. const b = index.getX( start );
  21266. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21267. if ( intersect ) {
  21268. intersects.push( intersect );
  21269. }
  21270. }
  21271. } else {
  21272. const start = Math.max( 0, drawRange.start );
  21273. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21274. for ( let i = start, l = end - 1; i < l; i += step ) {
  21275. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21276. if ( intersect ) {
  21277. intersects.push( intersect );
  21278. }
  21279. }
  21280. if ( this.isLineLoop ) {
  21281. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21282. if ( intersect ) {
  21283. intersects.push( intersect );
  21284. }
  21285. }
  21286. }
  21287. }
  21288. /**
  21289. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21290. * to make sure existing morph targets can influence this 3D object.
  21291. */
  21292. updateMorphTargets() {
  21293. const geometry = this.geometry;
  21294. const morphAttributes = geometry.morphAttributes;
  21295. const keys = Object.keys( morphAttributes );
  21296. if ( keys.length > 0 ) {
  21297. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21298. if ( morphAttribute !== undefined ) {
  21299. this.morphTargetInfluences = [];
  21300. this.morphTargetDictionary = {};
  21301. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21302. const name = morphAttribute[ m ].name || String( m );
  21303. this.morphTargetInfluences.push( 0 );
  21304. this.morphTargetDictionary[ name ] = m;
  21305. }
  21306. }
  21307. }
  21308. }
  21309. }
  21310. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21311. const positionAttribute = object.geometry.attributes.position;
  21312. _vStart.fromBufferAttribute( positionAttribute, a );
  21313. _vEnd.fromBufferAttribute( positionAttribute, b );
  21314. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21315. if ( distSq > thresholdSq ) return;
  21316. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21317. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21318. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21319. return {
  21320. distance: distance,
  21321. // What do we want? intersection point on the ray or on the segment??
  21322. // point: raycaster.ray.at( distance ),
  21323. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21324. index: i,
  21325. face: null,
  21326. faceIndex: null,
  21327. barycoord: null,
  21328. object: object
  21329. };
  21330. }
  21331. const _start = /*@__PURE__*/ new Vector3();
  21332. const _end = /*@__PURE__*/ new Vector3();
  21333. /**
  21334. * A series of lines drawn between pairs of vertices.
  21335. *
  21336. * @augments Line
  21337. */
  21338. class LineSegments extends Line {
  21339. /**
  21340. * Constructs a new line segments.
  21341. *
  21342. * @param {BufferGeometry} [geometry] - The line geometry.
  21343. * @param {Material|Array<Material>} [material] - The line material.
  21344. */
  21345. constructor( geometry, material ) {
  21346. super( geometry, material );
  21347. /**
  21348. * This flag can be used for type testing.
  21349. *
  21350. * @type {boolean}
  21351. * @readonly
  21352. * @default true
  21353. */
  21354. this.isLineSegments = true;
  21355. this.type = 'LineSegments';
  21356. }
  21357. computeLineDistances() {
  21358. const geometry = this.geometry;
  21359. // we assume non-indexed geometry
  21360. if ( geometry.index === null ) {
  21361. const positionAttribute = geometry.attributes.position;
  21362. const lineDistances = [];
  21363. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21364. _start.fromBufferAttribute( positionAttribute, i );
  21365. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21366. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21367. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21368. }
  21369. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21370. } else {
  21371. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21372. }
  21373. return this;
  21374. }
  21375. }
  21376. /**
  21377. * A continuous line. This is nearly the same as {@link Line} the only difference
  21378. * is that the last vertex is connected with the first vertex in order to close
  21379. * the line to form a loop.
  21380. *
  21381. * @augments Line
  21382. */
  21383. class LineLoop extends Line {
  21384. /**
  21385. * Constructs a new line loop.
  21386. *
  21387. * @param {BufferGeometry} [geometry] - The line geometry.
  21388. * @param {Material|Array<Material>} [material] - The line material.
  21389. */
  21390. constructor( geometry, material ) {
  21391. super( geometry, material );
  21392. /**
  21393. * This flag can be used for type testing.
  21394. *
  21395. * @type {boolean}
  21396. * @readonly
  21397. * @default true
  21398. */
  21399. this.isLineLoop = true;
  21400. this.type = 'LineLoop';
  21401. }
  21402. }
  21403. /**
  21404. * A material for rendering point primitives.
  21405. *
  21406. * Materials define the appearance of renderable 3D objects.
  21407. *
  21408. * ```js
  21409. * const vertices = [];
  21410. *
  21411. * for ( let i = 0; i < 10000; i ++ ) {
  21412. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21413. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21414. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21415. *
  21416. * vertices.push( x, y, z );
  21417. * }
  21418. *
  21419. * const geometry = new THREE.BufferGeometry();
  21420. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21421. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21422. * const points = new THREE.Points( geometry, material );
  21423. * scene.add( points );
  21424. * ```
  21425. *
  21426. * @augments Material
  21427. */
  21428. class PointsMaterial extends Material {
  21429. /**
  21430. * Constructs a new points material.
  21431. *
  21432. * @param {Object} [parameters] - An object with one or more properties
  21433. * defining the material's appearance. Any property of the material
  21434. * (including any property from inherited materials) can be passed
  21435. * in here. Color values can be passed any type of value accepted
  21436. * by {@link Color#set}.
  21437. */
  21438. constructor( parameters ) {
  21439. super();
  21440. /**
  21441. * This flag can be used for type testing.
  21442. *
  21443. * @type {boolean}
  21444. * @readonly
  21445. * @default true
  21446. */
  21447. this.isPointsMaterial = true;
  21448. this.type = 'PointsMaterial';
  21449. /**
  21450. * Color of the material.
  21451. *
  21452. * @type {Color}
  21453. * @default (1,1,1)
  21454. */
  21455. this.color = new Color( 0xffffff );
  21456. /**
  21457. * The color map. May optionally include an alpha channel, typically combined
  21458. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21459. * color is modulated by the diffuse `color`.
  21460. *
  21461. * @type {?Texture}
  21462. * @default null
  21463. */
  21464. this.map = null;
  21465. /**
  21466. * The alpha map is a grayscale texture that controls the opacity across the
  21467. * surface (black: fully transparent; white: fully opaque).
  21468. *
  21469. * Only the color of the texture is used, ignoring the alpha channel if one
  21470. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21471. * when sampling this texture due to the extra bit of precision provided for
  21472. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21473. * luminance/alpha textures will also still work as expected.
  21474. *
  21475. * @type {?Texture}
  21476. * @default null
  21477. */
  21478. this.alphaMap = null;
  21479. /**
  21480. * Defines the size of the points in pixels.
  21481. *
  21482. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}.
  21483. *
  21484. * @type {number}
  21485. * @default 1
  21486. */
  21487. this.size = 1;
  21488. /**
  21489. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21490. *
  21491. * @type {boolean}
  21492. * @default true
  21493. */
  21494. this.sizeAttenuation = true;
  21495. /**
  21496. * Whether the material is affected by fog or not.
  21497. *
  21498. * @type {boolean}
  21499. * @default true
  21500. */
  21501. this.fog = true;
  21502. this.setValues( parameters );
  21503. }
  21504. copy( source ) {
  21505. super.copy( source );
  21506. this.color.copy( source.color );
  21507. this.map = source.map;
  21508. this.alphaMap = source.alphaMap;
  21509. this.size = source.size;
  21510. this.sizeAttenuation = source.sizeAttenuation;
  21511. this.fog = source.fog;
  21512. return this;
  21513. }
  21514. }
  21515. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21516. const _ray = /*@__PURE__*/ new Ray();
  21517. const _sphere = /*@__PURE__*/ new Sphere();
  21518. const _position$2 = /*@__PURE__*/ new Vector3();
  21519. /**
  21520. * A class for displaying points or point clouds.
  21521. *
  21522. * @augments Object3D
  21523. */
  21524. class Points extends Object3D {
  21525. /**
  21526. * Constructs a new point cloud.
  21527. *
  21528. * @param {BufferGeometry} [geometry] - The points geometry.
  21529. * @param {Material|Array<Material>} [material] - The points material.
  21530. */
  21531. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21532. super();
  21533. /**
  21534. * This flag can be used for type testing.
  21535. *
  21536. * @type {boolean}
  21537. * @readonly
  21538. * @default true
  21539. */
  21540. this.isPoints = true;
  21541. this.type = 'Points';
  21542. /**
  21543. * The points geometry.
  21544. *
  21545. * @type {BufferGeometry}
  21546. */
  21547. this.geometry = geometry;
  21548. /**
  21549. * The line material.
  21550. *
  21551. * @type {Material|Array<Material>}
  21552. * @default PointsMaterial
  21553. */
  21554. this.material = material;
  21555. /**
  21556. * A dictionary representing the morph targets in the geometry. The key is the
  21557. * morph targets name, the value its attribute index. This member is `undefined`
  21558. * by default and only set when morph targets are detected in the geometry.
  21559. *
  21560. * @type {Object<String,number>|undefined}
  21561. * @default undefined
  21562. */
  21563. this.morphTargetDictionary = undefined;
  21564. /**
  21565. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21566. * is applied. This member is `undefined` by default and only set when morph targets are
  21567. * detected in the geometry.
  21568. *
  21569. * @type {Array<number>|undefined}
  21570. * @default undefined
  21571. */
  21572. this.morphTargetInfluences = undefined;
  21573. this.updateMorphTargets();
  21574. }
  21575. copy( source, recursive ) {
  21576. super.copy( source, recursive );
  21577. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21578. this.geometry = source.geometry;
  21579. return this;
  21580. }
  21581. /**
  21582. * Computes intersection points between a casted ray and this point cloud.
  21583. *
  21584. * @param {Raycaster} raycaster - The raycaster.
  21585. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21586. */
  21587. raycast( raycaster, intersects ) {
  21588. const geometry = this.geometry;
  21589. const matrixWorld = this.matrixWorld;
  21590. const threshold = raycaster.params.Points.threshold;
  21591. const drawRange = geometry.drawRange;
  21592. // Checking boundingSphere distance to ray
  21593. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21594. _sphere.copy( geometry.boundingSphere );
  21595. _sphere.applyMatrix4( matrixWorld );
  21596. _sphere.radius += threshold;
  21597. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21598. //
  21599. _inverseMatrix.copy( matrixWorld ).invert();
  21600. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21601. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21602. const localThresholdSq = localThreshold * localThreshold;
  21603. const index = geometry.index;
  21604. const attributes = geometry.attributes;
  21605. const positionAttribute = attributes.position;
  21606. if ( index !== null ) {
  21607. const start = Math.max( 0, drawRange.start );
  21608. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21609. for ( let i = start, il = end; i < il; i ++ ) {
  21610. const a = index.getX( i );
  21611. _position$2.fromBufferAttribute( positionAttribute, a );
  21612. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21613. }
  21614. } else {
  21615. const start = Math.max( 0, drawRange.start );
  21616. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21617. for ( let i = start, l = end; i < l; i ++ ) {
  21618. _position$2.fromBufferAttribute( positionAttribute, i );
  21619. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21620. }
  21621. }
  21622. }
  21623. /**
  21624. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21625. * to make sure existing morph targets can influence this 3D object.
  21626. */
  21627. updateMorphTargets() {
  21628. const geometry = this.geometry;
  21629. const morphAttributes = geometry.morphAttributes;
  21630. const keys = Object.keys( morphAttributes );
  21631. if ( keys.length > 0 ) {
  21632. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21633. if ( morphAttribute !== undefined ) {
  21634. this.morphTargetInfluences = [];
  21635. this.morphTargetDictionary = {};
  21636. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21637. const name = morphAttribute[ m ].name || String( m );
  21638. this.morphTargetInfluences.push( 0 );
  21639. this.morphTargetDictionary[ name ] = m;
  21640. }
  21641. }
  21642. }
  21643. }
  21644. }
  21645. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21646. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21647. if ( rayPointDistanceSq < localThresholdSq ) {
  21648. const intersectPoint = new Vector3();
  21649. _ray.closestPointToPoint( point, intersectPoint );
  21650. intersectPoint.applyMatrix4( matrixWorld );
  21651. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21652. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21653. intersects.push( {
  21654. distance: distance,
  21655. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21656. point: intersectPoint,
  21657. index: index,
  21658. face: null,
  21659. faceIndex: null,
  21660. barycoord: null,
  21661. object: object
  21662. } );
  21663. }
  21664. }
  21665. /**
  21666. * A texture for use with a video.
  21667. *
  21668. * ```js
  21669. * // assuming you have created a HTML video element with id="video"
  21670. * const video = document.getElementById( 'video' );
  21671. * const texture = new THREE.VideoTexture( video );
  21672. * ```
  21673. *
  21674. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21675. * set to THREE.SRGBColorSpace.
  21676. *
  21677. * Note: After the initial use of a texture, its dimensions, format, and type
  21678. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21679. *
  21680. * @augments Texture
  21681. */
  21682. class VideoTexture extends Texture {
  21683. /**
  21684. * Constructs a new video texture.
  21685. *
  21686. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21687. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21688. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21689. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21690. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21691. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21692. * @param {number} [format=RGBAFormat] - The texture format.
  21693. * @param {number} [type=UnsignedByteType] - The texture type.
  21694. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21695. */
  21696. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21697. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21698. /**
  21699. * This flag can be used for type testing.
  21700. *
  21701. * @type {boolean}
  21702. * @readonly
  21703. * @default true
  21704. */
  21705. this.isVideoTexture = true;
  21706. /**
  21707. * Whether to generate mipmaps (if possible) for a texture.
  21708. *
  21709. * Overwritten and set to `false` by default.
  21710. *
  21711. * @type {boolean}
  21712. * @default false
  21713. */
  21714. this.generateMipmaps = false;
  21715. /**
  21716. * The video frame request callback identifier, which is a positive integer.
  21717. *
  21718. * Value of 0 represents no scheduled rVFC.
  21719. *
  21720. * @private
  21721. * @type {number}
  21722. */
  21723. this._requestVideoFrameCallbackId = 0;
  21724. const scope = this;
  21725. function updateVideo() {
  21726. scope.needsUpdate = true;
  21727. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21728. }
  21729. if ( 'requestVideoFrameCallback' in video ) {
  21730. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21731. }
  21732. }
  21733. clone() {
  21734. return new this.constructor( this.image ).copy( this );
  21735. }
  21736. /**
  21737. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21738. * to `true` every time a new frame is available.
  21739. *
  21740. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21741. */
  21742. update() {
  21743. const video = this.image;
  21744. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21745. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21746. this.needsUpdate = true;
  21747. }
  21748. }
  21749. dispose() {
  21750. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21751. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21752. }
  21753. super.dispose();
  21754. }
  21755. }
  21756. /**
  21757. * This class can be used as an alternative way to define video data. Instead of using
  21758. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21759. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21760. * video frames are decoded with the WebCodecs API.
  21761. *
  21762. * ```js
  21763. * const texture = new THREE.VideoFrameTexture();
  21764. * texture.setFrame( frame );
  21765. * ```
  21766. *
  21767. * @augments VideoTexture
  21768. */
  21769. class VideoFrameTexture extends VideoTexture {
  21770. /**
  21771. * Constructs a new video frame texture.
  21772. *
  21773. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21774. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21775. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21776. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21777. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21778. * @param {number} [format=RGBAFormat] - The texture format.
  21779. * @param {number} [type=UnsignedByteType] - The texture type.
  21780. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21781. */
  21782. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21783. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21784. /**
  21785. * This flag can be used for type testing.
  21786. *
  21787. * @type {boolean}
  21788. * @readonly
  21789. * @default true
  21790. */
  21791. this.isVideoFrameTexture = true;
  21792. }
  21793. /**
  21794. * This method overwritten with an empty implementation since
  21795. * this type of texture is updated via `setFrame()`.
  21796. */
  21797. update() {}
  21798. clone() {
  21799. return new this.constructor().copy( this ); // restoring Texture.clone()
  21800. }
  21801. /**
  21802. * Sets the current frame of the video. This will automatically update the texture
  21803. * so the data can be used for rendering.
  21804. *
  21805. * @param {VideoFrame} frame - The video frame.
  21806. */
  21807. setFrame( frame ) {
  21808. this.image = frame;
  21809. this.needsUpdate = true;
  21810. }
  21811. }
  21812. /**
  21813. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21814. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21815. * as a texture for further usage.
  21816. *
  21817. * ```js
  21818. * const pixelRatio = window.devicePixelRatio;
  21819. * const textureSize = 128 * pixelRatio;
  21820. *
  21821. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21822. *
  21823. * // calculate start position for copying part of the frame data
  21824. * const vector = new Vector2();
  21825. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21826. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21827. *
  21828. * renderer.render( scene, camera );
  21829. *
  21830. * // copy part of the rendered frame into the framebuffer texture
  21831. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21832. * ```
  21833. *
  21834. * @augments Texture
  21835. */
  21836. class FramebufferTexture extends Texture {
  21837. /**
  21838. * Constructs a new framebuffer texture.
  21839. *
  21840. * @param {number} [width] - The width of the texture.
  21841. * @param {number} [height] - The height of the texture.
  21842. */
  21843. constructor( width, height ) {
  21844. super( { width, height } );
  21845. /**
  21846. * This flag can be used for type testing.
  21847. *
  21848. * @type {boolean}
  21849. * @readonly
  21850. * @default true
  21851. */
  21852. this.isFramebufferTexture = true;
  21853. /**
  21854. * How the texture is sampled when a texel covers more than one pixel.
  21855. *
  21856. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21857. *
  21858. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21859. * @default NearestFilter
  21860. */
  21861. this.magFilter = NearestFilter;
  21862. /**
  21863. * How the texture is sampled when a texel covers less than one pixel.
  21864. *
  21865. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21866. *
  21867. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21868. * @default NearestFilter
  21869. */
  21870. this.minFilter = NearestFilter;
  21871. /**
  21872. * Whether to generate mipmaps (if possible) for a texture.
  21873. *
  21874. * Overwritten and set to `false` by default.
  21875. *
  21876. * @type {boolean}
  21877. * @default false
  21878. */
  21879. this.generateMipmaps = false;
  21880. this.needsUpdate = true;
  21881. }
  21882. }
  21883. /**
  21884. * Creates a texture based on data in compressed form.
  21885. *
  21886. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21887. *
  21888. * @augments Texture
  21889. */
  21890. class CompressedTexture extends Texture {
  21891. /**
  21892. * Constructs a new compressed texture.
  21893. *
  21894. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21895. * the data and dimensions.
  21896. * @param {number} width - The width of the texture.
  21897. * @param {number} height - The height of the texture.
  21898. * @param {number} [format=RGBAFormat] - The texture format.
  21899. * @param {number} [type=UnsignedByteType] - The texture type.
  21900. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21901. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21902. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21903. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21904. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21905. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21906. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21907. */
  21908. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21909. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21910. /**
  21911. * This flag can be used for type testing.
  21912. *
  21913. * @type {boolean}
  21914. * @readonly
  21915. * @default true
  21916. */
  21917. this.isCompressedTexture = true;
  21918. /**
  21919. * The image property of a compressed texture just defines its dimensions.
  21920. *
  21921. * @type {{width:number,height:number}}
  21922. */
  21923. this.image = { width: width, height: height };
  21924. /**
  21925. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21926. *
  21927. * @type {Array<Object>}
  21928. */
  21929. this.mipmaps = mipmaps;
  21930. /**
  21931. * If set to `true`, the texture is flipped along the vertical axis when
  21932. * uploaded to the GPU.
  21933. *
  21934. * Overwritten and set to `false` by default since it is not possible to
  21935. * flip compressed textures.
  21936. *
  21937. * @type {boolean}
  21938. * @default false
  21939. * @readonly
  21940. */
  21941. this.flipY = false;
  21942. /**
  21943. * Whether to generate mipmaps (if possible) for a texture.
  21944. *
  21945. * Overwritten and set to `false` by default since it is not
  21946. * possible to generate mipmaps for compressed data. Mipmaps
  21947. * must be embedded in the compressed texture file.
  21948. *
  21949. * @type {boolean}
  21950. * @default false
  21951. * @readonly
  21952. */
  21953. this.generateMipmaps = false;
  21954. }
  21955. }
  21956. /**
  21957. * Creates a texture 2D array based on data in compressed form.
  21958. *
  21959. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21960. *
  21961. * @augments CompressedTexture
  21962. */
  21963. class CompressedArrayTexture extends CompressedTexture {
  21964. /**
  21965. * Constructs a new compressed array texture.
  21966. *
  21967. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21968. * the data and dimensions.
  21969. * @param {number} width - The width of the texture.
  21970. * @param {number} height - The height of the texture.
  21971. * @param {number} depth - The depth of the texture.
  21972. * @param {number} [format=RGBAFormat] - The min filter value.
  21973. * @param {number} [type=UnsignedByteType] - The min filter value.
  21974. */
  21975. constructor( mipmaps, width, height, depth, format, type ) {
  21976. super( mipmaps, width, height, format, type );
  21977. /**
  21978. * This flag can be used for type testing.
  21979. *
  21980. * @type {boolean}
  21981. * @readonly
  21982. * @default true
  21983. */
  21984. this.isCompressedArrayTexture = true;
  21985. /**
  21986. * The image property of a compressed texture just defines its dimensions.
  21987. *
  21988. * @name CompressedArrayTexture#image
  21989. * @type {{width:number,height:number,depth:number}}
  21990. */
  21991. this.image.depth = depth;
  21992. /**
  21993. * This defines how the texture is wrapped in the depth and corresponds to
  21994. * *W* in UVW mapping.
  21995. *
  21996. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21997. * @default ClampToEdgeWrapping
  21998. */
  21999. this.wrapR = ClampToEdgeWrapping;
  22000. /**
  22001. * A set of all layers which need to be updated in the texture.
  22002. *
  22003. * @type {Set<number>}
  22004. */
  22005. this.layerUpdates = new Set();
  22006. }
  22007. /**
  22008. * Describes that a specific layer of the texture needs to be updated.
  22009. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22010. * entire compressed texture array is sent to the GPU. Marking specific
  22011. * layers will only transmit subsets of all mipmaps associated with a
  22012. * specific depth in the array which is often much more performant.
  22013. *
  22014. * @param {number} layerIndex - The layer index that should be updated.
  22015. */
  22016. addLayerUpdate( layerIndex ) {
  22017. this.layerUpdates.add( layerIndex );
  22018. }
  22019. /**
  22020. * Resets the layer updates registry.
  22021. */
  22022. clearLayerUpdates() {
  22023. this.layerUpdates.clear();
  22024. }
  22025. }
  22026. /**
  22027. * Creates a cube texture based on data in compressed form.
  22028. *
  22029. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22030. *
  22031. * @augments CompressedTexture
  22032. */
  22033. class CompressedCubeTexture extends CompressedTexture {
  22034. /**
  22035. * Constructs a new compressed texture.
  22036. *
  22037. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22038. * @param {number} [format=RGBAFormat] - The texture format.
  22039. * @param {number} [type=UnsignedByteType] - The texture type.
  22040. */
  22041. constructor( images, format, type ) {
  22042. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22043. /**
  22044. * This flag can be used for type testing.
  22045. *
  22046. * @type {boolean}
  22047. * @readonly
  22048. * @default true
  22049. */
  22050. this.isCompressedCubeTexture = true;
  22051. /**
  22052. * This flag can be used for type testing.
  22053. *
  22054. * @type {boolean}
  22055. * @readonly
  22056. * @default true
  22057. */
  22058. this.isCubeTexture = true;
  22059. this.image = images;
  22060. }
  22061. }
  22062. /**
  22063. * Creates a texture from a canvas element.
  22064. *
  22065. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22066. * to `true` immediately since a canvas can directly be used for rendering.
  22067. *
  22068. * @augments Texture
  22069. */
  22070. class CanvasTexture extends Texture {
  22071. /**
  22072. * Constructs a new texture.
  22073. *
  22074. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22075. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22076. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22077. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22078. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22079. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22080. * @param {number} [format=RGBAFormat] - The texture format.
  22081. * @param {number} [type=UnsignedByteType] - The texture type.
  22082. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22083. */
  22084. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22085. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22086. /**
  22087. * This flag can be used for type testing.
  22088. *
  22089. * @type {boolean}
  22090. * @readonly
  22091. * @default true
  22092. */
  22093. this.isCanvasTexture = true;
  22094. this.needsUpdate = true;
  22095. }
  22096. }
  22097. /**
  22098. * This class can be used to automatically save the depth information of a
  22099. * rendering into a texture.
  22100. *
  22101. * @augments Texture
  22102. */
  22103. class DepthTexture extends Texture {
  22104. /**
  22105. * Constructs a new depth texture.
  22106. *
  22107. * @param {number} width - The width of the texture.
  22108. * @param {number} height - The height of the texture.
  22109. * @param {number} [type=UnsignedIntType] - The texture type.
  22110. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22111. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22112. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22113. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22114. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22115. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22116. * @param {number} [format=DepthFormat] - The texture format.
  22117. * @param {number} [depth=1] - The depth of the texture.
  22118. */
  22119. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22120. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22121. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22122. }
  22123. const image = { width: width, height: height, depth: depth };
  22124. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22125. /**
  22126. * This flag can be used for type testing.
  22127. *
  22128. * @type {boolean}
  22129. * @readonly
  22130. * @default true
  22131. */
  22132. this.isDepthTexture = true;
  22133. /**
  22134. * If set to `true`, the texture is flipped along the vertical axis when
  22135. * uploaded to the GPU.
  22136. *
  22137. * Overwritten and set to `false` by default.
  22138. *
  22139. * @type {boolean}
  22140. * @default false
  22141. */
  22142. this.flipY = false;
  22143. /**
  22144. * Whether to generate mipmaps (if possible) for a texture.
  22145. *
  22146. * Overwritten and set to `false` by default.
  22147. *
  22148. * @type {boolean}
  22149. * @default false
  22150. */
  22151. this.generateMipmaps = false;
  22152. /**
  22153. * Code corresponding to the depth compare function.
  22154. *
  22155. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22156. * @default null
  22157. */
  22158. this.compareFunction = null;
  22159. }
  22160. copy( source ) {
  22161. super.copy( source );
  22162. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22163. this.compareFunction = source.compareFunction;
  22164. return this;
  22165. }
  22166. toJSON( meta ) {
  22167. const data = super.toJSON( meta );
  22168. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22169. return data;
  22170. }
  22171. }
  22172. /**
  22173. * Represents a texture created externally with the same renderer context.
  22174. *
  22175. * This may be a texture from a protected media stream, device camera feed,
  22176. * or other data feeds like a depth sensor.
  22177. *
  22178. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22179. * the {@link WebGPURenderer} WebGPU backend.
  22180. *
  22181. * @augments Texture
  22182. */
  22183. class ExternalTexture extends Texture {
  22184. /**
  22185. * Creates a new raw texture.
  22186. *
  22187. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22188. */
  22189. constructor( sourceTexture = null ) {
  22190. super();
  22191. /**
  22192. * The external source texture.
  22193. *
  22194. * @type {?(WebGLTexture|GPUTexture)}
  22195. * @default null
  22196. */
  22197. this.sourceTexture = sourceTexture;
  22198. /**
  22199. * This flag can be used for type testing.
  22200. *
  22201. * @type {boolean}
  22202. * @readonly
  22203. * @default true
  22204. */
  22205. this.isExternalTexture = true;
  22206. }
  22207. copy( source ) {
  22208. super.copy( source );
  22209. this.sourceTexture = source.sourceTexture;
  22210. return this;
  22211. }
  22212. }
  22213. /**
  22214. * A geometry class for representing a capsule.
  22215. *
  22216. * ```js
  22217. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22218. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22219. * const capsule = new THREE.Mesh( geometry, material );
  22220. * scene.add( capsule );
  22221. * ```
  22222. *
  22223. * @augments BufferGeometry
  22224. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22225. */
  22226. class CapsuleGeometry extends BufferGeometry {
  22227. /**
  22228. * Constructs a new capsule geometry.
  22229. *
  22230. * @param {number} [radius=1] - Radius of the capsule.
  22231. * @param {number} [height=1] - Height of the middle section.
  22232. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22233. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22234. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22235. */
  22236. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22237. super();
  22238. this.type = 'CapsuleGeometry';
  22239. /**
  22240. * Holds the constructor parameters that have been
  22241. * used to generate the geometry. Any modification
  22242. * after instantiation does not change the geometry.
  22243. *
  22244. * @type {Object}
  22245. */
  22246. this.parameters = {
  22247. radius: radius,
  22248. height: height,
  22249. capSegments: capSegments,
  22250. radialSegments: radialSegments,
  22251. heightSegments: heightSegments,
  22252. };
  22253. height = Math.max( 0, height );
  22254. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22255. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22256. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22257. // buffers
  22258. const indices = [];
  22259. const vertices = [];
  22260. const normals = [];
  22261. const uvs = [];
  22262. // helper variables
  22263. const halfHeight = height / 2;
  22264. const capArcLength = ( Math.PI / 2 ) * radius;
  22265. const cylinderPartLength = height;
  22266. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22267. const numVerticalSegments = capSegments * 2 + heightSegments;
  22268. const verticesPerRow = radialSegments + 1;
  22269. const normal = new Vector3();
  22270. const vertex = new Vector3();
  22271. // generate vertices, normals, and uvs
  22272. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22273. let currentArcLength = 0;
  22274. let profileY = 0;
  22275. let profileRadius = 0;
  22276. let normalYComponent = 0;
  22277. if ( iy <= capSegments ) {
  22278. // bottom cap
  22279. const segmentProgress = iy / capSegments;
  22280. const angle = ( segmentProgress * Math.PI ) / 2;
  22281. profileY = - halfHeight - radius * Math.cos( angle );
  22282. profileRadius = radius * Math.sin( angle );
  22283. normalYComponent = - radius * Math.cos( angle );
  22284. currentArcLength = segmentProgress * capArcLength;
  22285. } else if ( iy <= capSegments + heightSegments ) {
  22286. // middle section
  22287. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22288. profileY = - halfHeight + segmentProgress * height;
  22289. profileRadius = radius;
  22290. normalYComponent = 0;
  22291. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22292. } else {
  22293. // top cap
  22294. const segmentProgress =
  22295. ( iy - capSegments - heightSegments ) / capSegments;
  22296. const angle = ( segmentProgress * Math.PI ) / 2;
  22297. profileY = halfHeight + radius * Math.sin( angle );
  22298. profileRadius = radius * Math.cos( angle );
  22299. normalYComponent = radius * Math.sin( angle );
  22300. currentArcLength =
  22301. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22302. }
  22303. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22304. // special case for the poles
  22305. let uOffset = 0;
  22306. if ( iy === 0 ) {
  22307. uOffset = 0.5 / radialSegments;
  22308. } else if ( iy === numVerticalSegments ) {
  22309. uOffset = -0.5 / radialSegments;
  22310. }
  22311. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22312. const u = ix / radialSegments;
  22313. const theta = u * Math.PI * 2;
  22314. const sinTheta = Math.sin( theta );
  22315. const cosTheta = Math.cos( theta );
  22316. // vertex
  22317. vertex.x = - profileRadius * cosTheta;
  22318. vertex.y = profileY;
  22319. vertex.z = profileRadius * sinTheta;
  22320. vertices.push( vertex.x, vertex.y, vertex.z );
  22321. // normal
  22322. normal.set(
  22323. - profileRadius * cosTheta,
  22324. normalYComponent,
  22325. profileRadius * sinTheta
  22326. );
  22327. normal.normalize();
  22328. normals.push( normal.x, normal.y, normal.z );
  22329. // uv
  22330. uvs.push( u + uOffset, v );
  22331. }
  22332. if ( iy > 0 ) {
  22333. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22334. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22335. const i1 = prevIndexRow + ix;
  22336. const i2 = prevIndexRow + ix + 1;
  22337. const i3 = iy * verticesPerRow + ix;
  22338. const i4 = iy * verticesPerRow + ix + 1;
  22339. indices.push( i1, i2, i3 );
  22340. indices.push( i2, i4, i3 );
  22341. }
  22342. }
  22343. }
  22344. // build geometry
  22345. this.setIndex( indices );
  22346. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22347. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22348. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22349. }
  22350. copy( source ) {
  22351. super.copy( source );
  22352. this.parameters = Object.assign( {}, source.parameters );
  22353. return this;
  22354. }
  22355. /**
  22356. * Factory method for creating an instance of this class from the given
  22357. * JSON object.
  22358. *
  22359. * @param {Object} data - A JSON object representing the serialized geometry.
  22360. * @return {CapsuleGeometry} A new instance.
  22361. */
  22362. static fromJSON( data ) {
  22363. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22364. }
  22365. }
  22366. /**
  22367. * A simple shape of Euclidean geometry. It is constructed from a
  22368. * number of triangular segments that are oriented around a central point and
  22369. * extend as far out as a given radius. It is built counter-clockwise from a
  22370. * start angle and a given central angle. It can also be used to create
  22371. * regular polygons, where the number of segments determines the number of
  22372. * sides.
  22373. *
  22374. * ```js
  22375. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22376. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22377. * const circle = new THREE.Mesh( geometry, material );
  22378. * scene.add( circle )
  22379. * ```
  22380. *
  22381. * @augments BufferGeometry
  22382. * @demo scenes/geometry-browser.html#CircleGeometry
  22383. */
  22384. class CircleGeometry extends BufferGeometry {
  22385. /**
  22386. * Constructs a new circle geometry.
  22387. *
  22388. * @param {number} [radius=1] - Radius of the circle.
  22389. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22390. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22391. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22392. * of the circular sector in radians. The default value results in a complete circle.
  22393. */
  22394. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22395. super();
  22396. this.type = 'CircleGeometry';
  22397. /**
  22398. * Holds the constructor parameters that have been
  22399. * used to generate the geometry. Any modification
  22400. * after instantiation does not change the geometry.
  22401. *
  22402. * @type {Object}
  22403. */
  22404. this.parameters = {
  22405. radius: radius,
  22406. segments: segments,
  22407. thetaStart: thetaStart,
  22408. thetaLength: thetaLength
  22409. };
  22410. segments = Math.max( 3, segments );
  22411. // buffers
  22412. const indices = [];
  22413. const vertices = [];
  22414. const normals = [];
  22415. const uvs = [];
  22416. // helper variables
  22417. const vertex = new Vector3();
  22418. const uv = new Vector2();
  22419. // center point
  22420. vertices.push( 0, 0, 0 );
  22421. normals.push( 0, 0, 1 );
  22422. uvs.push( 0.5, 0.5 );
  22423. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22424. const segment = thetaStart + s / segments * thetaLength;
  22425. // vertex
  22426. vertex.x = radius * Math.cos( segment );
  22427. vertex.y = radius * Math.sin( segment );
  22428. vertices.push( vertex.x, vertex.y, vertex.z );
  22429. // normal
  22430. normals.push( 0, 0, 1 );
  22431. // uvs
  22432. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22433. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22434. uvs.push( uv.x, uv.y );
  22435. }
  22436. // indices
  22437. for ( let i = 1; i <= segments; i ++ ) {
  22438. indices.push( i, i + 1, 0 );
  22439. }
  22440. // build geometry
  22441. this.setIndex( indices );
  22442. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22443. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22444. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22445. }
  22446. copy( source ) {
  22447. super.copy( source );
  22448. this.parameters = Object.assign( {}, source.parameters );
  22449. return this;
  22450. }
  22451. /**
  22452. * Factory method for creating an instance of this class from the given
  22453. * JSON object.
  22454. *
  22455. * @param {Object} data - A JSON object representing the serialized geometry.
  22456. * @return {CircleGeometry} A new instance.
  22457. */
  22458. static fromJSON( data ) {
  22459. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22460. }
  22461. }
  22462. /**
  22463. * A geometry class for representing a cylinder.
  22464. *
  22465. * ```js
  22466. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22467. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22468. * const cylinder = new THREE.Mesh( geometry, material );
  22469. * scene.add( cylinder );
  22470. * ```
  22471. *
  22472. * @augments BufferGeometry
  22473. * @demo scenes/geometry-browser.html#CylinderGeometry
  22474. */
  22475. class CylinderGeometry extends BufferGeometry {
  22476. /**
  22477. * Constructs a new cylinder geometry.
  22478. *
  22479. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22480. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22481. * @param {number} [height=1] - Height of the cylinder.
  22482. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22483. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22484. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22485. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22486. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22487. * The default value results in a complete cylinder.
  22488. */
  22489. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22490. super();
  22491. this.type = 'CylinderGeometry';
  22492. /**
  22493. * Holds the constructor parameters that have been
  22494. * used to generate the geometry. Any modification
  22495. * after instantiation does not change the geometry.
  22496. *
  22497. * @type {Object}
  22498. */
  22499. this.parameters = {
  22500. radiusTop: radiusTop,
  22501. radiusBottom: radiusBottom,
  22502. height: height,
  22503. radialSegments: radialSegments,
  22504. heightSegments: heightSegments,
  22505. openEnded: openEnded,
  22506. thetaStart: thetaStart,
  22507. thetaLength: thetaLength
  22508. };
  22509. const scope = this;
  22510. radialSegments = Math.floor( radialSegments );
  22511. heightSegments = Math.floor( heightSegments );
  22512. // buffers
  22513. const indices = [];
  22514. const vertices = [];
  22515. const normals = [];
  22516. const uvs = [];
  22517. // helper variables
  22518. let index = 0;
  22519. const indexArray = [];
  22520. const halfHeight = height / 2;
  22521. let groupStart = 0;
  22522. // generate geometry
  22523. generateTorso();
  22524. if ( openEnded === false ) {
  22525. if ( radiusTop > 0 ) generateCap( true );
  22526. if ( radiusBottom > 0 ) generateCap( false );
  22527. }
  22528. // build geometry
  22529. this.setIndex( indices );
  22530. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22531. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22532. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22533. function generateTorso() {
  22534. const normal = new Vector3();
  22535. const vertex = new Vector3();
  22536. let groupCount = 0;
  22537. // this will be used to calculate the normal
  22538. const slope = ( radiusBottom - radiusTop ) / height;
  22539. // generate vertices, normals and uvs
  22540. for ( let y = 0; y <= heightSegments; y ++ ) {
  22541. const indexRow = [];
  22542. const v = y / heightSegments;
  22543. // calculate the radius of the current row
  22544. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22545. for ( let x = 0; x <= radialSegments; x ++ ) {
  22546. const u = x / radialSegments;
  22547. const theta = u * thetaLength + thetaStart;
  22548. const sinTheta = Math.sin( theta );
  22549. const cosTheta = Math.cos( theta );
  22550. // vertex
  22551. vertex.x = radius * sinTheta;
  22552. vertex.y = - v * height + halfHeight;
  22553. vertex.z = radius * cosTheta;
  22554. vertices.push( vertex.x, vertex.y, vertex.z );
  22555. // normal
  22556. normal.set( sinTheta, slope, cosTheta ).normalize();
  22557. normals.push( normal.x, normal.y, normal.z );
  22558. // uv
  22559. uvs.push( u, 1 - v );
  22560. // save index of vertex in respective row
  22561. indexRow.push( index ++ );
  22562. }
  22563. // now save vertices of the row in our index array
  22564. indexArray.push( indexRow );
  22565. }
  22566. // generate indices
  22567. for ( let x = 0; x < radialSegments; x ++ ) {
  22568. for ( let y = 0; y < heightSegments; y ++ ) {
  22569. // we use the index array to access the correct indices
  22570. const a = indexArray[ y ][ x ];
  22571. const b = indexArray[ y + 1 ][ x ];
  22572. const c = indexArray[ y + 1 ][ x + 1 ];
  22573. const d = indexArray[ y ][ x + 1 ];
  22574. // faces
  22575. if ( radiusTop > 0 || y !== 0 ) {
  22576. indices.push( a, b, d );
  22577. groupCount += 3;
  22578. }
  22579. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22580. indices.push( b, c, d );
  22581. groupCount += 3;
  22582. }
  22583. }
  22584. }
  22585. // add a group to the geometry. this will ensure multi material support
  22586. scope.addGroup( groupStart, groupCount, 0 );
  22587. // calculate new start value for groups
  22588. groupStart += groupCount;
  22589. }
  22590. function generateCap( top ) {
  22591. // save the index of the first center vertex
  22592. const centerIndexStart = index;
  22593. const uv = new Vector2();
  22594. const vertex = new Vector3();
  22595. let groupCount = 0;
  22596. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22597. const sign = ( top === true ) ? 1 : -1;
  22598. // first we generate the center vertex data of the cap.
  22599. // because the geometry needs one set of uvs per face,
  22600. // we must generate a center vertex per face/segment
  22601. for ( let x = 1; x <= radialSegments; x ++ ) {
  22602. // vertex
  22603. vertices.push( 0, halfHeight * sign, 0 );
  22604. // normal
  22605. normals.push( 0, sign, 0 );
  22606. // uv
  22607. uvs.push( 0.5, 0.5 );
  22608. // increase index
  22609. index ++;
  22610. }
  22611. // save the index of the last center vertex
  22612. const centerIndexEnd = index;
  22613. // now we generate the surrounding vertices, normals and uvs
  22614. for ( let x = 0; x <= radialSegments; x ++ ) {
  22615. const u = x / radialSegments;
  22616. const theta = u * thetaLength + thetaStart;
  22617. const cosTheta = Math.cos( theta );
  22618. const sinTheta = Math.sin( theta );
  22619. // vertex
  22620. vertex.x = radius * sinTheta;
  22621. vertex.y = halfHeight * sign;
  22622. vertex.z = radius * cosTheta;
  22623. vertices.push( vertex.x, vertex.y, vertex.z );
  22624. // normal
  22625. normals.push( 0, sign, 0 );
  22626. // uv
  22627. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22628. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22629. uvs.push( uv.x, uv.y );
  22630. // increase index
  22631. index ++;
  22632. }
  22633. // generate indices
  22634. for ( let x = 0; x < radialSegments; x ++ ) {
  22635. const c = centerIndexStart + x;
  22636. const i = centerIndexEnd + x;
  22637. if ( top === true ) {
  22638. // face top
  22639. indices.push( i, i + 1, c );
  22640. } else {
  22641. // face bottom
  22642. indices.push( i + 1, i, c );
  22643. }
  22644. groupCount += 3;
  22645. }
  22646. // add a group to the geometry. this will ensure multi material support
  22647. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22648. // calculate new start value for groups
  22649. groupStart += groupCount;
  22650. }
  22651. }
  22652. copy( source ) {
  22653. super.copy( source );
  22654. this.parameters = Object.assign( {}, source.parameters );
  22655. return this;
  22656. }
  22657. /**
  22658. * Factory method for creating an instance of this class from the given
  22659. * JSON object.
  22660. *
  22661. * @param {Object} data - A JSON object representing the serialized geometry.
  22662. * @return {CylinderGeometry} A new instance.
  22663. */
  22664. static fromJSON( data ) {
  22665. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22666. }
  22667. }
  22668. /**
  22669. * A geometry class for representing a cone.
  22670. *
  22671. * ```js
  22672. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22673. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22674. * const cone = new THREE.Mesh(geometry, material );
  22675. * scene.add( cone );
  22676. * ```
  22677. *
  22678. * @augments CylinderGeometry
  22679. * @demo scenes/geometry-browser.html#ConeGeometry
  22680. */
  22681. class ConeGeometry extends CylinderGeometry {
  22682. /**
  22683. * Constructs a new cone geometry.
  22684. *
  22685. * @param {number} [radius=1] - Radius of the cone base.
  22686. * @param {number} [height=1] - Height of the cone.
  22687. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22688. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22689. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22690. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22691. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22692. * The default value results in a complete cone.
  22693. */
  22694. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22695. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22696. this.type = 'ConeGeometry';
  22697. /**
  22698. * Holds the constructor parameters that have been
  22699. * used to generate the geometry. Any modification
  22700. * after instantiation does not change the geometry.
  22701. *
  22702. * @type {Object}
  22703. */
  22704. this.parameters = {
  22705. radius: radius,
  22706. height: height,
  22707. radialSegments: radialSegments,
  22708. heightSegments: heightSegments,
  22709. openEnded: openEnded,
  22710. thetaStart: thetaStart,
  22711. thetaLength: thetaLength
  22712. };
  22713. }
  22714. /**
  22715. * Factory method for creating an instance of this class from the given
  22716. * JSON object.
  22717. *
  22718. * @param {Object} data - A JSON object representing the serialized geometry.
  22719. * @return {ConeGeometry} A new instance.
  22720. */
  22721. static fromJSON( data ) {
  22722. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22723. }
  22724. }
  22725. /**
  22726. * A polyhedron is a solid in three dimensions with flat faces. This class
  22727. * will take an array of vertices, project them onto a sphere, and then
  22728. * divide them up to the desired level of detail.
  22729. *
  22730. * @augments BufferGeometry
  22731. */
  22732. class PolyhedronGeometry extends BufferGeometry {
  22733. /**
  22734. * Constructs a new polyhedron geometry.
  22735. *
  22736. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22737. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22738. * @param {number} [radius=1] - The radius of the shape.
  22739. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22740. */
  22741. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22742. super();
  22743. this.type = 'PolyhedronGeometry';
  22744. /**
  22745. * Holds the constructor parameters that have been
  22746. * used to generate the geometry. Any modification
  22747. * after instantiation does not change the geometry.
  22748. *
  22749. * @type {Object}
  22750. */
  22751. this.parameters = {
  22752. vertices: vertices,
  22753. indices: indices,
  22754. radius: radius,
  22755. detail: detail
  22756. };
  22757. // default buffer data
  22758. const vertexBuffer = [];
  22759. const uvBuffer = [];
  22760. // the subdivision creates the vertex buffer data
  22761. subdivide( detail );
  22762. // all vertices should lie on a conceptual sphere with a given radius
  22763. applyRadius( radius );
  22764. // finally, create the uv data
  22765. generateUVs();
  22766. // build non-indexed geometry
  22767. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22768. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22769. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22770. if ( detail === 0 ) {
  22771. this.computeVertexNormals(); // flat normals
  22772. } else {
  22773. this.normalizeNormals(); // smooth normals
  22774. }
  22775. // helper functions
  22776. function subdivide( detail ) {
  22777. const a = new Vector3();
  22778. const b = new Vector3();
  22779. const c = new Vector3();
  22780. // iterate over all faces and apply a subdivision with the given detail value
  22781. for ( let i = 0; i < indices.length; i += 3 ) {
  22782. // get the vertices of the face
  22783. getVertexByIndex( indices[ i + 0 ], a );
  22784. getVertexByIndex( indices[ i + 1 ], b );
  22785. getVertexByIndex( indices[ i + 2 ], c );
  22786. // perform subdivision
  22787. subdivideFace( a, b, c, detail );
  22788. }
  22789. }
  22790. function subdivideFace( a, b, c, detail ) {
  22791. const cols = detail + 1;
  22792. // we use this multidimensional array as a data structure for creating the subdivision
  22793. const v = [];
  22794. // construct all of the vertices for this subdivision
  22795. for ( let i = 0; i <= cols; i ++ ) {
  22796. v[ i ] = [];
  22797. const aj = a.clone().lerp( c, i / cols );
  22798. const bj = b.clone().lerp( c, i / cols );
  22799. const rows = cols - i;
  22800. for ( let j = 0; j <= rows; j ++ ) {
  22801. if ( j === 0 && i === cols ) {
  22802. v[ i ][ j ] = aj;
  22803. } else {
  22804. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22805. }
  22806. }
  22807. }
  22808. // construct all of the faces
  22809. for ( let i = 0; i < cols; i ++ ) {
  22810. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22811. const k = Math.floor( j / 2 );
  22812. if ( j % 2 === 0 ) {
  22813. pushVertex( v[ i ][ k + 1 ] );
  22814. pushVertex( v[ i + 1 ][ k ] );
  22815. pushVertex( v[ i ][ k ] );
  22816. } else {
  22817. pushVertex( v[ i ][ k + 1 ] );
  22818. pushVertex( v[ i + 1 ][ k + 1 ] );
  22819. pushVertex( v[ i + 1 ][ k ] );
  22820. }
  22821. }
  22822. }
  22823. }
  22824. function applyRadius( radius ) {
  22825. const vertex = new Vector3();
  22826. // iterate over the entire buffer and apply the radius to each vertex
  22827. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22828. vertex.x = vertexBuffer[ i + 0 ];
  22829. vertex.y = vertexBuffer[ i + 1 ];
  22830. vertex.z = vertexBuffer[ i + 2 ];
  22831. vertex.normalize().multiplyScalar( radius );
  22832. vertexBuffer[ i + 0 ] = vertex.x;
  22833. vertexBuffer[ i + 1 ] = vertex.y;
  22834. vertexBuffer[ i + 2 ] = vertex.z;
  22835. }
  22836. }
  22837. function generateUVs() {
  22838. const vertex = new Vector3();
  22839. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22840. vertex.x = vertexBuffer[ i + 0 ];
  22841. vertex.y = vertexBuffer[ i + 1 ];
  22842. vertex.z = vertexBuffer[ i + 2 ];
  22843. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22844. const v = inclination( vertex ) / Math.PI + 0.5;
  22845. uvBuffer.push( u, 1 - v );
  22846. }
  22847. correctUVs();
  22848. correctSeam();
  22849. }
  22850. function correctSeam() {
  22851. // handle case when face straddles the seam, see #3269
  22852. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22853. // uv data of a single face
  22854. const x0 = uvBuffer[ i + 0 ];
  22855. const x1 = uvBuffer[ i + 2 ];
  22856. const x2 = uvBuffer[ i + 4 ];
  22857. const max = Math.max( x0, x1, x2 );
  22858. const min = Math.min( x0, x1, x2 );
  22859. // 0.9 is somewhat arbitrary
  22860. if ( max > 0.9 && min < 0.1 ) {
  22861. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22862. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22863. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22864. }
  22865. }
  22866. }
  22867. function pushVertex( vertex ) {
  22868. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22869. }
  22870. function getVertexByIndex( index, vertex ) {
  22871. const stride = index * 3;
  22872. vertex.x = vertices[ stride + 0 ];
  22873. vertex.y = vertices[ stride + 1 ];
  22874. vertex.z = vertices[ stride + 2 ];
  22875. }
  22876. function correctUVs() {
  22877. const a = new Vector3();
  22878. const b = new Vector3();
  22879. const c = new Vector3();
  22880. const centroid = new Vector3();
  22881. const uvA = new Vector2();
  22882. const uvB = new Vector2();
  22883. const uvC = new Vector2();
  22884. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22885. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22886. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22887. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22888. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22889. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22890. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22891. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22892. const azi = azimuth( centroid );
  22893. correctUV( uvA, j + 0, a, azi );
  22894. correctUV( uvB, j + 2, b, azi );
  22895. correctUV( uvC, j + 4, c, azi );
  22896. }
  22897. }
  22898. function correctUV( uv, stride, vector, azimuth ) {
  22899. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22900. uvBuffer[ stride ] = uv.x - 1;
  22901. }
  22902. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22903. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22904. }
  22905. }
  22906. // Angle around the Y axis, counter-clockwise when looking from above.
  22907. function azimuth( vector ) {
  22908. return Math.atan2( vector.z, - vector.x );
  22909. }
  22910. // Angle above the XZ plane.
  22911. function inclination( vector ) {
  22912. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22913. }
  22914. }
  22915. copy( source ) {
  22916. super.copy( source );
  22917. this.parameters = Object.assign( {}, source.parameters );
  22918. return this;
  22919. }
  22920. /**
  22921. * Factory method for creating an instance of this class from the given
  22922. * JSON object.
  22923. *
  22924. * @param {Object} data - A JSON object representing the serialized geometry.
  22925. * @return {PolyhedronGeometry} A new instance.
  22926. */
  22927. static fromJSON( data ) {
  22928. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22929. }
  22930. }
  22931. /**
  22932. * A geometry class for representing a dodecahedron.
  22933. *
  22934. * ```js
  22935. * const geometry = new THREE.DodecahedronGeometry();
  22936. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22937. * const dodecahedron = new THREE.Mesh( geometry, material );
  22938. * scene.add( dodecahedron );
  22939. * ```
  22940. *
  22941. * @augments PolyhedronGeometry
  22942. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  22943. */
  22944. class DodecahedronGeometry extends PolyhedronGeometry {
  22945. /**
  22946. * Constructs a new dodecahedron geometry.
  22947. *
  22948. * @param {number} [radius=1] - Radius of the dodecahedron.
  22949. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22950. */
  22951. constructor( radius = 1, detail = 0 ) {
  22952. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22953. const r = 1 / t;
  22954. const vertices = [
  22955. // (±1, ±1, ±1)
  22956. -1, -1, -1, -1, -1, 1,
  22957. -1, 1, -1, -1, 1, 1,
  22958. 1, -1, -1, 1, -1, 1,
  22959. 1, 1, -1, 1, 1, 1,
  22960. // (0, ±1/φ, ±φ)
  22961. 0, - r, - t, 0, - r, t,
  22962. 0, r, - t, 0, r, t,
  22963. // (±1/φ, ±φ, 0)
  22964. - r, - t, 0, - r, t, 0,
  22965. r, - t, 0, r, t, 0,
  22966. // (±φ, 0, ±1/φ)
  22967. - t, 0, - r, t, 0, - r,
  22968. - t, 0, r, t, 0, r
  22969. ];
  22970. const indices = [
  22971. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22972. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22973. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22974. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22975. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22976. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22977. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22978. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22979. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22980. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22981. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22982. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22983. ];
  22984. super( vertices, indices, radius, detail );
  22985. this.type = 'DodecahedronGeometry';
  22986. /**
  22987. * Holds the constructor parameters that have been
  22988. * used to generate the geometry. Any modification
  22989. * after instantiation does not change the geometry.
  22990. *
  22991. * @type {Object}
  22992. */
  22993. this.parameters = {
  22994. radius: radius,
  22995. detail: detail
  22996. };
  22997. }
  22998. /**
  22999. * Factory method for creating an instance of this class from the given
  23000. * JSON object.
  23001. *
  23002. * @param {Object} data - A JSON object representing the serialized geometry.
  23003. * @return {DodecahedronGeometry} A new instance.
  23004. */
  23005. static fromJSON( data ) {
  23006. return new DodecahedronGeometry( data.radius, data.detail );
  23007. }
  23008. }
  23009. const _v0 = /*@__PURE__*/ new Vector3();
  23010. const _v1$1 = /*@__PURE__*/ new Vector3();
  23011. const _normal = /*@__PURE__*/ new Vector3();
  23012. const _triangle = /*@__PURE__*/ new Triangle();
  23013. /**
  23014. * Can be used as a helper object to view the edges of a geometry.
  23015. *
  23016. * ```js
  23017. * const geometry = new THREE.BoxGeometry();
  23018. * const edges = new THREE.EdgesGeometry( geometry );
  23019. * const line = new THREE.LineSegments( edges );
  23020. * scene.add( line );
  23021. * ```
  23022. *
  23023. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23024. *
  23025. * @augments BufferGeometry
  23026. */
  23027. class EdgesGeometry extends BufferGeometry {
  23028. /**
  23029. * Constructs a new edges geometry.
  23030. *
  23031. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23032. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23033. * between the face normals of the adjoining faces exceeds this value.
  23034. */
  23035. constructor( geometry = null, thresholdAngle = 1 ) {
  23036. super();
  23037. this.type = 'EdgesGeometry';
  23038. /**
  23039. * Holds the constructor parameters that have been
  23040. * used to generate the geometry. Any modification
  23041. * after instantiation does not change the geometry.
  23042. *
  23043. * @type {Object}
  23044. */
  23045. this.parameters = {
  23046. geometry: geometry,
  23047. thresholdAngle: thresholdAngle
  23048. };
  23049. if ( geometry !== null ) {
  23050. const precisionPoints = 4;
  23051. const precision = Math.pow( 10, precisionPoints );
  23052. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23053. const indexAttr = geometry.getIndex();
  23054. const positionAttr = geometry.getAttribute( 'position' );
  23055. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23056. const indexArr = [ 0, 0, 0 ];
  23057. const vertKeys = [ 'a', 'b', 'c' ];
  23058. const hashes = new Array( 3 );
  23059. const edgeData = {};
  23060. const vertices = [];
  23061. for ( let i = 0; i < indexCount; i += 3 ) {
  23062. if ( indexAttr ) {
  23063. indexArr[ 0 ] = indexAttr.getX( i );
  23064. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23065. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23066. } else {
  23067. indexArr[ 0 ] = i;
  23068. indexArr[ 1 ] = i + 1;
  23069. indexArr[ 2 ] = i + 2;
  23070. }
  23071. const { a, b, c } = _triangle;
  23072. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23073. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23074. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23075. _triangle.getNormal( _normal );
  23076. // create hashes for the edge from the vertices
  23077. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23078. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23079. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23080. // skip degenerate triangles
  23081. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23082. continue;
  23083. }
  23084. // iterate over every edge
  23085. for ( let j = 0; j < 3; j ++ ) {
  23086. // get the first and next vertex making up the edge
  23087. const jNext = ( j + 1 ) % 3;
  23088. const vecHash0 = hashes[ j ];
  23089. const vecHash1 = hashes[ jNext ];
  23090. const v0 = _triangle[ vertKeys[ j ] ];
  23091. const v1 = _triangle[ vertKeys[ jNext ] ];
  23092. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23093. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23094. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23095. // if we found a sibling edge add it into the vertex array if
  23096. // it meets the angle threshold and delete the edge from the map.
  23097. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23098. vertices.push( v0.x, v0.y, v0.z );
  23099. vertices.push( v1.x, v1.y, v1.z );
  23100. }
  23101. edgeData[ reverseHash ] = null;
  23102. } else if ( ! ( hash in edgeData ) ) {
  23103. // if we've already got an edge here then skip adding a new one
  23104. edgeData[ hash ] = {
  23105. index0: indexArr[ j ],
  23106. index1: indexArr[ jNext ],
  23107. normal: _normal.clone(),
  23108. };
  23109. }
  23110. }
  23111. }
  23112. // iterate over all remaining, unmatched edges and add them to the vertex array
  23113. for ( const key in edgeData ) {
  23114. if ( edgeData[ key ] ) {
  23115. const { index0, index1 } = edgeData[ key ];
  23116. _v0.fromBufferAttribute( positionAttr, index0 );
  23117. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23118. vertices.push( _v0.x, _v0.y, _v0.z );
  23119. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23120. }
  23121. }
  23122. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23123. }
  23124. }
  23125. copy( source ) {
  23126. super.copy( source );
  23127. this.parameters = Object.assign( {}, source.parameters );
  23128. return this;
  23129. }
  23130. }
  23131. /**
  23132. * An abstract base class for creating an analytic curve object that contains methods
  23133. * for interpolation.
  23134. *
  23135. * @abstract
  23136. */
  23137. class Curve {
  23138. /**
  23139. * Constructs a new curve.
  23140. */
  23141. constructor() {
  23142. /**
  23143. * The type property is used for detecting the object type
  23144. * in context of serialization/deserialization.
  23145. *
  23146. * @type {string}
  23147. * @readonly
  23148. */
  23149. this.type = 'Curve';
  23150. /**
  23151. * This value determines the amount of divisions when calculating the
  23152. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23153. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23154. * recommended to increase the value of this property if the curve is very large.
  23155. *
  23156. * @type {number}
  23157. * @default 200
  23158. */
  23159. this.arcLengthDivisions = 200;
  23160. /**
  23161. * Must be set to `true` if the curve parameters have changed.
  23162. *
  23163. * @type {boolean}
  23164. * @default false
  23165. */
  23166. this.needsUpdate = false;
  23167. /**
  23168. * An internal cache that holds precomputed curve length values.
  23169. *
  23170. * @private
  23171. * @type {?Array<number>}
  23172. * @default null
  23173. */
  23174. this.cacheArcLengths = null;
  23175. }
  23176. /**
  23177. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23178. * for the given interpolation factor.
  23179. *
  23180. * @abstract
  23181. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23182. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23183. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23184. */
  23185. getPoint( /* t, optionalTarget */ ) {
  23186. warn( 'Curve: .getPoint() not implemented.' );
  23187. }
  23188. /**
  23189. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23190. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23191. * of the curve which equidistant samples.
  23192. *
  23193. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23194. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23195. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23196. */
  23197. getPointAt( u, optionalTarget ) {
  23198. const t = this.getUtoTmapping( u );
  23199. return this.getPoint( t, optionalTarget );
  23200. }
  23201. /**
  23202. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23203. * the curve shape.
  23204. *
  23205. * @param {number} [divisions=5] - The number of divisions.
  23206. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23207. */
  23208. getPoints( divisions = 5 ) {
  23209. const points = [];
  23210. for ( let d = 0; d <= divisions; d ++ ) {
  23211. points.push( this.getPoint( d / divisions ) );
  23212. }
  23213. return points;
  23214. }
  23215. // Get sequence of points using getPointAt( u )
  23216. /**
  23217. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23218. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23219. * curve.
  23220. *
  23221. * @param {number} [divisions=5] - The number of divisions.
  23222. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23223. */
  23224. getSpacedPoints( divisions = 5 ) {
  23225. const points = [];
  23226. for ( let d = 0; d <= divisions; d ++ ) {
  23227. points.push( this.getPointAt( d / divisions ) );
  23228. }
  23229. return points;
  23230. }
  23231. /**
  23232. * Returns the total arc length of the curve.
  23233. *
  23234. * @return {number} The length of the curve.
  23235. */
  23236. getLength() {
  23237. const lengths = this.getLengths();
  23238. return lengths[ lengths.length - 1 ];
  23239. }
  23240. /**
  23241. * Returns an array of cumulative segment lengths of the curve.
  23242. *
  23243. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23244. * @return {Array<number>} An array holding the cumulative segment lengths.
  23245. */
  23246. getLengths( divisions = this.arcLengthDivisions ) {
  23247. if ( this.cacheArcLengths &&
  23248. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23249. ! this.needsUpdate ) {
  23250. return this.cacheArcLengths;
  23251. }
  23252. this.needsUpdate = false;
  23253. const cache = [];
  23254. let current, last = this.getPoint( 0 );
  23255. let sum = 0;
  23256. cache.push( 0 );
  23257. for ( let p = 1; p <= divisions; p ++ ) {
  23258. current = this.getPoint( p / divisions );
  23259. sum += current.distanceTo( last );
  23260. cache.push( sum );
  23261. last = current;
  23262. }
  23263. this.cacheArcLengths = cache;
  23264. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23265. }
  23266. /**
  23267. * Update the cumulative segment distance cache. The method must be called
  23268. * every time curve parameters are changed. If an updated curve is part of a
  23269. * composed curve like {@link CurvePath}, this method must be called on the
  23270. * composed curve, too.
  23271. */
  23272. updateArcLengths() {
  23273. this.needsUpdate = true;
  23274. this.getLengths();
  23275. }
  23276. /**
  23277. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23278. * interpolation factor in the same range that can be ued to sample equidistant points
  23279. * from a curve.
  23280. *
  23281. * @param {number} u - The interpolation factor.
  23282. * @param {?number} distance - An optional distance on the curve.
  23283. * @return {number} The updated interpolation factor.
  23284. */
  23285. getUtoTmapping( u, distance = null ) {
  23286. const arcLengths = this.getLengths();
  23287. let i = 0;
  23288. const il = arcLengths.length;
  23289. let targetArcLength; // The targeted u distance value to get
  23290. if ( distance ) {
  23291. targetArcLength = distance;
  23292. } else {
  23293. targetArcLength = u * arcLengths[ il - 1 ];
  23294. }
  23295. // binary search for the index with largest value smaller than target u distance
  23296. let low = 0, high = il - 1, comparison;
  23297. while ( low <= high ) {
  23298. 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
  23299. comparison = arcLengths[ i ] - targetArcLength;
  23300. if ( comparison < 0 ) {
  23301. low = i + 1;
  23302. } else if ( comparison > 0 ) {
  23303. high = i - 1;
  23304. } else {
  23305. high = i;
  23306. break;
  23307. // DONE
  23308. }
  23309. }
  23310. i = high;
  23311. if ( arcLengths[ i ] === targetArcLength ) {
  23312. return i / ( il - 1 );
  23313. }
  23314. // we could get finer grain at lengths, or use simple interpolation between two points
  23315. const lengthBefore = arcLengths[ i ];
  23316. const lengthAfter = arcLengths[ i + 1 ];
  23317. const segmentLength = lengthAfter - lengthBefore;
  23318. // determine where we are between the 'before' and 'after' points
  23319. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23320. // add that fractional amount to t
  23321. const t = ( i + segmentFraction ) / ( il - 1 );
  23322. return t;
  23323. }
  23324. /**
  23325. * Returns a unit vector tangent for the given interpolation factor.
  23326. * If the derived curve does not implement its tangent derivation,
  23327. * two points a small delta apart will be used to find its gradient
  23328. * which seems to give a reasonable approximation.
  23329. *
  23330. * @param {number} t - The interpolation factor.
  23331. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23332. * @return {(Vector2|Vector3)} The tangent vector.
  23333. */
  23334. getTangent( t, optionalTarget ) {
  23335. const delta = 0.0001;
  23336. let t1 = t - delta;
  23337. let t2 = t + delta;
  23338. // Capping in case of danger
  23339. if ( t1 < 0 ) t1 = 0;
  23340. if ( t2 > 1 ) t2 = 1;
  23341. const pt1 = this.getPoint( t1 );
  23342. const pt2 = this.getPoint( t2 );
  23343. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23344. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23345. return tangent;
  23346. }
  23347. /**
  23348. * Same as {@link Curve#getTangent} but with equidistant samples.
  23349. *
  23350. * @param {number} u - The interpolation factor.
  23351. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23352. * @return {(Vector2|Vector3)} The tangent vector.
  23353. * @see {@link Curve#getPointAt}
  23354. */
  23355. getTangentAt( u, optionalTarget ) {
  23356. const t = this.getUtoTmapping( u );
  23357. return this.getTangent( t, optionalTarget );
  23358. }
  23359. /**
  23360. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23361. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23362. *
  23363. * @param {number} segments - The number of segments.
  23364. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23365. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23366. */
  23367. computeFrenetFrames( segments, closed = false ) {
  23368. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23369. const normal = new Vector3();
  23370. const tangents = [];
  23371. const normals = [];
  23372. const binormals = [];
  23373. const vec = new Vector3();
  23374. const mat = new Matrix4();
  23375. // compute the tangent vectors for each segment on the curve
  23376. for ( let i = 0; i <= segments; i ++ ) {
  23377. const u = i / segments;
  23378. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23379. }
  23380. // select an initial normal vector perpendicular to the first tangent vector,
  23381. // and in the direction of the minimum tangent xyz component
  23382. normals[ 0 ] = new Vector3();
  23383. binormals[ 0 ] = new Vector3();
  23384. let min = Number.MAX_VALUE;
  23385. const tx = Math.abs( tangents[ 0 ].x );
  23386. const ty = Math.abs( tangents[ 0 ].y );
  23387. const tz = Math.abs( tangents[ 0 ].z );
  23388. if ( tx <= min ) {
  23389. min = tx;
  23390. normal.set( 1, 0, 0 );
  23391. }
  23392. if ( ty <= min ) {
  23393. min = ty;
  23394. normal.set( 0, 1, 0 );
  23395. }
  23396. if ( tz <= min ) {
  23397. normal.set( 0, 0, 1 );
  23398. }
  23399. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23400. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23401. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23402. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23403. for ( let i = 1; i <= segments; i ++ ) {
  23404. normals[ i ] = normals[ i - 1 ].clone();
  23405. binormals[ i ] = binormals[ i - 1 ].clone();
  23406. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23407. if ( vec.length() > Number.EPSILON ) {
  23408. vec.normalize();
  23409. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23410. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23411. }
  23412. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23413. }
  23414. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23415. if ( closed === true ) {
  23416. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23417. theta /= segments;
  23418. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23419. theta = - theta;
  23420. }
  23421. for ( let i = 1; i <= segments; i ++ ) {
  23422. // twist a little...
  23423. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23424. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23425. }
  23426. }
  23427. return {
  23428. tangents: tangents,
  23429. normals: normals,
  23430. binormals: binormals
  23431. };
  23432. }
  23433. /**
  23434. * Returns a new curve with copied values from this instance.
  23435. *
  23436. * @return {Curve} A clone of this instance.
  23437. */
  23438. clone() {
  23439. return new this.constructor().copy( this );
  23440. }
  23441. /**
  23442. * Copies the values of the given curve to this instance.
  23443. *
  23444. * @param {Curve} source - The curve to copy.
  23445. * @return {Curve} A reference to this curve.
  23446. */
  23447. copy( source ) {
  23448. this.arcLengthDivisions = source.arcLengthDivisions;
  23449. return this;
  23450. }
  23451. /**
  23452. * Serializes the curve into JSON.
  23453. *
  23454. * @return {Object} A JSON object representing the serialized curve.
  23455. * @see {@link ObjectLoader#parse}
  23456. */
  23457. toJSON() {
  23458. const data = {
  23459. metadata: {
  23460. version: 4.7,
  23461. type: 'Curve',
  23462. generator: 'Curve.toJSON'
  23463. }
  23464. };
  23465. data.arcLengthDivisions = this.arcLengthDivisions;
  23466. data.type = this.type;
  23467. return data;
  23468. }
  23469. /**
  23470. * Deserializes the curve from the given JSON.
  23471. *
  23472. * @param {Object} json - The JSON holding the serialized curve.
  23473. * @return {Curve} A reference to this curve.
  23474. */
  23475. fromJSON( json ) {
  23476. this.arcLengthDivisions = json.arcLengthDivisions;
  23477. return this;
  23478. }
  23479. }
  23480. /**
  23481. * A curve representing an ellipse.
  23482. *
  23483. * ```js
  23484. * const curve = new THREE.EllipseCurve(
  23485. * 0, 0,
  23486. * 10, 10,
  23487. * 0, 2 * Math.PI,
  23488. * false,
  23489. * 0
  23490. * );
  23491. *
  23492. * const points = curve.getPoints( 50 );
  23493. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23494. *
  23495. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23496. *
  23497. * // Create the final object to add to the scene
  23498. * const ellipse = new THREE.Line( geometry, material );
  23499. * ```
  23500. *
  23501. * @augments Curve
  23502. */
  23503. class EllipseCurve extends Curve {
  23504. /**
  23505. * Constructs a new ellipse curve.
  23506. *
  23507. * @param {number} [aX=0] - The X center of the ellipse.
  23508. * @param {number} [aY=0] - The Y center of the ellipse.
  23509. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23510. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23511. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23512. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23513. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23514. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23515. */
  23516. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23517. super();
  23518. /**
  23519. * This flag can be used for type testing.
  23520. *
  23521. * @type {boolean}
  23522. * @readonly
  23523. * @default true
  23524. */
  23525. this.isEllipseCurve = true;
  23526. this.type = 'EllipseCurve';
  23527. /**
  23528. * The X center of the ellipse.
  23529. *
  23530. * @type {number}
  23531. * @default 0
  23532. */
  23533. this.aX = aX;
  23534. /**
  23535. * The Y center of the ellipse.
  23536. *
  23537. * @type {number}
  23538. * @default 0
  23539. */
  23540. this.aY = aY;
  23541. /**
  23542. * The radius of the ellipse in the x direction.
  23543. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23544. *
  23545. * @type {number}
  23546. * @default 1
  23547. */
  23548. this.xRadius = xRadius;
  23549. /**
  23550. * The radius of the ellipse in the y direction.
  23551. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23552. *
  23553. * @type {number}
  23554. * @default 1
  23555. */
  23556. this.yRadius = yRadius;
  23557. /**
  23558. * The start angle of the curve in radians starting from the positive X axis.
  23559. *
  23560. * @type {number}
  23561. * @default 0
  23562. */
  23563. this.aStartAngle = aStartAngle;
  23564. /**
  23565. * The end angle of the curve in radians starting from the positive X axis.
  23566. *
  23567. * @type {number}
  23568. * @default Math.PI*2
  23569. */
  23570. this.aEndAngle = aEndAngle;
  23571. /**
  23572. * Whether the ellipse is drawn clockwise or not.
  23573. *
  23574. * @type {boolean}
  23575. * @default false
  23576. */
  23577. this.aClockwise = aClockwise;
  23578. /**
  23579. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23580. *
  23581. * @type {number}
  23582. * @default 0
  23583. */
  23584. this.aRotation = aRotation;
  23585. }
  23586. /**
  23587. * Returns a point on the curve.
  23588. *
  23589. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23590. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23591. * @return {Vector2} The position on the curve.
  23592. */
  23593. getPoint( t, optionalTarget = new Vector2() ) {
  23594. const point = optionalTarget;
  23595. const twoPi = Math.PI * 2;
  23596. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23597. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23598. // ensures that deltaAngle is 0 .. 2 PI
  23599. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23600. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23601. if ( deltaAngle < Number.EPSILON ) {
  23602. if ( samePoints ) {
  23603. deltaAngle = 0;
  23604. } else {
  23605. deltaAngle = twoPi;
  23606. }
  23607. }
  23608. if ( this.aClockwise === true && ! samePoints ) {
  23609. if ( deltaAngle === twoPi ) {
  23610. deltaAngle = - twoPi;
  23611. } else {
  23612. deltaAngle = deltaAngle - twoPi;
  23613. }
  23614. }
  23615. const angle = this.aStartAngle + t * deltaAngle;
  23616. let x = this.aX + this.xRadius * Math.cos( angle );
  23617. let y = this.aY + this.yRadius * Math.sin( angle );
  23618. if ( this.aRotation !== 0 ) {
  23619. const cos = Math.cos( this.aRotation );
  23620. const sin = Math.sin( this.aRotation );
  23621. const tx = x - this.aX;
  23622. const ty = y - this.aY;
  23623. // Rotate the point about the center of the ellipse.
  23624. x = tx * cos - ty * sin + this.aX;
  23625. y = tx * sin + ty * cos + this.aY;
  23626. }
  23627. return point.set( x, y );
  23628. }
  23629. copy( source ) {
  23630. super.copy( source );
  23631. this.aX = source.aX;
  23632. this.aY = source.aY;
  23633. this.xRadius = source.xRadius;
  23634. this.yRadius = source.yRadius;
  23635. this.aStartAngle = source.aStartAngle;
  23636. this.aEndAngle = source.aEndAngle;
  23637. this.aClockwise = source.aClockwise;
  23638. this.aRotation = source.aRotation;
  23639. return this;
  23640. }
  23641. toJSON() {
  23642. const data = super.toJSON();
  23643. data.aX = this.aX;
  23644. data.aY = this.aY;
  23645. data.xRadius = this.xRadius;
  23646. data.yRadius = this.yRadius;
  23647. data.aStartAngle = this.aStartAngle;
  23648. data.aEndAngle = this.aEndAngle;
  23649. data.aClockwise = this.aClockwise;
  23650. data.aRotation = this.aRotation;
  23651. return data;
  23652. }
  23653. fromJSON( json ) {
  23654. super.fromJSON( json );
  23655. this.aX = json.aX;
  23656. this.aY = json.aY;
  23657. this.xRadius = json.xRadius;
  23658. this.yRadius = json.yRadius;
  23659. this.aStartAngle = json.aStartAngle;
  23660. this.aEndAngle = json.aEndAngle;
  23661. this.aClockwise = json.aClockwise;
  23662. this.aRotation = json.aRotation;
  23663. return this;
  23664. }
  23665. }
  23666. /**
  23667. * A curve representing an arc.
  23668. *
  23669. * @augments EllipseCurve
  23670. */
  23671. class ArcCurve extends EllipseCurve {
  23672. /**
  23673. * Constructs a new arc curve.
  23674. *
  23675. * @param {number} [aX=0] - The X center of the ellipse.
  23676. * @param {number} [aY=0] - The Y center of the ellipse.
  23677. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23678. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23679. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23680. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23681. */
  23682. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23683. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23684. /**
  23685. * This flag can be used for type testing.
  23686. *
  23687. * @type {boolean}
  23688. * @readonly
  23689. * @default true
  23690. */
  23691. this.isArcCurve = true;
  23692. this.type = 'ArcCurve';
  23693. }
  23694. }
  23695. function CubicPoly() {
  23696. /**
  23697. * Centripetal CatmullRom Curve - which is useful for avoiding
  23698. * cusps and self-intersections in non-uniform catmull rom curves.
  23699. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23700. *
  23701. * curve.type accepts centripetal(default), chordal and catmullrom
  23702. * curve.tension is used for catmullrom which defaults to 0.5
  23703. */
  23704. /*
  23705. Based on an optimized c++ solution in
  23706. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23707. - http://ideone.com/NoEbVM
  23708. This CubicPoly class could be used for reusing some variables and calculations,
  23709. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23710. which can be placed in CurveUtils.
  23711. */
  23712. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23713. /*
  23714. * Compute coefficients for a cubic polynomial
  23715. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23716. * such that
  23717. * p(0) = x0, p(1) = x1
  23718. * and
  23719. * p'(0) = t0, p'(1) = t1.
  23720. */
  23721. function init( x0, x1, t0, t1 ) {
  23722. c0 = x0;
  23723. c1 = t0;
  23724. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23725. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23726. }
  23727. return {
  23728. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23729. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23730. },
  23731. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23732. // compute tangents when parameterized in [t1,t2]
  23733. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23734. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23735. // rescale tangents for parametrization in [0,1]
  23736. t1 *= dt1;
  23737. t2 *= dt1;
  23738. init( x1, x2, t1, t2 );
  23739. },
  23740. calc: function ( t ) {
  23741. const t2 = t * t;
  23742. const t3 = t2 * t;
  23743. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23744. }
  23745. };
  23746. }
  23747. //
  23748. const tmp = /*@__PURE__*/ new Vector3();
  23749. const px = /*@__PURE__*/ new CubicPoly();
  23750. const py = /*@__PURE__*/ new CubicPoly();
  23751. const pz = /*@__PURE__*/ new CubicPoly();
  23752. /**
  23753. * A curve representing a Catmull-Rom spline.
  23754. *
  23755. * ```js
  23756. * //Create a closed wavey loop
  23757. * const curve = new THREE.CatmullRomCurve3( [
  23758. * new THREE.Vector3( -10, 0, 10 ),
  23759. * new THREE.Vector3( -5, 5, 5 ),
  23760. * new THREE.Vector3( 0, 0, 0 ),
  23761. * new THREE.Vector3( 5, -5, 5 ),
  23762. * new THREE.Vector3( 10, 0, 10 )
  23763. * ] );
  23764. *
  23765. * const points = curve.getPoints( 50 );
  23766. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23767. *
  23768. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23769. *
  23770. * // Create the final object to add to the scene
  23771. * const curveObject = new THREE.Line( geometry, material );
  23772. * ```
  23773. *
  23774. * @augments Curve
  23775. */
  23776. class CatmullRomCurve3 extends Curve {
  23777. /**
  23778. * Constructs a new Catmull-Rom curve.
  23779. *
  23780. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23781. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23782. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23783. * @param {number} [tension=0.5] - Tension of the curve.
  23784. */
  23785. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23786. super();
  23787. /**
  23788. * This flag can be used for type testing.
  23789. *
  23790. * @type {boolean}
  23791. * @readonly
  23792. * @default true
  23793. */
  23794. this.isCatmullRomCurve3 = true;
  23795. this.type = 'CatmullRomCurve3';
  23796. /**
  23797. * An array of 3D points defining the curve.
  23798. *
  23799. * @type {Array<Vector3>}
  23800. */
  23801. this.points = points;
  23802. /**
  23803. * Whether the curve is closed or not.
  23804. *
  23805. * @type {boolean}
  23806. * @default false
  23807. */
  23808. this.closed = closed;
  23809. /**
  23810. * The curve type.
  23811. *
  23812. * @type {('centripetal'|'chordal'|'catmullrom')}
  23813. * @default 'centripetal'
  23814. */
  23815. this.curveType = curveType;
  23816. /**
  23817. * Tension of the curve.
  23818. *
  23819. * @type {number}
  23820. * @default 0.5
  23821. */
  23822. this.tension = tension;
  23823. }
  23824. /**
  23825. * Returns a point on the curve.
  23826. *
  23827. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23828. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23829. * @return {Vector3} The position on the curve.
  23830. */
  23831. getPoint( t, optionalTarget = new Vector3() ) {
  23832. const point = optionalTarget;
  23833. const points = this.points;
  23834. const l = points.length;
  23835. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23836. let intPoint = Math.floor( p );
  23837. let weight = p - intPoint;
  23838. if ( this.closed ) {
  23839. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23840. } else if ( weight === 0 && intPoint === l - 1 ) {
  23841. intPoint = l - 2;
  23842. weight = 1;
  23843. }
  23844. let p0, p3; // 4 points (p1 & p2 defined below)
  23845. if ( this.closed || intPoint > 0 ) {
  23846. p0 = points[ ( intPoint - 1 ) % l ];
  23847. } else {
  23848. // extrapolate first point
  23849. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23850. p0 = tmp;
  23851. }
  23852. const p1 = points[ intPoint % l ];
  23853. const p2 = points[ ( intPoint + 1 ) % l ];
  23854. if ( this.closed || intPoint + 2 < l ) {
  23855. p3 = points[ ( intPoint + 2 ) % l ];
  23856. } else {
  23857. // extrapolate last point
  23858. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23859. p3 = tmp;
  23860. }
  23861. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23862. // init Centripetal / Chordal Catmull-Rom
  23863. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23864. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23865. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23866. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23867. // safety check for repeated points
  23868. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23869. if ( dt0 < 1e-4 ) dt0 = dt1;
  23870. if ( dt2 < 1e-4 ) dt2 = dt1;
  23871. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23872. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23873. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23874. } else if ( this.curveType === 'catmullrom' ) {
  23875. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23876. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23877. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23878. }
  23879. point.set(
  23880. px.calc( weight ),
  23881. py.calc( weight ),
  23882. pz.calc( weight )
  23883. );
  23884. return point;
  23885. }
  23886. copy( source ) {
  23887. super.copy( source );
  23888. this.points = [];
  23889. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23890. const point = source.points[ i ];
  23891. this.points.push( point.clone() );
  23892. }
  23893. this.closed = source.closed;
  23894. this.curveType = source.curveType;
  23895. this.tension = source.tension;
  23896. return this;
  23897. }
  23898. toJSON() {
  23899. const data = super.toJSON();
  23900. data.points = [];
  23901. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23902. const point = this.points[ i ];
  23903. data.points.push( point.toArray() );
  23904. }
  23905. data.closed = this.closed;
  23906. data.curveType = this.curveType;
  23907. data.tension = this.tension;
  23908. return data;
  23909. }
  23910. fromJSON( json ) {
  23911. super.fromJSON( json );
  23912. this.points = [];
  23913. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23914. const point = json.points[ i ];
  23915. this.points.push( new Vector3().fromArray( point ) );
  23916. }
  23917. this.closed = json.closed;
  23918. this.curveType = json.curveType;
  23919. this.tension = json.tension;
  23920. return this;
  23921. }
  23922. }
  23923. /**
  23924. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23925. *
  23926. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23927. *
  23928. * @module Interpolations
  23929. */
  23930. /**
  23931. * Computes a point on a Catmull-Rom spline.
  23932. *
  23933. * @param {number} t - The interpolation factor.
  23934. * @param {number} p0 - The first control point.
  23935. * @param {number} p1 - The second control point.
  23936. * @param {number} p2 - The third control point.
  23937. * @param {number} p3 - The fourth control point.
  23938. * @return {number} The calculated point on a Catmull-Rom spline.
  23939. */
  23940. function CatmullRom( t, p0, p1, p2, p3 ) {
  23941. const v0 = ( p2 - p0 ) * 0.5;
  23942. const v1 = ( p3 - p1 ) * 0.5;
  23943. const t2 = t * t;
  23944. const t3 = t * t2;
  23945. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23946. }
  23947. //
  23948. function QuadraticBezierP0( t, p ) {
  23949. const k = 1 - t;
  23950. return k * k * p;
  23951. }
  23952. function QuadraticBezierP1( t, p ) {
  23953. return 2 * ( 1 - t ) * t * p;
  23954. }
  23955. function QuadraticBezierP2( t, p ) {
  23956. return t * t * p;
  23957. }
  23958. /**
  23959. * Computes a point on a Quadratic Bezier curve.
  23960. *
  23961. * @param {number} t - The interpolation factor.
  23962. * @param {number} p0 - The first control point.
  23963. * @param {number} p1 - The second control point.
  23964. * @param {number} p2 - The third control point.
  23965. * @return {number} The calculated point on a Quadratic Bezier curve.
  23966. */
  23967. function QuadraticBezier( t, p0, p1, p2 ) {
  23968. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23969. QuadraticBezierP2( t, p2 );
  23970. }
  23971. //
  23972. function CubicBezierP0( t, p ) {
  23973. const k = 1 - t;
  23974. return k * k * k * p;
  23975. }
  23976. function CubicBezierP1( t, p ) {
  23977. const k = 1 - t;
  23978. return 3 * k * k * t * p;
  23979. }
  23980. function CubicBezierP2( t, p ) {
  23981. return 3 * ( 1 - t ) * t * t * p;
  23982. }
  23983. function CubicBezierP3( t, p ) {
  23984. return t * t * t * p;
  23985. }
  23986. /**
  23987. * Computes a point on a Cubic Bezier curve.
  23988. *
  23989. * @param {number} t - The interpolation factor.
  23990. * @param {number} p0 - The first control point.
  23991. * @param {number} p1 - The second control point.
  23992. * @param {number} p2 - The third control point.
  23993. * @param {number} p3 - The fourth control point.
  23994. * @return {number} The calculated point on a Cubic Bezier curve.
  23995. */
  23996. function CubicBezier( t, p0, p1, p2, p3 ) {
  23997. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23998. CubicBezierP3( t, p3 );
  23999. }
  24000. /**
  24001. * A curve representing a 2D Cubic Bezier curve.
  24002. *
  24003. * ```js
  24004. * const curve = new THREE.CubicBezierCurve(
  24005. * new THREE.Vector2( - 0, 0 ),
  24006. * new THREE.Vector2( - 5, 15 ),
  24007. * new THREE.Vector2( 20, 15 ),
  24008. * new THREE.Vector2( 10, 0 )
  24009. * );
  24010. *
  24011. * const points = curve.getPoints( 50 );
  24012. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24013. *
  24014. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24015. *
  24016. * // Create the final object to add to the scene
  24017. * const curveObject = new THREE.Line( geometry, material );
  24018. * ```
  24019. *
  24020. * @augments Curve
  24021. */
  24022. class CubicBezierCurve extends Curve {
  24023. /**
  24024. * Constructs a new Cubic Bezier curve.
  24025. *
  24026. * @param {Vector2} [v0] - The start point.
  24027. * @param {Vector2} [v1] - The first control point.
  24028. * @param {Vector2} [v2] - The second control point.
  24029. * @param {Vector2} [v3] - The end point.
  24030. */
  24031. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24032. super();
  24033. /**
  24034. * This flag can be used for type testing.
  24035. *
  24036. * @type {boolean}
  24037. * @readonly
  24038. * @default true
  24039. */
  24040. this.isCubicBezierCurve = true;
  24041. this.type = 'CubicBezierCurve';
  24042. /**
  24043. * The start point.
  24044. *
  24045. * @type {Vector2}
  24046. */
  24047. this.v0 = v0;
  24048. /**
  24049. * The first control point.
  24050. *
  24051. * @type {Vector2}
  24052. */
  24053. this.v1 = v1;
  24054. /**
  24055. * The second control point.
  24056. *
  24057. * @type {Vector2}
  24058. */
  24059. this.v2 = v2;
  24060. /**
  24061. * The end point.
  24062. *
  24063. * @type {Vector2}
  24064. */
  24065. this.v3 = v3;
  24066. }
  24067. /**
  24068. * Returns a point on the curve.
  24069. *
  24070. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24071. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24072. * @return {Vector2} The position on the curve.
  24073. */
  24074. getPoint( t, optionalTarget = new Vector2() ) {
  24075. const point = optionalTarget;
  24076. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24077. point.set(
  24078. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24079. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24080. );
  24081. return point;
  24082. }
  24083. copy( source ) {
  24084. super.copy( source );
  24085. this.v0.copy( source.v0 );
  24086. this.v1.copy( source.v1 );
  24087. this.v2.copy( source.v2 );
  24088. this.v3.copy( source.v3 );
  24089. return this;
  24090. }
  24091. toJSON() {
  24092. const data = super.toJSON();
  24093. data.v0 = this.v0.toArray();
  24094. data.v1 = this.v1.toArray();
  24095. data.v2 = this.v2.toArray();
  24096. data.v3 = this.v3.toArray();
  24097. return data;
  24098. }
  24099. fromJSON( json ) {
  24100. super.fromJSON( json );
  24101. this.v0.fromArray( json.v0 );
  24102. this.v1.fromArray( json.v1 );
  24103. this.v2.fromArray( json.v2 );
  24104. this.v3.fromArray( json.v3 );
  24105. return this;
  24106. }
  24107. }
  24108. /**
  24109. * A curve representing a 3D Cubic Bezier curve.
  24110. *
  24111. * @augments Curve
  24112. */
  24113. class CubicBezierCurve3 extends Curve {
  24114. /**
  24115. * Constructs a new Cubic Bezier curve.
  24116. *
  24117. * @param {Vector3} [v0] - The start point.
  24118. * @param {Vector3} [v1] - The first control point.
  24119. * @param {Vector3} [v2] - The second control point.
  24120. * @param {Vector3} [v3] - The end point.
  24121. */
  24122. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24123. super();
  24124. /**
  24125. * This flag can be used for type testing.
  24126. *
  24127. * @type {boolean}
  24128. * @readonly
  24129. * @default true
  24130. */
  24131. this.isCubicBezierCurve3 = true;
  24132. this.type = 'CubicBezierCurve3';
  24133. /**
  24134. * The start point.
  24135. *
  24136. * @type {Vector3}
  24137. */
  24138. this.v0 = v0;
  24139. /**
  24140. * The first control point.
  24141. *
  24142. * @type {Vector3}
  24143. */
  24144. this.v1 = v1;
  24145. /**
  24146. * The second control point.
  24147. *
  24148. * @type {Vector3}
  24149. */
  24150. this.v2 = v2;
  24151. /**
  24152. * The end point.
  24153. *
  24154. * @type {Vector3}
  24155. */
  24156. this.v3 = v3;
  24157. }
  24158. /**
  24159. * Returns a point on the curve.
  24160. *
  24161. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24162. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24163. * @return {Vector3} The position on the curve.
  24164. */
  24165. getPoint( t, optionalTarget = new Vector3() ) {
  24166. const point = optionalTarget;
  24167. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24168. point.set(
  24169. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24170. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24171. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24172. );
  24173. return point;
  24174. }
  24175. copy( source ) {
  24176. super.copy( source );
  24177. this.v0.copy( source.v0 );
  24178. this.v1.copy( source.v1 );
  24179. this.v2.copy( source.v2 );
  24180. this.v3.copy( source.v3 );
  24181. return this;
  24182. }
  24183. toJSON() {
  24184. const data = super.toJSON();
  24185. data.v0 = this.v0.toArray();
  24186. data.v1 = this.v1.toArray();
  24187. data.v2 = this.v2.toArray();
  24188. data.v3 = this.v3.toArray();
  24189. return data;
  24190. }
  24191. fromJSON( json ) {
  24192. super.fromJSON( json );
  24193. this.v0.fromArray( json.v0 );
  24194. this.v1.fromArray( json.v1 );
  24195. this.v2.fromArray( json.v2 );
  24196. this.v3.fromArray( json.v3 );
  24197. return this;
  24198. }
  24199. }
  24200. /**
  24201. * A curve representing a 2D line segment.
  24202. *
  24203. * @augments Curve
  24204. */
  24205. class LineCurve extends Curve {
  24206. /**
  24207. * Constructs a new line curve.
  24208. *
  24209. * @param {Vector2} [v1] - The start point.
  24210. * @param {Vector2} [v2] - The end point.
  24211. */
  24212. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24213. super();
  24214. /**
  24215. * This flag can be used for type testing.
  24216. *
  24217. * @type {boolean}
  24218. * @readonly
  24219. * @default true
  24220. */
  24221. this.isLineCurve = true;
  24222. this.type = 'LineCurve';
  24223. /**
  24224. * The start point.
  24225. *
  24226. * @type {Vector2}
  24227. */
  24228. this.v1 = v1;
  24229. /**
  24230. * The end point.
  24231. *
  24232. * @type {Vector2}
  24233. */
  24234. this.v2 = v2;
  24235. }
  24236. /**
  24237. * Returns a point on the line.
  24238. *
  24239. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24240. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24241. * @return {Vector2} The position on the line.
  24242. */
  24243. getPoint( t, optionalTarget = new Vector2() ) {
  24244. const point = optionalTarget;
  24245. if ( t === 1 ) {
  24246. point.copy( this.v2 );
  24247. } else {
  24248. point.copy( this.v2 ).sub( this.v1 );
  24249. point.multiplyScalar( t ).add( this.v1 );
  24250. }
  24251. return point;
  24252. }
  24253. // Line curve is linear, so we can overwrite default getPointAt
  24254. getPointAt( u, optionalTarget ) {
  24255. return this.getPoint( u, optionalTarget );
  24256. }
  24257. getTangent( t, optionalTarget = new Vector2() ) {
  24258. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24259. }
  24260. getTangentAt( u, optionalTarget ) {
  24261. return this.getTangent( u, optionalTarget );
  24262. }
  24263. copy( source ) {
  24264. super.copy( source );
  24265. this.v1.copy( source.v1 );
  24266. this.v2.copy( source.v2 );
  24267. return this;
  24268. }
  24269. toJSON() {
  24270. const data = super.toJSON();
  24271. data.v1 = this.v1.toArray();
  24272. data.v2 = this.v2.toArray();
  24273. return data;
  24274. }
  24275. fromJSON( json ) {
  24276. super.fromJSON( json );
  24277. this.v1.fromArray( json.v1 );
  24278. this.v2.fromArray( json.v2 );
  24279. return this;
  24280. }
  24281. }
  24282. /**
  24283. * A curve representing a 3D line segment.
  24284. *
  24285. * @augments Curve
  24286. */
  24287. class LineCurve3 extends Curve {
  24288. /**
  24289. * Constructs a new line curve.
  24290. *
  24291. * @param {Vector3} [v1] - The start point.
  24292. * @param {Vector3} [v2] - The end point.
  24293. */
  24294. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24295. super();
  24296. /**
  24297. * This flag can be used for type testing.
  24298. *
  24299. * @type {boolean}
  24300. * @readonly
  24301. * @default true
  24302. */
  24303. this.isLineCurve3 = true;
  24304. this.type = 'LineCurve3';
  24305. /**
  24306. * The start point.
  24307. *
  24308. * @type {Vector3}
  24309. */
  24310. this.v1 = v1;
  24311. /**
  24312. * The end point.
  24313. *
  24314. * @type {Vector2}
  24315. */
  24316. this.v2 = v2;
  24317. }
  24318. /**
  24319. * Returns a point on the line.
  24320. *
  24321. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24322. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24323. * @return {Vector3} The position on the line.
  24324. */
  24325. getPoint( t, optionalTarget = new Vector3() ) {
  24326. const point = optionalTarget;
  24327. if ( t === 1 ) {
  24328. point.copy( this.v2 );
  24329. } else {
  24330. point.copy( this.v2 ).sub( this.v1 );
  24331. point.multiplyScalar( t ).add( this.v1 );
  24332. }
  24333. return point;
  24334. }
  24335. // Line curve is linear, so we can overwrite default getPointAt
  24336. getPointAt( u, optionalTarget ) {
  24337. return this.getPoint( u, optionalTarget );
  24338. }
  24339. getTangent( t, optionalTarget = new Vector3() ) {
  24340. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24341. }
  24342. getTangentAt( u, optionalTarget ) {
  24343. return this.getTangent( u, optionalTarget );
  24344. }
  24345. copy( source ) {
  24346. super.copy( source );
  24347. this.v1.copy( source.v1 );
  24348. this.v2.copy( source.v2 );
  24349. return this;
  24350. }
  24351. toJSON() {
  24352. const data = super.toJSON();
  24353. data.v1 = this.v1.toArray();
  24354. data.v2 = this.v2.toArray();
  24355. return data;
  24356. }
  24357. fromJSON( json ) {
  24358. super.fromJSON( json );
  24359. this.v1.fromArray( json.v1 );
  24360. this.v2.fromArray( json.v2 );
  24361. return this;
  24362. }
  24363. }
  24364. /**
  24365. * A curve representing a 2D Quadratic Bezier curve.
  24366. *
  24367. * ```js
  24368. * const curve = new THREE.QuadraticBezierCurve(
  24369. * new THREE.Vector2( - 10, 0 ),
  24370. * new THREE.Vector2( 20, 15 ),
  24371. * new THREE.Vector2( 10, 0 )
  24372. * )
  24373. *
  24374. * const points = curve.getPoints( 50 );
  24375. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24376. *
  24377. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24378. *
  24379. * // Create the final object to add to the scene
  24380. * const curveObject = new THREE.Line( geometry, material );
  24381. * ```
  24382. *
  24383. * @augments Curve
  24384. */
  24385. class QuadraticBezierCurve extends Curve {
  24386. /**
  24387. * Constructs a new Quadratic Bezier curve.
  24388. *
  24389. * @param {Vector2} [v0] - The start point.
  24390. * @param {Vector2} [v1] - The control point.
  24391. * @param {Vector2} [v2] - The end point.
  24392. */
  24393. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24394. super();
  24395. /**
  24396. * This flag can be used for type testing.
  24397. *
  24398. * @type {boolean}
  24399. * @readonly
  24400. * @default true
  24401. */
  24402. this.isQuadraticBezierCurve = true;
  24403. this.type = 'QuadraticBezierCurve';
  24404. /**
  24405. * The start point.
  24406. *
  24407. * @type {Vector2}
  24408. */
  24409. this.v0 = v0;
  24410. /**
  24411. * The control point.
  24412. *
  24413. * @type {Vector2}
  24414. */
  24415. this.v1 = v1;
  24416. /**
  24417. * The end point.
  24418. *
  24419. * @type {Vector2}
  24420. */
  24421. this.v2 = v2;
  24422. }
  24423. /**
  24424. * Returns a point on the curve.
  24425. *
  24426. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24427. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24428. * @return {Vector2} The position on the curve.
  24429. */
  24430. getPoint( t, optionalTarget = new Vector2() ) {
  24431. const point = optionalTarget;
  24432. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24433. point.set(
  24434. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24435. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24436. );
  24437. return point;
  24438. }
  24439. copy( source ) {
  24440. super.copy( source );
  24441. this.v0.copy( source.v0 );
  24442. this.v1.copy( source.v1 );
  24443. this.v2.copy( source.v2 );
  24444. return this;
  24445. }
  24446. toJSON() {
  24447. const data = super.toJSON();
  24448. data.v0 = this.v0.toArray();
  24449. data.v1 = this.v1.toArray();
  24450. data.v2 = this.v2.toArray();
  24451. return data;
  24452. }
  24453. fromJSON( json ) {
  24454. super.fromJSON( json );
  24455. this.v0.fromArray( json.v0 );
  24456. this.v1.fromArray( json.v1 );
  24457. this.v2.fromArray( json.v2 );
  24458. return this;
  24459. }
  24460. }
  24461. /**
  24462. * A curve representing a 3D Quadratic Bezier curve.
  24463. *
  24464. * @augments Curve
  24465. */
  24466. class QuadraticBezierCurve3 extends Curve {
  24467. /**
  24468. * Constructs a new Quadratic Bezier curve.
  24469. *
  24470. * @param {Vector3} [v0] - The start point.
  24471. * @param {Vector3} [v1] - The control point.
  24472. * @param {Vector3} [v2] - The end point.
  24473. */
  24474. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24475. super();
  24476. /**
  24477. * This flag can be used for type testing.
  24478. *
  24479. * @type {boolean}
  24480. * @readonly
  24481. * @default true
  24482. */
  24483. this.isQuadraticBezierCurve3 = true;
  24484. this.type = 'QuadraticBezierCurve3';
  24485. /**
  24486. * The start point.
  24487. *
  24488. * @type {Vector3}
  24489. */
  24490. this.v0 = v0;
  24491. /**
  24492. * The control point.
  24493. *
  24494. * @type {Vector3}
  24495. */
  24496. this.v1 = v1;
  24497. /**
  24498. * The end point.
  24499. *
  24500. * @type {Vector3}
  24501. */
  24502. this.v2 = v2;
  24503. }
  24504. /**
  24505. * Returns a point on the curve.
  24506. *
  24507. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24508. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24509. * @return {Vector3} The position on the curve.
  24510. */
  24511. getPoint( t, optionalTarget = new Vector3() ) {
  24512. const point = optionalTarget;
  24513. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24514. point.set(
  24515. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24516. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24517. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24518. );
  24519. return point;
  24520. }
  24521. copy( source ) {
  24522. super.copy( source );
  24523. this.v0.copy( source.v0 );
  24524. this.v1.copy( source.v1 );
  24525. this.v2.copy( source.v2 );
  24526. return this;
  24527. }
  24528. toJSON() {
  24529. const data = super.toJSON();
  24530. data.v0 = this.v0.toArray();
  24531. data.v1 = this.v1.toArray();
  24532. data.v2 = this.v2.toArray();
  24533. return data;
  24534. }
  24535. fromJSON( json ) {
  24536. super.fromJSON( json );
  24537. this.v0.fromArray( json.v0 );
  24538. this.v1.fromArray( json.v1 );
  24539. this.v2.fromArray( json.v2 );
  24540. return this;
  24541. }
  24542. }
  24543. /**
  24544. * A curve representing a 2D spline curve.
  24545. *
  24546. * ```js
  24547. * // Create a sine-like wave
  24548. * const curve = new THREE.SplineCurve( [
  24549. * new THREE.Vector2( -10, 0 ),
  24550. * new THREE.Vector2( -5, 5 ),
  24551. * new THREE.Vector2( 0, 0 ),
  24552. * new THREE.Vector2( 5, -5 ),
  24553. * new THREE.Vector2( 10, 0 )
  24554. * ] );
  24555. *
  24556. * const points = curve.getPoints( 50 );
  24557. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24558. *
  24559. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24560. *
  24561. * // Create the final object to add to the scene
  24562. * const splineObject = new THREE.Line( geometry, material );
  24563. * ```
  24564. *
  24565. * @augments Curve
  24566. */
  24567. class SplineCurve extends Curve {
  24568. /**
  24569. * Constructs a new 2D spline curve.
  24570. *
  24571. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24572. */
  24573. constructor( points = [] ) {
  24574. super();
  24575. /**
  24576. * This flag can be used for type testing.
  24577. *
  24578. * @type {boolean}
  24579. * @readonly
  24580. * @default true
  24581. */
  24582. this.isSplineCurve = true;
  24583. this.type = 'SplineCurve';
  24584. /**
  24585. * An array of 2D points defining the curve.
  24586. *
  24587. * @type {Array<Vector2>}
  24588. */
  24589. this.points = points;
  24590. }
  24591. /**
  24592. * Returns a point on the curve.
  24593. *
  24594. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24595. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24596. * @return {Vector2} The position on the curve.
  24597. */
  24598. getPoint( t, optionalTarget = new Vector2() ) {
  24599. const point = optionalTarget;
  24600. const points = this.points;
  24601. const p = ( points.length - 1 ) * t;
  24602. const intPoint = Math.floor( p );
  24603. const weight = p - intPoint;
  24604. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24605. const p1 = points[ intPoint ];
  24606. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24607. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24608. point.set(
  24609. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24610. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24611. );
  24612. return point;
  24613. }
  24614. copy( source ) {
  24615. super.copy( source );
  24616. this.points = [];
  24617. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24618. const point = source.points[ i ];
  24619. this.points.push( point.clone() );
  24620. }
  24621. return this;
  24622. }
  24623. toJSON() {
  24624. const data = super.toJSON();
  24625. data.points = [];
  24626. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24627. const point = this.points[ i ];
  24628. data.points.push( point.toArray() );
  24629. }
  24630. return data;
  24631. }
  24632. fromJSON( json ) {
  24633. super.fromJSON( json );
  24634. this.points = [];
  24635. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24636. const point = json.points[ i ];
  24637. this.points.push( new Vector2().fromArray( point ) );
  24638. }
  24639. return this;
  24640. }
  24641. }
  24642. var Curves = /*#__PURE__*/Object.freeze({
  24643. __proto__: null,
  24644. ArcCurve: ArcCurve,
  24645. CatmullRomCurve3: CatmullRomCurve3,
  24646. CubicBezierCurve: CubicBezierCurve,
  24647. CubicBezierCurve3: CubicBezierCurve3,
  24648. EllipseCurve: EllipseCurve,
  24649. LineCurve: LineCurve,
  24650. LineCurve3: LineCurve3,
  24651. QuadraticBezierCurve: QuadraticBezierCurve,
  24652. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24653. SplineCurve: SplineCurve
  24654. });
  24655. /**
  24656. * A base class extending {@link Curve}. `CurvePath` is simply an
  24657. * array of connected curves, but retains the API of a curve.
  24658. *
  24659. * @augments Curve
  24660. */
  24661. class CurvePath extends Curve {
  24662. /**
  24663. * Constructs a new curve path.
  24664. */
  24665. constructor() {
  24666. super();
  24667. this.type = 'CurvePath';
  24668. /**
  24669. * An array of curves defining the
  24670. * path.
  24671. *
  24672. * @type {Array<Curve>}
  24673. */
  24674. this.curves = [];
  24675. /**
  24676. * Whether the path should automatically be closed
  24677. * by a line curve.
  24678. *
  24679. * @type {boolean}
  24680. * @default false
  24681. */
  24682. this.autoClose = false;
  24683. }
  24684. /**
  24685. * Adds a curve to this curve path.
  24686. *
  24687. * @param {Curve} curve - The curve to add.
  24688. */
  24689. add( curve ) {
  24690. this.curves.push( curve );
  24691. }
  24692. /**
  24693. * Adds a line curve to close the path.
  24694. *
  24695. * @return {CurvePath} A reference to this curve path.
  24696. */
  24697. closePath() {
  24698. // Add a line curve if start and end of lines are not connected
  24699. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24700. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24701. if ( ! startPoint.equals( endPoint ) ) {
  24702. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24703. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24704. }
  24705. return this;
  24706. }
  24707. /**
  24708. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24709. * for the given interpolation factor.
  24710. *
  24711. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24712. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24713. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24714. */
  24715. getPoint( t, optionalTarget ) {
  24716. // To get accurate point with reference to
  24717. // entire path distance at time t,
  24718. // following has to be done:
  24719. // 1. Length of each sub path have to be known
  24720. // 2. Locate and identify type of curve
  24721. // 3. Get t for the curve
  24722. // 4. Return curve.getPointAt(t')
  24723. const d = t * this.getLength();
  24724. const curveLengths = this.getCurveLengths();
  24725. let i = 0;
  24726. // To think about boundaries points.
  24727. while ( i < curveLengths.length ) {
  24728. if ( curveLengths[ i ] >= d ) {
  24729. const diff = curveLengths[ i ] - d;
  24730. const curve = this.curves[ i ];
  24731. const segmentLength = curve.getLength();
  24732. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24733. return curve.getPointAt( u, optionalTarget );
  24734. }
  24735. i ++;
  24736. }
  24737. return null;
  24738. // loop where sum != 0, sum > d , sum+1 <d
  24739. }
  24740. getLength() {
  24741. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24742. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24743. // getPoint() depends on getLength
  24744. const lens = this.getCurveLengths();
  24745. return lens[ lens.length - 1 ];
  24746. }
  24747. updateArcLengths() {
  24748. // cacheLengths must be recalculated.
  24749. this.needsUpdate = true;
  24750. this.cacheLengths = null;
  24751. this.getCurveLengths();
  24752. }
  24753. /**
  24754. * Returns list of cumulative curve lengths of the defined curves.
  24755. *
  24756. * @return {Array<number>} The curve lengths.
  24757. */
  24758. getCurveLengths() {
  24759. // Compute lengths and cache them
  24760. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24761. // We use cache values if curves and cache array are same length
  24762. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24763. return this.cacheLengths;
  24764. }
  24765. // Get length of sub-curve
  24766. // Push sums into cached array
  24767. const lengths = [];
  24768. let sums = 0;
  24769. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24770. sums += this.curves[ i ].getLength();
  24771. lengths.push( sums );
  24772. }
  24773. this.cacheLengths = lengths;
  24774. return lengths;
  24775. }
  24776. getSpacedPoints( divisions = 40 ) {
  24777. const points = [];
  24778. for ( let i = 0; i <= divisions; i ++ ) {
  24779. points.push( this.getPoint( i / divisions ) );
  24780. }
  24781. if ( this.autoClose ) {
  24782. points.push( points[ 0 ] );
  24783. }
  24784. return points;
  24785. }
  24786. getPoints( divisions = 12 ) {
  24787. const points = [];
  24788. let last;
  24789. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24790. const curve = curves[ i ];
  24791. const resolution = curve.isEllipseCurve ? divisions * 2
  24792. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24793. : curve.isSplineCurve ? divisions * curve.points.length
  24794. : divisions;
  24795. const pts = curve.getPoints( resolution );
  24796. for ( let j = 0; j < pts.length; j ++ ) {
  24797. const point = pts[ j ];
  24798. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24799. points.push( point );
  24800. last = point;
  24801. }
  24802. }
  24803. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24804. points.push( points[ 0 ] );
  24805. }
  24806. return points;
  24807. }
  24808. copy( source ) {
  24809. super.copy( source );
  24810. this.curves = [];
  24811. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24812. const curve = source.curves[ i ];
  24813. this.curves.push( curve.clone() );
  24814. }
  24815. this.autoClose = source.autoClose;
  24816. return this;
  24817. }
  24818. toJSON() {
  24819. const data = super.toJSON();
  24820. data.autoClose = this.autoClose;
  24821. data.curves = [];
  24822. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24823. const curve = this.curves[ i ];
  24824. data.curves.push( curve.toJSON() );
  24825. }
  24826. return data;
  24827. }
  24828. fromJSON( json ) {
  24829. super.fromJSON( json );
  24830. this.autoClose = json.autoClose;
  24831. this.curves = [];
  24832. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24833. const curve = json.curves[ i ];
  24834. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24835. }
  24836. return this;
  24837. }
  24838. }
  24839. /**
  24840. * A 2D path representation. The class provides methods for creating paths
  24841. * and contours of 2D shapes similar to the 2D Canvas API.
  24842. *
  24843. * ```js
  24844. * const path = new THREE.Path();
  24845. *
  24846. * path.lineTo( 0, 0.8 );
  24847. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24848. * path.lineTo( 1, 1 );
  24849. *
  24850. * const points = path.getPoints();
  24851. *
  24852. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24853. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24854. *
  24855. * const line = new THREE.Line( geometry, material );
  24856. * scene.add( line );
  24857. * ```
  24858. *
  24859. * @augments CurvePath
  24860. */
  24861. class Path extends CurvePath {
  24862. /**
  24863. * Constructs a new path.
  24864. *
  24865. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24866. */
  24867. constructor( points ) {
  24868. super();
  24869. this.type = 'Path';
  24870. /**
  24871. * The current offset of the path. Any new curve added will start here.
  24872. *
  24873. * @type {Vector2}
  24874. */
  24875. this.currentPoint = new Vector2();
  24876. if ( points ) {
  24877. this.setFromPoints( points );
  24878. }
  24879. }
  24880. /**
  24881. * Creates a path from the given list of points. The points are added
  24882. * to the path as instances of {@link LineCurve}.
  24883. *
  24884. * @param {Array<Vector2>} points - An array of 2D points.
  24885. * @return {Path} A reference to this path.
  24886. */
  24887. setFromPoints( points ) {
  24888. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24889. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24890. this.lineTo( points[ i ].x, points[ i ].y );
  24891. }
  24892. return this;
  24893. }
  24894. /**
  24895. * Moves {@link Path#currentPoint} to the given point.
  24896. *
  24897. * @param {number} x - The x coordinate.
  24898. * @param {number} y - The y coordinate.
  24899. * @return {Path} A reference to this path.
  24900. */
  24901. moveTo( x, y ) {
  24902. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24903. return this;
  24904. }
  24905. /**
  24906. * Adds an instance of {@link LineCurve} to the path by connecting
  24907. * the current point with the given one.
  24908. *
  24909. * @param {number} x - The x coordinate of the end point.
  24910. * @param {number} y - The y coordinate of the end point.
  24911. * @return {Path} A reference to this path.
  24912. */
  24913. lineTo( x, y ) {
  24914. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24915. this.curves.push( curve );
  24916. this.currentPoint.set( x, y );
  24917. return this;
  24918. }
  24919. /**
  24920. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24921. * the current point with the given one.
  24922. *
  24923. * @param {number} aCPx - The x coordinate of the control point.
  24924. * @param {number} aCPy - The y coordinate of the control point.
  24925. * @param {number} aX - The x coordinate of the end point.
  24926. * @param {number} aY - The y coordinate of the end point.
  24927. * @return {Path} A reference to this path.
  24928. */
  24929. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24930. const curve = new QuadraticBezierCurve(
  24931. this.currentPoint.clone(),
  24932. new Vector2( aCPx, aCPy ),
  24933. new Vector2( aX, aY )
  24934. );
  24935. this.curves.push( curve );
  24936. this.currentPoint.set( aX, aY );
  24937. return this;
  24938. }
  24939. /**
  24940. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24941. * the current point with the given one.
  24942. *
  24943. * @param {number} aCP1x - The x coordinate of the first control point.
  24944. * @param {number} aCP1y - The y coordinate of the first control point.
  24945. * @param {number} aCP2x - The x coordinate of the second control point.
  24946. * @param {number} aCP2y - The y coordinate of the second control point.
  24947. * @param {number} aX - The x coordinate of the end point.
  24948. * @param {number} aY - The y coordinate of the end point.
  24949. * @return {Path} A reference to this path.
  24950. */
  24951. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24952. const curve = new CubicBezierCurve(
  24953. this.currentPoint.clone(),
  24954. new Vector2( aCP1x, aCP1y ),
  24955. new Vector2( aCP2x, aCP2y ),
  24956. new Vector2( aX, aY )
  24957. );
  24958. this.curves.push( curve );
  24959. this.currentPoint.set( aX, aY );
  24960. return this;
  24961. }
  24962. /**
  24963. * Adds an instance of {@link SplineCurve} to the path by connecting
  24964. * the current point with the given list of points.
  24965. *
  24966. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24967. * @return {Path} A reference to this path.
  24968. */
  24969. splineThru( pts ) {
  24970. const npts = [ this.currentPoint.clone() ].concat( pts );
  24971. const curve = new SplineCurve( npts );
  24972. this.curves.push( curve );
  24973. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24974. return this;
  24975. }
  24976. /**
  24977. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24978. * to the current point.
  24979. *
  24980. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24981. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24982. * @param {number} [aRadius=1] - The radius of the arc.
  24983. * @param {number} [aStartAngle=0] - The start angle in radians.
  24984. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24985. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24986. * @return {Path} A reference to this path.
  24987. */
  24988. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24989. const x0 = this.currentPoint.x;
  24990. const y0 = this.currentPoint.y;
  24991. this.absarc( aX + x0, aY + y0, aRadius,
  24992. aStartAngle, aEndAngle, aClockwise );
  24993. return this;
  24994. }
  24995. /**
  24996. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24997. *
  24998. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24999. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  25000. * @param {number} [aRadius=1] - The radius of the arc.
  25001. * @param {number} [aStartAngle=0] - The start angle in radians.
  25002. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25003. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25004. * @return {Path} A reference to this path.
  25005. */
  25006. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25007. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25008. return this;
  25009. }
  25010. /**
  25011. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25012. * to the current point
  25013. *
  25014. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25015. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25016. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25017. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25018. * @param {number} [aStartAngle=0] - The start angle in radians.
  25019. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25020. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25021. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25022. * @return {Path} A reference to this path.
  25023. */
  25024. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25025. const x0 = this.currentPoint.x;
  25026. const y0 = this.currentPoint.y;
  25027. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25028. return this;
  25029. }
  25030. /**
  25031. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25032. *
  25033. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25034. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25035. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25036. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25037. * @param {number} [aStartAngle=0] - The start angle in radians.
  25038. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25039. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25040. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25041. * @return {Path} A reference to this path.
  25042. */
  25043. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25044. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25045. if ( this.curves.length > 0 ) {
  25046. // if a previous curve is present, attempt to join
  25047. const firstPoint = curve.getPoint( 0 );
  25048. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25049. this.lineTo( firstPoint.x, firstPoint.y );
  25050. }
  25051. }
  25052. this.curves.push( curve );
  25053. const lastPoint = curve.getPoint( 1 );
  25054. this.currentPoint.copy( lastPoint );
  25055. return this;
  25056. }
  25057. copy( source ) {
  25058. super.copy( source );
  25059. this.currentPoint.copy( source.currentPoint );
  25060. return this;
  25061. }
  25062. toJSON() {
  25063. const data = super.toJSON();
  25064. data.currentPoint = this.currentPoint.toArray();
  25065. return data;
  25066. }
  25067. fromJSON( json ) {
  25068. super.fromJSON( json );
  25069. this.currentPoint.fromArray( json.currentPoint );
  25070. return this;
  25071. }
  25072. }
  25073. /**
  25074. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25075. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25076. * points, or to get triangulated faces.
  25077. *
  25078. * ```js
  25079. * const heartShape = new THREE.Shape();
  25080. *
  25081. * heartShape.moveTo( 25, 25 );
  25082. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25083. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25084. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25085. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25086. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25087. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25088. *
  25089. * const extrudeSettings = {
  25090. * depth: 8,
  25091. * bevelEnabled: true,
  25092. * bevelSegments: 2,
  25093. * steps: 2,
  25094. * bevelSize: 1,
  25095. * bevelThickness: 1
  25096. * };
  25097. *
  25098. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25099. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25100. * ```
  25101. *
  25102. * @augments Path
  25103. */
  25104. class Shape extends Path {
  25105. /**
  25106. * Constructs a new shape.
  25107. *
  25108. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25109. */
  25110. constructor( points ) {
  25111. super( points );
  25112. /**
  25113. * The UUID of the shape.
  25114. *
  25115. * @type {string}
  25116. * @readonly
  25117. */
  25118. this.uuid = generateUUID();
  25119. this.type = 'Shape';
  25120. /**
  25121. * Defines the holes in the shape. Hole definitions must use the
  25122. * opposite winding order (CW/CCW) than the outer shape.
  25123. *
  25124. * @type {Array<Path>}
  25125. * @readonly
  25126. */
  25127. this.holes = [];
  25128. }
  25129. /**
  25130. * Returns an array representing each contour of the holes
  25131. * as a list of 2D points.
  25132. *
  25133. * @param {number} divisions - The fineness of the result.
  25134. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25135. */
  25136. getPointsHoles( divisions ) {
  25137. const holesPts = [];
  25138. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25139. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25140. }
  25141. return holesPts;
  25142. }
  25143. // get points of shape and holes (keypoints based on segments parameter)
  25144. /**
  25145. * Returns an object that holds contour data for the shape and its holes as
  25146. * arrays of 2D points.
  25147. *
  25148. * @param {number} divisions - The fineness of the result.
  25149. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25150. */
  25151. extractPoints( divisions ) {
  25152. return {
  25153. shape: this.getPoints( divisions ),
  25154. holes: this.getPointsHoles( divisions )
  25155. };
  25156. }
  25157. copy( source ) {
  25158. super.copy( source );
  25159. this.holes = [];
  25160. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25161. const hole = source.holes[ i ];
  25162. this.holes.push( hole.clone() );
  25163. }
  25164. return this;
  25165. }
  25166. toJSON() {
  25167. const data = super.toJSON();
  25168. data.uuid = this.uuid;
  25169. data.holes = [];
  25170. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25171. const hole = this.holes[ i ];
  25172. data.holes.push( hole.toJSON() );
  25173. }
  25174. return data;
  25175. }
  25176. fromJSON( json ) {
  25177. super.fromJSON( json );
  25178. this.uuid = json.uuid;
  25179. this.holes = [];
  25180. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25181. const hole = json.holes[ i ];
  25182. this.holes.push( new Path().fromJSON( hole ) );
  25183. }
  25184. return this;
  25185. }
  25186. }
  25187. /* eslint-disable */
  25188. // copy of mapbox/earcut version 3.0.2
  25189. // https://github.com/mapbox/earcut/tree/v3.0.2
  25190. function earcut(data, holeIndices, dim = 2) {
  25191. const hasHoles = holeIndices && holeIndices.length;
  25192. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25193. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25194. const triangles = [];
  25195. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25196. let minX, minY, invSize;
  25197. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25198. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25199. if (data.length > 80 * dim) {
  25200. minX = data[0];
  25201. minY = data[1];
  25202. let maxX = minX;
  25203. let maxY = minY;
  25204. for (let i = dim; i < outerLen; i += dim) {
  25205. const x = data[i];
  25206. const y = data[i + 1];
  25207. if (x < minX) minX = x;
  25208. if (y < minY) minY = y;
  25209. if (x > maxX) maxX = x;
  25210. if (y > maxY) maxY = y;
  25211. }
  25212. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25213. invSize = Math.max(maxX - minX, maxY - minY);
  25214. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25215. }
  25216. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25217. return triangles;
  25218. }
  25219. // create a circular doubly linked list from polygon points in the specified winding order
  25220. function linkedList(data, start, end, dim, clockwise) {
  25221. let last;
  25222. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25223. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25224. } else {
  25225. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25226. }
  25227. if (last && equals(last, last.next)) {
  25228. removeNode(last);
  25229. last = last.next;
  25230. }
  25231. return last;
  25232. }
  25233. // eliminate colinear or duplicate points
  25234. function filterPoints(start, end) {
  25235. if (!start) return start;
  25236. if (!end) end = start;
  25237. let p = start,
  25238. again;
  25239. do {
  25240. again = false;
  25241. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25242. removeNode(p);
  25243. p = end = p.prev;
  25244. if (p === p.next) break;
  25245. again = true;
  25246. } else {
  25247. p = p.next;
  25248. }
  25249. } while (again || p !== end);
  25250. return end;
  25251. }
  25252. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25253. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25254. if (!ear) return;
  25255. // interlink polygon nodes in z-order
  25256. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25257. let stop = ear;
  25258. // iterate through ears, slicing them one by one
  25259. while (ear.prev !== ear.next) {
  25260. const prev = ear.prev;
  25261. const next = ear.next;
  25262. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25263. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25264. removeNode(ear);
  25265. // skipping the next vertex leads to less sliver triangles
  25266. ear = next.next;
  25267. stop = next.next;
  25268. continue;
  25269. }
  25270. ear = next;
  25271. // if we looped through the whole remaining polygon and can't find any more ears
  25272. if (ear === stop) {
  25273. // try filtering points and slicing again
  25274. if (!pass) {
  25275. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25276. // if this didn't work, try curing all small self-intersections locally
  25277. } else if (pass === 1) {
  25278. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25279. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25280. // as a last resort, try splitting the remaining polygon into two
  25281. } else if (pass === 2) {
  25282. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25283. }
  25284. break;
  25285. }
  25286. }
  25287. }
  25288. // check whether a polygon node forms a valid ear with adjacent nodes
  25289. function isEar(ear) {
  25290. const a = ear.prev,
  25291. b = ear,
  25292. c = ear.next;
  25293. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25294. // now make sure we don't have other points inside the potential ear
  25295. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25296. // triangle bbox
  25297. const x0 = Math.min(ax, bx, cx),
  25298. y0 = Math.min(ay, by, cy),
  25299. x1 = Math.max(ax, bx, cx),
  25300. y1 = Math.max(ay, by, cy);
  25301. let p = c.next;
  25302. while (p !== a) {
  25303. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25304. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25305. area(p.prev, p, p.next) >= 0) return false;
  25306. p = p.next;
  25307. }
  25308. return true;
  25309. }
  25310. function isEarHashed(ear, minX, minY, invSize) {
  25311. const a = ear.prev,
  25312. b = ear,
  25313. c = ear.next;
  25314. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25315. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25316. // triangle bbox
  25317. const x0 = Math.min(ax, bx, cx),
  25318. y0 = Math.min(ay, by, cy),
  25319. x1 = Math.max(ax, bx, cx),
  25320. y1 = Math.max(ay, by, cy);
  25321. // z-order range for the current triangle bbox;
  25322. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25323. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25324. let p = ear.prevZ,
  25325. n = ear.nextZ;
  25326. // look for points inside the triangle in both directions
  25327. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25328. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25329. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25330. p = p.prevZ;
  25331. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25332. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25333. n = n.nextZ;
  25334. }
  25335. // look for remaining points in decreasing z-order
  25336. while (p && p.z >= minZ) {
  25337. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25338. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25339. p = p.prevZ;
  25340. }
  25341. // look for remaining points in increasing z-order
  25342. while (n && n.z <= maxZ) {
  25343. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25344. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25345. n = n.nextZ;
  25346. }
  25347. return true;
  25348. }
  25349. // go through all polygon nodes and cure small local self-intersections
  25350. function cureLocalIntersections(start, triangles) {
  25351. let p = start;
  25352. do {
  25353. const a = p.prev,
  25354. b = p.next.next;
  25355. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25356. triangles.push(a.i, p.i, b.i);
  25357. // remove two nodes involved
  25358. removeNode(p);
  25359. removeNode(p.next);
  25360. p = start = b;
  25361. }
  25362. p = p.next;
  25363. } while (p !== start);
  25364. return filterPoints(p);
  25365. }
  25366. // try splitting polygon into two and triangulate them independently
  25367. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25368. // look for a valid diagonal that divides the polygon into two
  25369. let a = start;
  25370. do {
  25371. let b = a.next.next;
  25372. while (b !== a.prev) {
  25373. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25374. // split the polygon in two by the diagonal
  25375. let c = splitPolygon(a, b);
  25376. // filter colinear points around the cuts
  25377. a = filterPoints(a, a.next);
  25378. c = filterPoints(c, c.next);
  25379. // run earcut on each half
  25380. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25381. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25382. return;
  25383. }
  25384. b = b.next;
  25385. }
  25386. a = a.next;
  25387. } while (a !== start);
  25388. }
  25389. // link every hole into the outer loop, producing a single-ring polygon without holes
  25390. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25391. const queue = [];
  25392. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25393. const start = holeIndices[i] * dim;
  25394. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25395. const list = linkedList(data, start, end, dim, false);
  25396. if (list === list.next) list.steiner = true;
  25397. queue.push(getLeftmost(list));
  25398. }
  25399. queue.sort(compareXYSlope);
  25400. // process holes from left to right
  25401. for (let i = 0; i < queue.length; i++) {
  25402. outerNode = eliminateHole(queue[i], outerNode);
  25403. }
  25404. return outerNode;
  25405. }
  25406. function compareXYSlope(a, b) {
  25407. let result = a.x - b.x;
  25408. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25409. // the bridge to the outer shell is always the point that they meet at.
  25410. if (result === 0) {
  25411. result = a.y - b.y;
  25412. if (result === 0) {
  25413. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25414. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25415. result = aSlope - bSlope;
  25416. }
  25417. }
  25418. return result;
  25419. }
  25420. // find a bridge between vertices that connects hole with an outer ring and link it
  25421. function eliminateHole(hole, outerNode) {
  25422. const bridge = findHoleBridge(hole, outerNode);
  25423. if (!bridge) {
  25424. return outerNode;
  25425. }
  25426. const bridgeReverse = splitPolygon(bridge, hole);
  25427. // filter collinear points around the cuts
  25428. filterPoints(bridgeReverse, bridgeReverse.next);
  25429. return filterPoints(bridge, bridge.next);
  25430. }
  25431. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25432. function findHoleBridge(hole, outerNode) {
  25433. let p = outerNode;
  25434. const hx = hole.x;
  25435. const hy = hole.y;
  25436. let qx = -Infinity;
  25437. let m;
  25438. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25439. // segment's endpoint with lesser x will be potential connection point
  25440. // unless they intersect at a vertex, then choose the vertex
  25441. if (equals(hole, p)) return p;
  25442. do {
  25443. if (equals(hole, p.next)) return p.next;
  25444. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25445. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25446. if (x <= hx && x > qx) {
  25447. qx = x;
  25448. m = p.x < p.next.x ? p : p.next;
  25449. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25450. }
  25451. }
  25452. p = p.next;
  25453. } while (p !== outerNode);
  25454. if (!m) return null;
  25455. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25456. // if there are no points found, we have a valid connection;
  25457. // otherwise choose the point of the minimum angle with the ray as connection point
  25458. const stop = m;
  25459. const mx = m.x;
  25460. const my = m.y;
  25461. let tanMin = Infinity;
  25462. p = m;
  25463. do {
  25464. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25465. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25466. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25467. if (locallyInside(p, hole) &&
  25468. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25469. m = p;
  25470. tanMin = tan;
  25471. }
  25472. }
  25473. p = p.next;
  25474. } while (p !== stop);
  25475. return m;
  25476. }
  25477. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25478. function sectorContainsSector(m, p) {
  25479. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25480. }
  25481. // interlink polygon nodes in z-order
  25482. function indexCurve(start, minX, minY, invSize) {
  25483. let p = start;
  25484. do {
  25485. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25486. p.prevZ = p.prev;
  25487. p.nextZ = p.next;
  25488. p = p.next;
  25489. } while (p !== start);
  25490. p.prevZ.nextZ = null;
  25491. p.prevZ = null;
  25492. sortLinked(p);
  25493. }
  25494. // Simon Tatham's linked list merge sort algorithm
  25495. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25496. function sortLinked(list) {
  25497. let numMerges;
  25498. let inSize = 1;
  25499. do {
  25500. let p = list;
  25501. let e;
  25502. list = null;
  25503. let tail = null;
  25504. numMerges = 0;
  25505. while (p) {
  25506. numMerges++;
  25507. let q = p;
  25508. let pSize = 0;
  25509. for (let i = 0; i < inSize; i++) {
  25510. pSize++;
  25511. q = q.nextZ;
  25512. if (!q) break;
  25513. }
  25514. let qSize = inSize;
  25515. while (pSize > 0 || (qSize > 0 && q)) {
  25516. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25517. e = p;
  25518. p = p.nextZ;
  25519. pSize--;
  25520. } else {
  25521. e = q;
  25522. q = q.nextZ;
  25523. qSize--;
  25524. }
  25525. if (tail) tail.nextZ = e;
  25526. else list = e;
  25527. e.prevZ = tail;
  25528. tail = e;
  25529. }
  25530. p = q;
  25531. }
  25532. tail.nextZ = null;
  25533. inSize *= 2;
  25534. } while (numMerges > 1);
  25535. return list;
  25536. }
  25537. // z-order of a point given coords and inverse of the longer side of data bbox
  25538. function zOrder(x, y, minX, minY, invSize) {
  25539. // coords are transformed into non-negative 15-bit integer range
  25540. x = (x - minX) * invSize | 0;
  25541. y = (y - minY) * invSize | 0;
  25542. x = (x | (x << 8)) & 0x00FF00FF;
  25543. x = (x | (x << 4)) & 0x0F0F0F0F;
  25544. x = (x | (x << 2)) & 0x33333333;
  25545. x = (x | (x << 1)) & 0x55555555;
  25546. y = (y | (y << 8)) & 0x00FF00FF;
  25547. y = (y | (y << 4)) & 0x0F0F0F0F;
  25548. y = (y | (y << 2)) & 0x33333333;
  25549. y = (y | (y << 1)) & 0x55555555;
  25550. return x | (y << 1);
  25551. }
  25552. // find the leftmost node of a polygon ring
  25553. function getLeftmost(start) {
  25554. let p = start,
  25555. leftmost = start;
  25556. do {
  25557. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25558. p = p.next;
  25559. } while (p !== start);
  25560. return leftmost;
  25561. }
  25562. // check if a point lies within a convex triangle
  25563. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25564. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25565. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25566. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25567. }
  25568. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25569. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25570. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25571. }
  25572. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25573. function isValidDiagonal(a, b) {
  25574. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25575. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25576. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25577. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25578. }
  25579. // signed area of a triangle
  25580. function area(p, q, r) {
  25581. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25582. }
  25583. // check if two points are equal
  25584. function equals(p1, p2) {
  25585. return p1.x === p2.x && p1.y === p2.y;
  25586. }
  25587. // check if two segments intersect
  25588. function intersects(p1, q1, p2, q2) {
  25589. const o1 = sign(area(p1, q1, p2));
  25590. const o2 = sign(area(p1, q1, q2));
  25591. const o3 = sign(area(p2, q2, p1));
  25592. const o4 = sign(area(p2, q2, q1));
  25593. if (o1 !== o2 && o3 !== o4) return true; // general case
  25594. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25595. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25596. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25597. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25598. return false;
  25599. }
  25600. // for collinear points p, q, r, check if point q lies on segment pr
  25601. function onSegment(p, q, r) {
  25602. 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);
  25603. }
  25604. function sign(num) {
  25605. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25606. }
  25607. // check if a polygon diagonal intersects any polygon segments
  25608. function intersectsPolygon(a, b) {
  25609. let p = a;
  25610. do {
  25611. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25612. intersects(p, p.next, a, b)) return true;
  25613. p = p.next;
  25614. } while (p !== a);
  25615. return false;
  25616. }
  25617. // check if a polygon diagonal is locally inside the polygon
  25618. function locallyInside(a, b) {
  25619. return area(a.prev, a, a.next) < 0 ?
  25620. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25621. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25622. }
  25623. // check if the middle point of a polygon diagonal is inside the polygon
  25624. function middleInside(a, b) {
  25625. let p = a;
  25626. let inside = false;
  25627. const px = (a.x + b.x) / 2;
  25628. const py = (a.y + b.y) / 2;
  25629. do {
  25630. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25631. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25632. inside = !inside;
  25633. p = p.next;
  25634. } while (p !== a);
  25635. return inside;
  25636. }
  25637. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25638. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25639. function splitPolygon(a, b) {
  25640. const a2 = createNode(a.i, a.x, a.y),
  25641. b2 = createNode(b.i, b.x, b.y),
  25642. an = a.next,
  25643. bp = b.prev;
  25644. a.next = b;
  25645. b.prev = a;
  25646. a2.next = an;
  25647. an.prev = a2;
  25648. b2.next = a2;
  25649. a2.prev = b2;
  25650. bp.next = b2;
  25651. b2.prev = bp;
  25652. return b2;
  25653. }
  25654. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25655. function insertNode(i, x, y, last) {
  25656. const p = createNode(i, x, y);
  25657. if (!last) {
  25658. p.prev = p;
  25659. p.next = p;
  25660. } else {
  25661. p.next = last.next;
  25662. p.prev = last;
  25663. last.next.prev = p;
  25664. last.next = p;
  25665. }
  25666. return p;
  25667. }
  25668. function removeNode(p) {
  25669. p.next.prev = p.prev;
  25670. p.prev.next = p.next;
  25671. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25672. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25673. }
  25674. function createNode(i, x, y) {
  25675. return {
  25676. i, // vertex index in coordinates array
  25677. x, y, // vertex coordinates
  25678. prev: null, // previous and next vertex nodes in a polygon ring
  25679. next: null,
  25680. z: 0, // z-order curve value
  25681. prevZ: null, // previous and next nodes in z-order
  25682. nextZ: null,
  25683. steiner: false // indicates whether this is a steiner point
  25684. };
  25685. }
  25686. function signedArea(data, start, end, dim) {
  25687. let sum = 0;
  25688. for (let i = start, j = end - dim; i < end; i += dim) {
  25689. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25690. j = i;
  25691. }
  25692. return sum;
  25693. }
  25694. /**
  25695. * An implementation of the earcut polygon triangulation algorithm.
  25696. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25697. *
  25698. * @see https://github.com/mapbox/earcut
  25699. */
  25700. class Earcut {
  25701. /**
  25702. * Triangulates the given shape definition by returning an array of triangles.
  25703. *
  25704. * @param {Array<number>} data - An array with 2D points.
  25705. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25706. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25707. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25708. * representing vertex indices.
  25709. */
  25710. static triangulate( data, holeIndices, dim = 2 ) {
  25711. return earcut( data, holeIndices, dim );
  25712. }
  25713. }
  25714. /**
  25715. * A class containing utility functions for shapes.
  25716. *
  25717. * @hideconstructor
  25718. */
  25719. class ShapeUtils {
  25720. /**
  25721. * Calculate area of a ( 2D ) contour polygon.
  25722. *
  25723. * @param {Array<Vector2>} contour - An array of 2D points.
  25724. * @return {number} The area.
  25725. */
  25726. static area( contour ) {
  25727. const n = contour.length;
  25728. let a = 0.0;
  25729. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25730. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25731. }
  25732. return a * 0.5;
  25733. }
  25734. /**
  25735. * Returns `true` if the given contour uses a clockwise winding order.
  25736. *
  25737. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25738. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25739. */
  25740. static isClockWise( pts ) {
  25741. return ShapeUtils.area( pts ) < 0;
  25742. }
  25743. /**
  25744. * Triangulates the given shape definition.
  25745. *
  25746. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25747. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25748. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25749. */
  25750. static triangulateShape( contour, holes ) {
  25751. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25752. const holeIndices = []; // array of hole indices
  25753. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25754. removeDupEndPts( contour );
  25755. addContour( vertices, contour );
  25756. //
  25757. let holeIndex = contour.length;
  25758. holes.forEach( removeDupEndPts );
  25759. for ( let i = 0; i < holes.length; i ++ ) {
  25760. holeIndices.push( holeIndex );
  25761. holeIndex += holes[ i ].length;
  25762. addContour( vertices, holes[ i ] );
  25763. }
  25764. //
  25765. const triangles = Earcut.triangulate( vertices, holeIndices );
  25766. //
  25767. for ( let i = 0; i < triangles.length; i += 3 ) {
  25768. faces.push( triangles.slice( i, i + 3 ) );
  25769. }
  25770. return faces;
  25771. }
  25772. }
  25773. function removeDupEndPts( points ) {
  25774. const l = points.length;
  25775. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25776. points.pop();
  25777. }
  25778. }
  25779. function addContour( vertices, contour ) {
  25780. for ( let i = 0; i < contour.length; i ++ ) {
  25781. vertices.push( contour[ i ].x );
  25782. vertices.push( contour[ i ].y );
  25783. }
  25784. }
  25785. /**
  25786. * Creates extruded geometry from a path shape.
  25787. *
  25788. * ```js
  25789. * const length = 12, width = 8;
  25790. *
  25791. * const shape = new THREE.Shape();
  25792. * shape.moveTo( 0,0 );
  25793. * shape.lineTo( 0, width );
  25794. * shape.lineTo( length, width );
  25795. * shape.lineTo( length, 0 );
  25796. * shape.lineTo( 0, 0 );
  25797. *
  25798. * const geometry = new THREE.ExtrudeGeometry( shape );
  25799. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25800. * const mesh = new THREE.Mesh( geometry, material ) ;
  25801. * scene.add( mesh );
  25802. * ```
  25803. *
  25804. * @augments BufferGeometry
  25805. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25806. */
  25807. class ExtrudeGeometry extends BufferGeometry {
  25808. /**
  25809. * Constructs a new extrude geometry.
  25810. *
  25811. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25812. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25813. */
  25814. 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 = {} ) {
  25815. super();
  25816. this.type = 'ExtrudeGeometry';
  25817. /**
  25818. * Holds the constructor parameters that have been
  25819. * used to generate the geometry. Any modification
  25820. * after instantiation does not change the geometry.
  25821. *
  25822. * @type {Object}
  25823. */
  25824. this.parameters = {
  25825. shapes: shapes,
  25826. options: options
  25827. };
  25828. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25829. const scope = this;
  25830. const verticesArray = [];
  25831. const uvArray = [];
  25832. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25833. const shape = shapes[ i ];
  25834. addShape( shape );
  25835. }
  25836. // build geometry
  25837. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25838. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25839. this.computeVertexNormals();
  25840. // functions
  25841. function addShape( shape ) {
  25842. const placeholder = [];
  25843. // options
  25844. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25845. const steps = options.steps !== undefined ? options.steps : 1;
  25846. const depth = options.depth !== undefined ? options.depth : 1;
  25847. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25848. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25849. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25850. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25851. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25852. const extrudePath = options.extrudePath;
  25853. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25854. //
  25855. let extrudePts, extrudeByPath = false;
  25856. let splineTube, binormal, normal, position2;
  25857. if ( extrudePath ) {
  25858. extrudePts = extrudePath.getSpacedPoints( steps );
  25859. extrudeByPath = true;
  25860. bevelEnabled = false; // bevels not supported for path extrusion
  25861. // SETUP TNB variables
  25862. // TODO1 - have a .isClosed in spline?
  25863. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25864. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25865. binormal = new Vector3();
  25866. normal = new Vector3();
  25867. position2 = new Vector3();
  25868. }
  25869. // Safeguards if bevels are not enabled
  25870. if ( ! bevelEnabled ) {
  25871. bevelSegments = 0;
  25872. bevelThickness = 0;
  25873. bevelSize = 0;
  25874. bevelOffset = 0;
  25875. }
  25876. // Variables initialization
  25877. const shapePoints = shape.extractPoints( curveSegments );
  25878. let vertices = shapePoints.shape;
  25879. const holes = shapePoints.holes;
  25880. const reverse = ! ShapeUtils.isClockWise( vertices );
  25881. if ( reverse ) {
  25882. vertices = vertices.reverse();
  25883. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25884. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25885. const ahole = holes[ h ];
  25886. if ( ShapeUtils.isClockWise( ahole ) ) {
  25887. holes[ h ] = ahole.reverse();
  25888. }
  25889. }
  25890. }
  25891. /**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.
  25892. * @param {Array<Vector2>} points
  25893. */
  25894. function mergeOverlappingPoints( points ) {
  25895. const THRESHOLD = 1e-10;
  25896. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25897. let prevPos = points[ 0 ];
  25898. for ( let i = 1; i <= points.length; i ++ ) {
  25899. const currentIndex = i % points.length;
  25900. const currentPos = points[ currentIndex ];
  25901. const dx = currentPos.x - prevPos.x;
  25902. const dy = currentPos.y - prevPos.y;
  25903. const distSq = dx * dx + dy * dy;
  25904. const scalingFactorSqrt = Math.max(
  25905. Math.abs( currentPos.x ),
  25906. Math.abs( currentPos.y ),
  25907. Math.abs( prevPos.x ),
  25908. Math.abs( prevPos.y )
  25909. );
  25910. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25911. if ( distSq <= thresholdSqScaled ) {
  25912. points.splice( currentIndex, 1 );
  25913. i --;
  25914. continue;
  25915. }
  25916. prevPos = currentPos;
  25917. }
  25918. }
  25919. mergeOverlappingPoints( vertices );
  25920. holes.forEach( mergeOverlappingPoints );
  25921. const numHoles = holes.length;
  25922. /* Vertices */
  25923. const contour = vertices; // vertices has all points but contour has only points of circumference
  25924. for ( let h = 0; h < numHoles; h ++ ) {
  25925. const ahole = holes[ h ];
  25926. vertices = vertices.concat( ahole );
  25927. }
  25928. function scalePt2( pt, vec, size ) {
  25929. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25930. return pt.clone().addScaledVector( vec, size );
  25931. }
  25932. const vlen = vertices.length;
  25933. // Find directions for point movement
  25934. function getBevelVec( inPt, inPrev, inNext ) {
  25935. // computes for inPt the corresponding point inPt' on a new contour
  25936. // shifted by 1 unit (length of normalized vector) to the left
  25937. // if we walk along contour clockwise, this new contour is outside the old one
  25938. //
  25939. // inPt' is the intersection of the two lines parallel to the two
  25940. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25941. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25942. // good reading for geometry algorithms (here: line-line intersection)
  25943. // http://geomalgorithms.com/a05-_intersect-1.html
  25944. const v_prev_x = inPt.x - inPrev.x,
  25945. v_prev_y = inPt.y - inPrev.y;
  25946. const v_next_x = inNext.x - inPt.x,
  25947. v_next_y = inNext.y - inPt.y;
  25948. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25949. // check for collinear edges
  25950. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25951. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25952. // not collinear
  25953. // length of vectors for normalizing
  25954. const v_prev_len = Math.sqrt( v_prev_lensq );
  25955. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25956. // shift adjacent points by unit vectors to the left
  25957. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25958. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25959. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25960. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25961. // scaling factor for v_prev to intersection point
  25962. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25963. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25964. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25965. // vector from inPt to intersection point
  25966. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25967. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25968. // Don't normalize!, otherwise sharp corners become ugly
  25969. // but prevent crazy spikes
  25970. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25971. if ( v_trans_lensq <= 2 ) {
  25972. return new Vector2( v_trans_x, v_trans_y );
  25973. } else {
  25974. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25975. }
  25976. } else {
  25977. // handle special case of collinear edges
  25978. let direction_eq = false; // assumes: opposite
  25979. if ( v_prev_x > Number.EPSILON ) {
  25980. if ( v_next_x > Number.EPSILON ) {
  25981. direction_eq = true;
  25982. }
  25983. } else {
  25984. if ( v_prev_x < - Number.EPSILON ) {
  25985. if ( v_next_x < - Number.EPSILON ) {
  25986. direction_eq = true;
  25987. }
  25988. } else {
  25989. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25990. direction_eq = true;
  25991. }
  25992. }
  25993. }
  25994. if ( direction_eq ) {
  25995. // log("Warning: lines are a straight sequence");
  25996. v_trans_x = - v_prev_y;
  25997. v_trans_y = v_prev_x;
  25998. shrink_by = Math.sqrt( v_prev_lensq );
  25999. } else {
  26000. // log("Warning: lines are a straight spike");
  26001. v_trans_x = v_prev_x;
  26002. v_trans_y = v_prev_y;
  26003. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  26004. }
  26005. }
  26006. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  26007. }
  26008. const contourMovements = [];
  26009. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26010. if ( j === il ) j = 0;
  26011. if ( k === il ) k = 0;
  26012. // (j)---(i)---(k)
  26013. // log('i,j,k', i, j , k)
  26014. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26015. }
  26016. const holesMovements = [];
  26017. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26018. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26019. const ahole = holes[ h ];
  26020. oneHoleMovements = [];
  26021. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26022. if ( j === il ) j = 0;
  26023. if ( k === il ) k = 0;
  26024. // (j)---(i)---(k)
  26025. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26026. }
  26027. holesMovements.push( oneHoleMovements );
  26028. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26029. }
  26030. let faces;
  26031. if ( bevelSegments === 0 ) {
  26032. faces = ShapeUtils.triangulateShape( contour, holes );
  26033. } else {
  26034. const contractedContourVertices = [];
  26035. const expandedHoleVertices = [];
  26036. // Loop bevelSegments, 1 for the front, 1 for the back
  26037. for ( let b = 0; b < bevelSegments; b ++ ) {
  26038. //for ( b = bevelSegments; b > 0; b -- ) {
  26039. const t = b / bevelSegments;
  26040. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26041. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26042. // contract shape
  26043. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26044. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26045. v( vert.x, vert.y, - z );
  26046. if ( t === 0 ) contractedContourVertices.push( vert );
  26047. }
  26048. // expand holes
  26049. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26050. const ahole = holes[ h ];
  26051. oneHoleMovements = holesMovements[ h ];
  26052. const oneHoleVertices = [];
  26053. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26054. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26055. v( vert.x, vert.y, - z );
  26056. if ( t === 0 ) oneHoleVertices.push( vert );
  26057. }
  26058. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26059. }
  26060. }
  26061. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26062. }
  26063. const flen = faces.length;
  26064. const bs = bevelSize + bevelOffset;
  26065. // Back facing vertices
  26066. for ( let i = 0; i < vlen; i ++ ) {
  26067. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26068. if ( ! extrudeByPath ) {
  26069. v( vert.x, vert.y, 0 );
  26070. } else {
  26071. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26072. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26073. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26074. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26075. v( position2.x, position2.y, position2.z );
  26076. }
  26077. }
  26078. // Add stepped vertices...
  26079. // Including front facing vertices
  26080. for ( let s = 1; s <= steps; s ++ ) {
  26081. for ( let i = 0; i < vlen; i ++ ) {
  26082. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26083. if ( ! extrudeByPath ) {
  26084. v( vert.x, vert.y, depth / steps * s );
  26085. } else {
  26086. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26087. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26088. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26089. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26090. v( position2.x, position2.y, position2.z );
  26091. }
  26092. }
  26093. }
  26094. // Add bevel segments planes
  26095. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26096. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26097. const t = b / bevelSegments;
  26098. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26099. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26100. // contract shape
  26101. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26102. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26103. v( vert.x, vert.y, depth + z );
  26104. }
  26105. // expand holes
  26106. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26107. const ahole = holes[ h ];
  26108. oneHoleMovements = holesMovements[ h ];
  26109. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26110. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26111. if ( ! extrudeByPath ) {
  26112. v( vert.x, vert.y, depth + z );
  26113. } else {
  26114. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26115. }
  26116. }
  26117. }
  26118. }
  26119. /* Faces */
  26120. // Top and bottom faces
  26121. buildLidFaces();
  26122. // Sides faces
  26123. buildSideFaces();
  26124. ///// Internal functions
  26125. function buildLidFaces() {
  26126. const start = verticesArray.length / 3;
  26127. if ( bevelEnabled ) {
  26128. let layer = 0; // steps + 1
  26129. let offset = vlen * layer;
  26130. // Bottom faces
  26131. for ( let i = 0; i < flen; i ++ ) {
  26132. const face = faces[ i ];
  26133. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26134. }
  26135. layer = steps + bevelSegments * 2;
  26136. offset = vlen * layer;
  26137. // Top faces
  26138. for ( let i = 0; i < flen; i ++ ) {
  26139. const face = faces[ i ];
  26140. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26141. }
  26142. } else {
  26143. // Bottom faces
  26144. for ( let i = 0; i < flen; i ++ ) {
  26145. const face = faces[ i ];
  26146. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26147. }
  26148. // Top faces
  26149. for ( let i = 0; i < flen; i ++ ) {
  26150. const face = faces[ i ];
  26151. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26152. }
  26153. }
  26154. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26155. }
  26156. // Create faces for the z-sides of the shape
  26157. function buildSideFaces() {
  26158. const start = verticesArray.length / 3;
  26159. let layeroffset = 0;
  26160. sidewalls( contour, layeroffset );
  26161. layeroffset += contour.length;
  26162. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26163. const ahole = holes[ h ];
  26164. sidewalls( ahole, layeroffset );
  26165. //, true
  26166. layeroffset += ahole.length;
  26167. }
  26168. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26169. }
  26170. function sidewalls( contour, layeroffset ) {
  26171. let i = contour.length;
  26172. while ( -- i >= 0 ) {
  26173. const j = i;
  26174. let k = i - 1;
  26175. if ( k < 0 ) k = contour.length - 1;
  26176. //log('b', i,j, i-1, k,vertices.length);
  26177. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26178. const slen1 = vlen * s;
  26179. const slen2 = vlen * ( s + 1 );
  26180. const a = layeroffset + j + slen1,
  26181. b = layeroffset + k + slen1,
  26182. c = layeroffset + k + slen2,
  26183. d = layeroffset + j + slen2;
  26184. f4( a, b, c, d );
  26185. }
  26186. }
  26187. }
  26188. function v( x, y, z ) {
  26189. placeholder.push( x );
  26190. placeholder.push( y );
  26191. placeholder.push( z );
  26192. }
  26193. function f3( a, b, c ) {
  26194. addVertex( a );
  26195. addVertex( b );
  26196. addVertex( c );
  26197. const nextIndex = verticesArray.length / 3;
  26198. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26199. addUV( uvs[ 0 ] );
  26200. addUV( uvs[ 1 ] );
  26201. addUV( uvs[ 2 ] );
  26202. }
  26203. function f4( a, b, c, d ) {
  26204. addVertex( a );
  26205. addVertex( b );
  26206. addVertex( d );
  26207. addVertex( b );
  26208. addVertex( c );
  26209. addVertex( d );
  26210. const nextIndex = verticesArray.length / 3;
  26211. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26212. addUV( uvs[ 0 ] );
  26213. addUV( uvs[ 1 ] );
  26214. addUV( uvs[ 3 ] );
  26215. addUV( uvs[ 1 ] );
  26216. addUV( uvs[ 2 ] );
  26217. addUV( uvs[ 3 ] );
  26218. }
  26219. function addVertex( index ) {
  26220. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26221. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26222. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26223. }
  26224. function addUV( vector2 ) {
  26225. uvArray.push( vector2.x );
  26226. uvArray.push( vector2.y );
  26227. }
  26228. }
  26229. }
  26230. copy( source ) {
  26231. super.copy( source );
  26232. this.parameters = Object.assign( {}, source.parameters );
  26233. return this;
  26234. }
  26235. toJSON() {
  26236. const data = super.toJSON();
  26237. const shapes = this.parameters.shapes;
  26238. const options = this.parameters.options;
  26239. return toJSON$1( shapes, options, data );
  26240. }
  26241. /**
  26242. * Factory method for creating an instance of this class from the given
  26243. * JSON object.
  26244. *
  26245. * @param {Object} data - A JSON object representing the serialized geometry.
  26246. * @param {Array<Shape>} shapes - An array of shapes.
  26247. * @return {ExtrudeGeometry} A new instance.
  26248. */
  26249. static fromJSON( data, shapes ) {
  26250. const geometryShapes = [];
  26251. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26252. const shape = shapes[ data.shapes[ j ] ];
  26253. geometryShapes.push( shape );
  26254. }
  26255. const extrudePath = data.options.extrudePath;
  26256. if ( extrudePath !== undefined ) {
  26257. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26258. }
  26259. return new ExtrudeGeometry( geometryShapes, data.options );
  26260. }
  26261. }
  26262. const WorldUVGenerator = {
  26263. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26264. const a_x = vertices[ indexA * 3 ];
  26265. const a_y = vertices[ indexA * 3 + 1 ];
  26266. const b_x = vertices[ indexB * 3 ];
  26267. const b_y = vertices[ indexB * 3 + 1 ];
  26268. const c_x = vertices[ indexC * 3 ];
  26269. const c_y = vertices[ indexC * 3 + 1 ];
  26270. return [
  26271. new Vector2( a_x, a_y ),
  26272. new Vector2( b_x, b_y ),
  26273. new Vector2( c_x, c_y )
  26274. ];
  26275. },
  26276. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26277. const a_x = vertices[ indexA * 3 ];
  26278. const a_y = vertices[ indexA * 3 + 1 ];
  26279. const a_z = vertices[ indexA * 3 + 2 ];
  26280. const b_x = vertices[ indexB * 3 ];
  26281. const b_y = vertices[ indexB * 3 + 1 ];
  26282. const b_z = vertices[ indexB * 3 + 2 ];
  26283. const c_x = vertices[ indexC * 3 ];
  26284. const c_y = vertices[ indexC * 3 + 1 ];
  26285. const c_z = vertices[ indexC * 3 + 2 ];
  26286. const d_x = vertices[ indexD * 3 ];
  26287. const d_y = vertices[ indexD * 3 + 1 ];
  26288. const d_z = vertices[ indexD * 3 + 2 ];
  26289. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26290. return [
  26291. new Vector2( a_x, 1 - a_z ),
  26292. new Vector2( b_x, 1 - b_z ),
  26293. new Vector2( c_x, 1 - c_z ),
  26294. new Vector2( d_x, 1 - d_z )
  26295. ];
  26296. } else {
  26297. return [
  26298. new Vector2( a_y, 1 - a_z ),
  26299. new Vector2( b_y, 1 - b_z ),
  26300. new Vector2( c_y, 1 - c_z ),
  26301. new Vector2( d_y, 1 - d_z )
  26302. ];
  26303. }
  26304. }
  26305. };
  26306. function toJSON$1( shapes, options, data ) {
  26307. data.shapes = [];
  26308. if ( Array.isArray( shapes ) ) {
  26309. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26310. const shape = shapes[ i ];
  26311. data.shapes.push( shape.uuid );
  26312. }
  26313. } else {
  26314. data.shapes.push( shapes.uuid );
  26315. }
  26316. data.options = Object.assign( {}, options );
  26317. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26318. return data;
  26319. }
  26320. /**
  26321. * A geometry class for representing an icosahedron.
  26322. *
  26323. * ```js
  26324. * const geometry = new THREE.IcosahedronGeometry();
  26325. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26326. * const icosahedron = new THREE.Mesh( geometry, material );
  26327. * scene.add( icosahedron );
  26328. * ```
  26329. *
  26330. * @augments PolyhedronGeometry
  26331. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26332. */
  26333. class IcosahedronGeometry extends PolyhedronGeometry {
  26334. /**
  26335. * Constructs a new icosahedron geometry.
  26336. *
  26337. * @param {number} [radius=1] - Radius of the icosahedron.
  26338. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26339. */
  26340. constructor( radius = 1, detail = 0 ) {
  26341. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26342. const vertices = [
  26343. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26344. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26345. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26346. ];
  26347. const indices = [
  26348. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26349. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26350. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26351. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26352. ];
  26353. super( vertices, indices, radius, detail );
  26354. this.type = 'IcosahedronGeometry';
  26355. /**
  26356. * Holds the constructor parameters that have been
  26357. * used to generate the geometry. Any modification
  26358. * after instantiation does not change the geometry.
  26359. *
  26360. * @type {Object}
  26361. */
  26362. this.parameters = {
  26363. radius: radius,
  26364. detail: detail
  26365. };
  26366. }
  26367. /**
  26368. * Factory method for creating an instance of this class from the given
  26369. * JSON object.
  26370. *
  26371. * @param {Object} data - A JSON object representing the serialized geometry.
  26372. * @return {IcosahedronGeometry} A new instance.
  26373. */
  26374. static fromJSON( data ) {
  26375. return new IcosahedronGeometry( data.radius, data.detail );
  26376. }
  26377. }
  26378. /**
  26379. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26380. *
  26381. * ```js
  26382. * const points = [];
  26383. * for ( let i = 0; i < 10; i ++ ) {
  26384. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26385. * }
  26386. * const geometry = new THREE.LatheGeometry( points );
  26387. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26388. * const lathe = new THREE.Mesh( geometry, material );
  26389. * scene.add( lathe );
  26390. * ```
  26391. *
  26392. * @augments BufferGeometry
  26393. * @demo scenes/geometry-browser.html#LatheGeometry
  26394. */
  26395. class LatheGeometry extends BufferGeometry {
  26396. /**
  26397. * Constructs a new lathe geometry.
  26398. *
  26399. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26400. * must be greater than zero.
  26401. * @param {number} [segments=12] - The number of circumference segments to generate.
  26402. * @param {number} [phiStart=0] - The starting angle in radians.
  26403. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26404. * closed lathe, less than 2PI is a portion.
  26405. */
  26406. 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 ) {
  26407. super();
  26408. this.type = 'LatheGeometry';
  26409. /**
  26410. * Holds the constructor parameters that have been
  26411. * used to generate the geometry. Any modification
  26412. * after instantiation does not change the geometry.
  26413. *
  26414. * @type {Object}
  26415. */
  26416. this.parameters = {
  26417. points: points,
  26418. segments: segments,
  26419. phiStart: phiStart,
  26420. phiLength: phiLength
  26421. };
  26422. segments = Math.floor( segments );
  26423. // clamp phiLength so it's in range of [ 0, 2PI ]
  26424. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26425. // buffers
  26426. const indices = [];
  26427. const vertices = [];
  26428. const uvs = [];
  26429. const initNormals = [];
  26430. const normals = [];
  26431. // helper variables
  26432. const inverseSegments = 1.0 / segments;
  26433. const vertex = new Vector3();
  26434. const uv = new Vector2();
  26435. const normal = new Vector3();
  26436. const curNormal = new Vector3();
  26437. const prevNormal = new Vector3();
  26438. let dx = 0;
  26439. let dy = 0;
  26440. // pre-compute normals for initial "meridian"
  26441. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26442. switch ( j ) {
  26443. case 0: // special handling for 1st vertex on path
  26444. dx = points[ j + 1 ].x - points[ j ].x;
  26445. dy = points[ j + 1 ].y - points[ j ].y;
  26446. normal.x = dy * 1.0;
  26447. normal.y = - dx;
  26448. normal.z = dy * 0.0;
  26449. prevNormal.copy( normal );
  26450. normal.normalize();
  26451. initNormals.push( normal.x, normal.y, normal.z );
  26452. break;
  26453. case ( points.length - 1 ): // special handling for last Vertex on path
  26454. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26455. break;
  26456. default: // default handling for all vertices in between
  26457. dx = points[ j + 1 ].x - points[ j ].x;
  26458. dy = points[ j + 1 ].y - points[ j ].y;
  26459. normal.x = dy * 1.0;
  26460. normal.y = - dx;
  26461. normal.z = dy * 0.0;
  26462. curNormal.copy( normal );
  26463. normal.x += prevNormal.x;
  26464. normal.y += prevNormal.y;
  26465. normal.z += prevNormal.z;
  26466. normal.normalize();
  26467. initNormals.push( normal.x, normal.y, normal.z );
  26468. prevNormal.copy( curNormal );
  26469. }
  26470. }
  26471. // generate vertices, uvs and normals
  26472. for ( let i = 0; i <= segments; i ++ ) {
  26473. const phi = phiStart + i * inverseSegments * phiLength;
  26474. const sin = Math.sin( phi );
  26475. const cos = Math.cos( phi );
  26476. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26477. // vertex
  26478. vertex.x = points[ j ].x * sin;
  26479. vertex.y = points[ j ].y;
  26480. vertex.z = points[ j ].x * cos;
  26481. vertices.push( vertex.x, vertex.y, vertex.z );
  26482. // uv
  26483. uv.x = i / segments;
  26484. uv.y = j / ( points.length - 1 );
  26485. uvs.push( uv.x, uv.y );
  26486. // normal
  26487. const x = initNormals[ 3 * j + 0 ] * sin;
  26488. const y = initNormals[ 3 * j + 1 ];
  26489. const z = initNormals[ 3 * j + 0 ] * cos;
  26490. normals.push( x, y, z );
  26491. }
  26492. }
  26493. // indices
  26494. for ( let i = 0; i < segments; i ++ ) {
  26495. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26496. const base = j + i * points.length;
  26497. const a = base;
  26498. const b = base + points.length;
  26499. const c = base + points.length + 1;
  26500. const d = base + 1;
  26501. // faces
  26502. indices.push( a, b, d );
  26503. indices.push( c, d, b );
  26504. }
  26505. }
  26506. // build geometry
  26507. this.setIndex( indices );
  26508. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26509. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26510. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26511. }
  26512. copy( source ) {
  26513. super.copy( source );
  26514. this.parameters = Object.assign( {}, source.parameters );
  26515. return this;
  26516. }
  26517. /**
  26518. * Factory method for creating an instance of this class from the given
  26519. * JSON object.
  26520. *
  26521. * @param {Object} data - A JSON object representing the serialized geometry.
  26522. * @return {LatheGeometry} A new instance.
  26523. */
  26524. static fromJSON( data ) {
  26525. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26526. }
  26527. }
  26528. /**
  26529. * A geometry class for representing an octahedron.
  26530. *
  26531. * ```js
  26532. * const geometry = new THREE.OctahedronGeometry();
  26533. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26534. * const octahedron = new THREE.Mesh( geometry, material );
  26535. * scene.add( octahedron );
  26536. * ```
  26537. *
  26538. * @augments PolyhedronGeometry
  26539. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26540. */
  26541. class OctahedronGeometry extends PolyhedronGeometry {
  26542. /**
  26543. * Constructs a new octahedron geometry.
  26544. *
  26545. * @param {number} [radius=1] - Radius of the octahedron.
  26546. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26547. */
  26548. constructor( radius = 1, detail = 0 ) {
  26549. const vertices = [
  26550. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26551. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26552. ];
  26553. const indices = [
  26554. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26555. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26556. 1, 3, 4, 1, 4, 2
  26557. ];
  26558. super( vertices, indices, radius, detail );
  26559. this.type = 'OctahedronGeometry';
  26560. /**
  26561. * Holds the constructor parameters that have been
  26562. * used to generate the geometry. Any modification
  26563. * after instantiation does not change the geometry.
  26564. *
  26565. * @type {Object}
  26566. */
  26567. this.parameters = {
  26568. radius: radius,
  26569. detail: detail
  26570. };
  26571. }
  26572. /**
  26573. * Factory method for creating an instance of this class from the given
  26574. * JSON object.
  26575. *
  26576. * @param {Object} data - A JSON object representing the serialized geometry.
  26577. * @return {OctahedronGeometry} A new instance.
  26578. */
  26579. static fromJSON( data ) {
  26580. return new OctahedronGeometry( data.radius, data.detail );
  26581. }
  26582. }
  26583. /**
  26584. * A geometry class for representing a plane.
  26585. *
  26586. * ```js
  26587. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26588. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26589. * const plane = new THREE.Mesh( geometry, material );
  26590. * scene.add( plane );
  26591. * ```
  26592. *
  26593. * @augments BufferGeometry
  26594. * @demo scenes/geometry-browser.html#PlaneGeometry
  26595. */
  26596. class PlaneGeometry extends BufferGeometry {
  26597. /**
  26598. * Constructs a new plane geometry.
  26599. *
  26600. * @param {number} [width=1] - The width along the X axis.
  26601. * @param {number} [height=1] - The height along the Y axis
  26602. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26603. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26604. */
  26605. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26606. super();
  26607. this.type = 'PlaneGeometry';
  26608. /**
  26609. * Holds the constructor parameters that have been
  26610. * used to generate the geometry. Any modification
  26611. * after instantiation does not change the geometry.
  26612. *
  26613. * @type {Object}
  26614. */
  26615. this.parameters = {
  26616. width: width,
  26617. height: height,
  26618. widthSegments: widthSegments,
  26619. heightSegments: heightSegments
  26620. };
  26621. const width_half = width / 2;
  26622. const height_half = height / 2;
  26623. const gridX = Math.floor( widthSegments );
  26624. const gridY = Math.floor( heightSegments );
  26625. const gridX1 = gridX + 1;
  26626. const gridY1 = gridY + 1;
  26627. const segment_width = width / gridX;
  26628. const segment_height = height / gridY;
  26629. //
  26630. const indices = [];
  26631. const vertices = [];
  26632. const normals = [];
  26633. const uvs = [];
  26634. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26635. const y = iy * segment_height - height_half;
  26636. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26637. const x = ix * segment_width - width_half;
  26638. vertices.push( x, - y, 0 );
  26639. normals.push( 0, 0, 1 );
  26640. uvs.push( ix / gridX );
  26641. uvs.push( 1 - ( iy / gridY ) );
  26642. }
  26643. }
  26644. for ( let iy = 0; iy < gridY; iy ++ ) {
  26645. for ( let ix = 0; ix < gridX; ix ++ ) {
  26646. const a = ix + gridX1 * iy;
  26647. const b = ix + gridX1 * ( iy + 1 );
  26648. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26649. const d = ( ix + 1 ) + gridX1 * iy;
  26650. indices.push( a, b, d );
  26651. indices.push( b, c, d );
  26652. }
  26653. }
  26654. this.setIndex( indices );
  26655. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26656. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26657. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26658. }
  26659. copy( source ) {
  26660. super.copy( source );
  26661. this.parameters = Object.assign( {}, source.parameters );
  26662. return this;
  26663. }
  26664. /**
  26665. * Factory method for creating an instance of this class from the given
  26666. * JSON object.
  26667. *
  26668. * @param {Object} data - A JSON object representing the serialized geometry.
  26669. * @return {PlaneGeometry} A new instance.
  26670. */
  26671. static fromJSON( data ) {
  26672. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26673. }
  26674. }
  26675. /**
  26676. * A class for generating a two-dimensional ring geometry.
  26677. *
  26678. * ```js
  26679. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26680. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26681. * const mesh = new THREE.Mesh( geometry, material );
  26682. * scene.add( mesh );
  26683. * ```
  26684. *
  26685. * @augments BufferGeometry
  26686. * @demo scenes/geometry-browser.html#RingGeometry
  26687. */
  26688. class RingGeometry extends BufferGeometry {
  26689. /**
  26690. * Constructs a new ring geometry.
  26691. *
  26692. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26693. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26694. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26695. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26696. * @param {number} [thetaStart=0] - Starting angle in radians.
  26697. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26698. */
  26699. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26700. super();
  26701. this.type = 'RingGeometry';
  26702. /**
  26703. * Holds the constructor parameters that have been
  26704. * used to generate the geometry. Any modification
  26705. * after instantiation does not change the geometry.
  26706. *
  26707. * @type {Object}
  26708. */
  26709. this.parameters = {
  26710. innerRadius: innerRadius,
  26711. outerRadius: outerRadius,
  26712. thetaSegments: thetaSegments,
  26713. phiSegments: phiSegments,
  26714. thetaStart: thetaStart,
  26715. thetaLength: thetaLength
  26716. };
  26717. thetaSegments = Math.max( 3, thetaSegments );
  26718. phiSegments = Math.max( 1, phiSegments );
  26719. // buffers
  26720. const indices = [];
  26721. const vertices = [];
  26722. const normals = [];
  26723. const uvs = [];
  26724. // some helper variables
  26725. let radius = innerRadius;
  26726. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26727. const vertex = new Vector3();
  26728. const uv = new Vector2();
  26729. // generate vertices, normals and uvs
  26730. for ( let j = 0; j <= phiSegments; j ++ ) {
  26731. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26732. // values are generate from the inside of the ring to the outside
  26733. const segment = thetaStart + i / thetaSegments * thetaLength;
  26734. // vertex
  26735. vertex.x = radius * Math.cos( segment );
  26736. vertex.y = radius * Math.sin( segment );
  26737. vertices.push( vertex.x, vertex.y, vertex.z );
  26738. // normal
  26739. normals.push( 0, 0, 1 );
  26740. // uv
  26741. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26742. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26743. uvs.push( uv.x, uv.y );
  26744. }
  26745. // increase the radius for next row of vertices
  26746. radius += radiusStep;
  26747. }
  26748. // indices
  26749. for ( let j = 0; j < phiSegments; j ++ ) {
  26750. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26751. for ( let i = 0; i < thetaSegments; i ++ ) {
  26752. const segment = i + thetaSegmentLevel;
  26753. const a = segment;
  26754. const b = segment + thetaSegments + 1;
  26755. const c = segment + thetaSegments + 2;
  26756. const d = segment + 1;
  26757. // faces
  26758. indices.push( a, b, d );
  26759. indices.push( b, c, d );
  26760. }
  26761. }
  26762. // build geometry
  26763. this.setIndex( indices );
  26764. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26765. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26766. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26767. }
  26768. copy( source ) {
  26769. super.copy( source );
  26770. this.parameters = Object.assign( {}, source.parameters );
  26771. return this;
  26772. }
  26773. /**
  26774. * Factory method for creating an instance of this class from the given
  26775. * JSON object.
  26776. *
  26777. * @param {Object} data - A JSON object representing the serialized geometry.
  26778. * @return {RingGeometry} A new instance.
  26779. */
  26780. static fromJSON( data ) {
  26781. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26782. }
  26783. }
  26784. /**
  26785. * Creates an one-sided polygonal geometry from one or more path shapes.
  26786. *
  26787. * ```js
  26788. * const arcShape = new THREE.Shape()
  26789. * .moveTo( 5, 1 )
  26790. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26791. *
  26792. * const geometry = new THREE.ShapeGeometry( arcShape );
  26793. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26794. * const mesh = new THREE.Mesh( geometry, material ) ;
  26795. * scene.add( mesh );
  26796. * ```
  26797. *
  26798. * @augments BufferGeometry
  26799. * @demo scenes/geometry-browser.html#ShapeGeometry
  26800. */
  26801. class ShapeGeometry extends BufferGeometry {
  26802. /**
  26803. * Constructs a new shape geometry.
  26804. *
  26805. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26806. * @param {number} [curveSegments=12] - Number of segments per shape.
  26807. */
  26808. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26809. super();
  26810. this.type = 'ShapeGeometry';
  26811. /**
  26812. * Holds the constructor parameters that have been
  26813. * used to generate the geometry. Any modification
  26814. * after instantiation does not change the geometry.
  26815. *
  26816. * @type {Object}
  26817. */
  26818. this.parameters = {
  26819. shapes: shapes,
  26820. curveSegments: curveSegments
  26821. };
  26822. // buffers
  26823. const indices = [];
  26824. const vertices = [];
  26825. const normals = [];
  26826. const uvs = [];
  26827. // helper variables
  26828. let groupStart = 0;
  26829. let groupCount = 0;
  26830. // allow single and array values for "shapes" parameter
  26831. if ( Array.isArray( shapes ) === false ) {
  26832. addShape( shapes );
  26833. } else {
  26834. for ( let i = 0; i < shapes.length; i ++ ) {
  26835. addShape( shapes[ i ] );
  26836. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26837. groupStart += groupCount;
  26838. groupCount = 0;
  26839. }
  26840. }
  26841. // build geometry
  26842. this.setIndex( indices );
  26843. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26844. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26845. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26846. // helper functions
  26847. function addShape( shape ) {
  26848. const indexOffset = vertices.length / 3;
  26849. const points = shape.extractPoints( curveSegments );
  26850. let shapeVertices = points.shape;
  26851. const shapeHoles = points.holes;
  26852. // check direction of vertices
  26853. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26854. shapeVertices = shapeVertices.reverse();
  26855. }
  26856. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26857. const shapeHole = shapeHoles[ i ];
  26858. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26859. shapeHoles[ i ] = shapeHole.reverse();
  26860. }
  26861. }
  26862. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26863. // join vertices of inner and outer paths to a single array
  26864. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26865. const shapeHole = shapeHoles[ i ];
  26866. shapeVertices = shapeVertices.concat( shapeHole );
  26867. }
  26868. // vertices, normals, uvs
  26869. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26870. const vertex = shapeVertices[ i ];
  26871. vertices.push( vertex.x, vertex.y, 0 );
  26872. normals.push( 0, 0, 1 );
  26873. uvs.push( vertex.x, vertex.y ); // world uvs
  26874. }
  26875. // indices
  26876. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26877. const face = faces[ i ];
  26878. const a = face[ 0 ] + indexOffset;
  26879. const b = face[ 1 ] + indexOffset;
  26880. const c = face[ 2 ] + indexOffset;
  26881. indices.push( a, b, c );
  26882. groupCount += 3;
  26883. }
  26884. }
  26885. }
  26886. copy( source ) {
  26887. super.copy( source );
  26888. this.parameters = Object.assign( {}, source.parameters );
  26889. return this;
  26890. }
  26891. toJSON() {
  26892. const data = super.toJSON();
  26893. const shapes = this.parameters.shapes;
  26894. return toJSON( shapes, data );
  26895. }
  26896. /**
  26897. * Factory method for creating an instance of this class from the given
  26898. * JSON object.
  26899. *
  26900. * @param {Object} data - A JSON object representing the serialized geometry.
  26901. * @param {Array<Shape>} shapes - An array of shapes.
  26902. * @return {ShapeGeometry} A new instance.
  26903. */
  26904. static fromJSON( data, shapes ) {
  26905. const geometryShapes = [];
  26906. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26907. const shape = shapes[ data.shapes[ j ] ];
  26908. geometryShapes.push( shape );
  26909. }
  26910. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26911. }
  26912. }
  26913. function toJSON( shapes, data ) {
  26914. data.shapes = [];
  26915. if ( Array.isArray( shapes ) ) {
  26916. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26917. const shape = shapes[ i ];
  26918. data.shapes.push( shape.uuid );
  26919. }
  26920. } else {
  26921. data.shapes.push( shapes.uuid );
  26922. }
  26923. return data;
  26924. }
  26925. /**
  26926. * A class for generating a sphere geometry.
  26927. *
  26928. * ```js
  26929. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26930. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26931. * const sphere = new THREE.Mesh( geometry, material );
  26932. * scene.add( sphere );
  26933. * ```
  26934. *
  26935. * @augments BufferGeometry
  26936. * @demo scenes/geometry-browser.html#SphereGeometry
  26937. */
  26938. class SphereGeometry extends BufferGeometry {
  26939. /**
  26940. * Constructs a new sphere geometry.
  26941. *
  26942. * @param {number} [radius=1] - The sphere radius.
  26943. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26944. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26945. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26946. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26947. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26948. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26949. */
  26950. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26951. super();
  26952. this.type = 'SphereGeometry';
  26953. /**
  26954. * Holds the constructor parameters that have been
  26955. * used to generate the geometry. Any modification
  26956. * after instantiation does not change the geometry.
  26957. *
  26958. * @type {Object}
  26959. */
  26960. this.parameters = {
  26961. radius: radius,
  26962. widthSegments: widthSegments,
  26963. heightSegments: heightSegments,
  26964. phiStart: phiStart,
  26965. phiLength: phiLength,
  26966. thetaStart: thetaStart,
  26967. thetaLength: thetaLength
  26968. };
  26969. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26970. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26971. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26972. let index = 0;
  26973. const grid = [];
  26974. const vertex = new Vector3();
  26975. const normal = new Vector3();
  26976. // buffers
  26977. const indices = [];
  26978. const vertices = [];
  26979. const normals = [];
  26980. const uvs = [];
  26981. // generate vertices, normals and uvs
  26982. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26983. const verticesRow = [];
  26984. const v = iy / heightSegments;
  26985. // special case for the poles
  26986. let uOffset = 0;
  26987. if ( iy === 0 && thetaStart === 0 ) {
  26988. uOffset = 0.5 / widthSegments;
  26989. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26990. uOffset = -0.5 / widthSegments;
  26991. }
  26992. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26993. const u = ix / widthSegments;
  26994. // vertex
  26995. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26996. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26997. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26998. vertices.push( vertex.x, vertex.y, vertex.z );
  26999. // normal
  27000. normal.copy( vertex ).normalize();
  27001. normals.push( normal.x, normal.y, normal.z );
  27002. // uv
  27003. uvs.push( u + uOffset, 1 - v );
  27004. verticesRow.push( index ++ );
  27005. }
  27006. grid.push( verticesRow );
  27007. }
  27008. // indices
  27009. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  27010. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  27011. const a = grid[ iy ][ ix + 1 ];
  27012. const b = grid[ iy ][ ix ];
  27013. const c = grid[ iy + 1 ][ ix ];
  27014. const d = grid[ iy + 1 ][ ix + 1 ];
  27015. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27016. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27017. }
  27018. }
  27019. // build geometry
  27020. this.setIndex( indices );
  27021. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27022. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27023. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27024. }
  27025. copy( source ) {
  27026. super.copy( source );
  27027. this.parameters = Object.assign( {}, source.parameters );
  27028. return this;
  27029. }
  27030. /**
  27031. * Factory method for creating an instance of this class from the given
  27032. * JSON object.
  27033. *
  27034. * @param {Object} data - A JSON object representing the serialized geometry.
  27035. * @return {SphereGeometry} A new instance.
  27036. */
  27037. static fromJSON( data ) {
  27038. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27039. }
  27040. }
  27041. /**
  27042. * A geometry class for representing an tetrahedron.
  27043. *
  27044. * ```js
  27045. * const geometry = new THREE.TetrahedronGeometry();
  27046. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27047. * const tetrahedron = new THREE.Mesh( geometry, material );
  27048. * scene.add( tetrahedron );
  27049. * ```
  27050. *
  27051. * @augments PolyhedronGeometry
  27052. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27053. */
  27054. class TetrahedronGeometry extends PolyhedronGeometry {
  27055. /**
  27056. * Constructs a new tetrahedron geometry.
  27057. *
  27058. * @param {number} [radius=1] - Radius of the tetrahedron.
  27059. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27060. */
  27061. constructor( radius = 1, detail = 0 ) {
  27062. const vertices = [
  27063. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27064. ];
  27065. const indices = [
  27066. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27067. ];
  27068. super( vertices, indices, radius, detail );
  27069. this.type = 'TetrahedronGeometry';
  27070. /**
  27071. * Holds the constructor parameters that have been
  27072. * used to generate the geometry. Any modification
  27073. * after instantiation does not change the geometry.
  27074. *
  27075. * @type {Object}
  27076. */
  27077. this.parameters = {
  27078. radius: radius,
  27079. detail: detail
  27080. };
  27081. }
  27082. /**
  27083. * Factory method for creating an instance of this class from the given
  27084. * JSON object.
  27085. *
  27086. * @param {Object} data - A JSON object representing the serialized geometry.
  27087. * @return {TetrahedronGeometry} A new instance.
  27088. */
  27089. static fromJSON( data ) {
  27090. return new TetrahedronGeometry( data.radius, data.detail );
  27091. }
  27092. }
  27093. /**
  27094. * A geometry class for representing an torus.
  27095. *
  27096. * ```js
  27097. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27098. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27099. * const torus = new THREE.Mesh( geometry, material );
  27100. * scene.add( torus );
  27101. * ```
  27102. *
  27103. * @augments BufferGeometry
  27104. * @demo scenes/geometry-browser.html#TorusGeometry
  27105. */
  27106. class TorusGeometry extends BufferGeometry {
  27107. /**
  27108. * Constructs a new torus geometry.
  27109. *
  27110. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27111. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27112. * @param {number} [radialSegments=12] - The number of radial segments.
  27113. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27114. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27115. */
  27116. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27117. super();
  27118. this.type = 'TorusGeometry';
  27119. /**
  27120. * Holds the constructor parameters that have been
  27121. * used to generate the geometry. Any modification
  27122. * after instantiation does not change the geometry.
  27123. *
  27124. * @type {Object}
  27125. */
  27126. this.parameters = {
  27127. radius: radius,
  27128. tube: tube,
  27129. radialSegments: radialSegments,
  27130. tubularSegments: tubularSegments,
  27131. arc: arc
  27132. };
  27133. radialSegments = Math.floor( radialSegments );
  27134. tubularSegments = Math.floor( tubularSegments );
  27135. // buffers
  27136. const indices = [];
  27137. const vertices = [];
  27138. const normals = [];
  27139. const uvs = [];
  27140. // helper variables
  27141. const center = new Vector3();
  27142. const vertex = new Vector3();
  27143. const normal = new Vector3();
  27144. // generate vertices, normals and uvs
  27145. for ( let j = 0; j <= radialSegments; j ++ ) {
  27146. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27147. const u = i / tubularSegments * arc;
  27148. const v = j / radialSegments * Math.PI * 2;
  27149. // vertex
  27150. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27151. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27152. vertex.z = tube * Math.sin( v );
  27153. vertices.push( vertex.x, vertex.y, vertex.z );
  27154. // normal
  27155. center.x = radius * Math.cos( u );
  27156. center.y = radius * Math.sin( u );
  27157. normal.subVectors( vertex, center ).normalize();
  27158. normals.push( normal.x, normal.y, normal.z );
  27159. // uv
  27160. uvs.push( i / tubularSegments );
  27161. uvs.push( j / radialSegments );
  27162. }
  27163. }
  27164. // generate indices
  27165. for ( let j = 1; j <= radialSegments; j ++ ) {
  27166. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27167. // indices
  27168. const a = ( tubularSegments + 1 ) * j + i - 1;
  27169. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27170. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27171. const d = ( tubularSegments + 1 ) * j + i;
  27172. // faces
  27173. indices.push( a, b, d );
  27174. indices.push( b, c, d );
  27175. }
  27176. }
  27177. // build geometry
  27178. this.setIndex( indices );
  27179. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27180. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27181. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27182. }
  27183. copy( source ) {
  27184. super.copy( source );
  27185. this.parameters = Object.assign( {}, source.parameters );
  27186. return this;
  27187. }
  27188. /**
  27189. * Factory method for creating an instance of this class from the given
  27190. * JSON object.
  27191. *
  27192. * @param {Object} data - A JSON object representing the serialized geometry.
  27193. * @return {TorusGeometry} A new instance.
  27194. */
  27195. static fromJSON( data ) {
  27196. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27197. }
  27198. }
  27199. /**
  27200. * Creates a torus knot, the particular shape of which is defined by a pair
  27201. * of coprime integers, p and q. If p and q are not coprime, the result will
  27202. * be a torus link.
  27203. *
  27204. * ```js
  27205. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27206. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27207. * const torusKnot = new THREE.Mesh( geometry, material );
  27208. * scene.add( torusKnot );
  27209. * ```
  27210. *
  27211. * @augments BufferGeometry
  27212. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27213. */
  27214. class TorusKnotGeometry extends BufferGeometry {
  27215. /**
  27216. * Constructs a new torus knot geometry.
  27217. *
  27218. * @param {number} [radius=1] - Radius of the torus knot.
  27219. * @param {number} [tube=0.4] - Radius of the tube.
  27220. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27221. * @param {number} [radialSegments=8] - The number of radial segments.
  27222. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27223. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27224. */
  27225. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27226. super();
  27227. this.type = 'TorusKnotGeometry';
  27228. /**
  27229. * Holds the constructor parameters that have been
  27230. * used to generate the geometry. Any modification
  27231. * after instantiation does not change the geometry.
  27232. *
  27233. * @type {Object}
  27234. */
  27235. this.parameters = {
  27236. radius: radius,
  27237. tube: tube,
  27238. tubularSegments: tubularSegments,
  27239. radialSegments: radialSegments,
  27240. p: p,
  27241. q: q
  27242. };
  27243. tubularSegments = Math.floor( tubularSegments );
  27244. radialSegments = Math.floor( radialSegments );
  27245. // buffers
  27246. const indices = [];
  27247. const vertices = [];
  27248. const normals = [];
  27249. const uvs = [];
  27250. // helper variables
  27251. const vertex = new Vector3();
  27252. const normal = new Vector3();
  27253. const P1 = new Vector3();
  27254. const P2 = new Vector3();
  27255. const B = new Vector3();
  27256. const T = new Vector3();
  27257. const N = new Vector3();
  27258. // generate vertices, normals and uvs
  27259. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27260. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27261. const u = i / tubularSegments * p * Math.PI * 2;
  27262. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27263. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27264. calculatePositionOnCurve( u, p, q, radius, P1 );
  27265. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27266. // calculate orthonormal basis
  27267. T.subVectors( P2, P1 );
  27268. N.addVectors( P2, P1 );
  27269. B.crossVectors( T, N );
  27270. N.crossVectors( B, T );
  27271. // normalize B, N. T can be ignored, we don't use it
  27272. B.normalize();
  27273. N.normalize();
  27274. for ( let j = 0; j <= radialSegments; ++ j ) {
  27275. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27276. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27277. const v = j / radialSegments * Math.PI * 2;
  27278. const cx = - tube * Math.cos( v );
  27279. const cy = tube * Math.sin( v );
  27280. // now calculate the final vertex position.
  27281. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27282. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27283. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27284. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27285. vertices.push( vertex.x, vertex.y, vertex.z );
  27286. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27287. normal.subVectors( vertex, P1 ).normalize();
  27288. normals.push( normal.x, normal.y, normal.z );
  27289. // uv
  27290. uvs.push( i / tubularSegments );
  27291. uvs.push( j / radialSegments );
  27292. }
  27293. }
  27294. // generate indices
  27295. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27296. for ( let i = 1; i <= radialSegments; i ++ ) {
  27297. // indices
  27298. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27299. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27300. const c = ( radialSegments + 1 ) * j + i;
  27301. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27302. // faces
  27303. indices.push( a, b, d );
  27304. indices.push( b, c, d );
  27305. }
  27306. }
  27307. // build geometry
  27308. this.setIndex( indices );
  27309. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27310. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27311. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27312. // this function calculates the current position on the torus curve
  27313. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27314. const cu = Math.cos( u );
  27315. const su = Math.sin( u );
  27316. const quOverP = q / p * u;
  27317. const cs = Math.cos( quOverP );
  27318. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27319. position.y = radius * ( 2 + cs ) * su * 0.5;
  27320. position.z = radius * Math.sin( quOverP ) * 0.5;
  27321. }
  27322. }
  27323. copy( source ) {
  27324. super.copy( source );
  27325. this.parameters = Object.assign( {}, source.parameters );
  27326. return this;
  27327. }
  27328. /**
  27329. * Factory method for creating an instance of this class from the given
  27330. * JSON object.
  27331. *
  27332. * @param {Object} data - A JSON object representing the serialized geometry.
  27333. * @return {TorusKnotGeometry} A new instance.
  27334. */
  27335. static fromJSON( data ) {
  27336. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27337. }
  27338. }
  27339. /**
  27340. * Creates a tube that extrudes along a 3D curve.
  27341. *
  27342. * ```js
  27343. * class CustomSinCurve extends THREE.Curve {
  27344. *
  27345. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27346. *
  27347. * const tx = t * 3 - 1.5;
  27348. * const ty = Math.sin( 2 * Math.PI * t );
  27349. * const tz = 0;
  27350. *
  27351. * return optionalTarget.set( tx, ty, tz );
  27352. * }
  27353. *
  27354. * }
  27355. *
  27356. * const path = new CustomSinCurve( 10 );
  27357. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27358. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27359. * const mesh = new THREE.Mesh( geometry, material );
  27360. * scene.add( mesh );
  27361. * ```
  27362. *
  27363. * @augments BufferGeometry
  27364. * @demo scenes/geometry-browser.html#TubeGeometry
  27365. */
  27366. class TubeGeometry extends BufferGeometry {
  27367. /**
  27368. * Constructs a new tube geometry.
  27369. *
  27370. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27371. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27372. * @param {number} [radius=1] -The radius of the tube.
  27373. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27374. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27375. */
  27376. 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 ) {
  27377. super();
  27378. this.type = 'TubeGeometry';
  27379. /**
  27380. * Holds the constructor parameters that have been
  27381. * used to generate the geometry. Any modification
  27382. * after instantiation does not change the geometry.
  27383. *
  27384. * @type {Object}
  27385. */
  27386. this.parameters = {
  27387. path: path,
  27388. tubularSegments: tubularSegments,
  27389. radius: radius,
  27390. radialSegments: radialSegments,
  27391. closed: closed
  27392. };
  27393. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27394. // expose internals
  27395. this.tangents = frames.tangents;
  27396. this.normals = frames.normals;
  27397. this.binormals = frames.binormals;
  27398. // helper variables
  27399. const vertex = new Vector3();
  27400. const normal = new Vector3();
  27401. const uv = new Vector2();
  27402. let P = new Vector3();
  27403. // buffer
  27404. const vertices = [];
  27405. const normals = [];
  27406. const uvs = [];
  27407. const indices = [];
  27408. // create buffer data
  27409. generateBufferData();
  27410. // build geometry
  27411. this.setIndex( indices );
  27412. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27413. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27414. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27415. // functions
  27416. function generateBufferData() {
  27417. for ( let i = 0; i < tubularSegments; i ++ ) {
  27418. generateSegment( i );
  27419. }
  27420. // if the geometry is not closed, generate the last row of vertices and normals
  27421. // at the regular position on the given path
  27422. //
  27423. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27424. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27425. // uvs are generated in a separate function.
  27426. // this makes it easy compute correct values for closed geometries
  27427. generateUVs();
  27428. // finally create faces
  27429. generateIndices();
  27430. }
  27431. function generateSegment( i ) {
  27432. // we use getPointAt to sample evenly distributed points from the given path
  27433. P = path.getPointAt( i / tubularSegments, P );
  27434. // retrieve corresponding normal and binormal
  27435. const N = frames.normals[ i ];
  27436. const B = frames.binormals[ i ];
  27437. // generate normals and vertices for the current segment
  27438. for ( let j = 0; j <= radialSegments; j ++ ) {
  27439. const v = j / radialSegments * Math.PI * 2;
  27440. const sin = Math.sin( v );
  27441. const cos = - Math.cos( v );
  27442. // normal
  27443. normal.x = ( cos * N.x + sin * B.x );
  27444. normal.y = ( cos * N.y + sin * B.y );
  27445. normal.z = ( cos * N.z + sin * B.z );
  27446. normal.normalize();
  27447. normals.push( normal.x, normal.y, normal.z );
  27448. // vertex
  27449. vertex.x = P.x + radius * normal.x;
  27450. vertex.y = P.y + radius * normal.y;
  27451. vertex.z = P.z + radius * normal.z;
  27452. vertices.push( vertex.x, vertex.y, vertex.z );
  27453. }
  27454. }
  27455. function generateIndices() {
  27456. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27457. for ( let i = 1; i <= radialSegments; i ++ ) {
  27458. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27459. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27460. const c = ( radialSegments + 1 ) * j + i;
  27461. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27462. // faces
  27463. indices.push( a, b, d );
  27464. indices.push( b, c, d );
  27465. }
  27466. }
  27467. }
  27468. function generateUVs() {
  27469. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27470. for ( let j = 0; j <= radialSegments; j ++ ) {
  27471. uv.x = i / tubularSegments;
  27472. uv.y = j / radialSegments;
  27473. uvs.push( uv.x, uv.y );
  27474. }
  27475. }
  27476. }
  27477. }
  27478. copy( source ) {
  27479. super.copy( source );
  27480. this.parameters = Object.assign( {}, source.parameters );
  27481. return this;
  27482. }
  27483. toJSON() {
  27484. const data = super.toJSON();
  27485. data.path = this.parameters.path.toJSON();
  27486. return data;
  27487. }
  27488. /**
  27489. * Factory method for creating an instance of this class from the given
  27490. * JSON object.
  27491. *
  27492. * @param {Object} data - A JSON object representing the serialized geometry.
  27493. * @return {TubeGeometry} A new instance.
  27494. */
  27495. static fromJSON( data ) {
  27496. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27497. // User defined curves or instances of CurvePath will not be deserialized.
  27498. return new TubeGeometry(
  27499. new Curves[ data.path.type ]().fromJSON( data.path ),
  27500. data.tubularSegments,
  27501. data.radius,
  27502. data.radialSegments,
  27503. data.closed
  27504. );
  27505. }
  27506. }
  27507. /**
  27508. * Can be used as a helper object to visualize a geometry as a wireframe.
  27509. *
  27510. * ```js
  27511. * const geometry = new THREE.SphereGeometry();
  27512. *
  27513. * const wireframe = new THREE.WireframeGeometry( geometry );
  27514. *
  27515. * const line = new THREE.LineSegments( wireframe );
  27516. * line.material.depthWrite = false;
  27517. * line.material.opacity = 0.25;
  27518. * line.material.transparent = true;
  27519. *
  27520. * scene.add( line );
  27521. * ```
  27522. *
  27523. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27524. *
  27525. * @augments BufferGeometry
  27526. */
  27527. class WireframeGeometry extends BufferGeometry {
  27528. /**
  27529. * Constructs a new wireframe geometry.
  27530. *
  27531. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27532. */
  27533. constructor( geometry = null ) {
  27534. super();
  27535. this.type = 'WireframeGeometry';
  27536. /**
  27537. * Holds the constructor parameters that have been
  27538. * used to generate the geometry. Any modification
  27539. * after instantiation does not change the geometry.
  27540. *
  27541. * @type {Object}
  27542. */
  27543. this.parameters = {
  27544. geometry: geometry
  27545. };
  27546. if ( geometry !== null ) {
  27547. // buffer
  27548. const vertices = [];
  27549. const edges = new Set();
  27550. // helper variables
  27551. const start = new Vector3();
  27552. const end = new Vector3();
  27553. if ( geometry.index !== null ) {
  27554. // indexed BufferGeometry
  27555. const position = geometry.attributes.position;
  27556. const indices = geometry.index;
  27557. let groups = geometry.groups;
  27558. if ( groups.length === 0 ) {
  27559. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27560. }
  27561. // create a data structure that contains all edges without duplicates
  27562. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27563. const group = groups[ o ];
  27564. const groupStart = group.start;
  27565. const groupCount = group.count;
  27566. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27567. for ( let j = 0; j < 3; j ++ ) {
  27568. const index1 = indices.getX( i + j );
  27569. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27570. start.fromBufferAttribute( position, index1 );
  27571. end.fromBufferAttribute( position, index2 );
  27572. if ( isUniqueEdge( start, end, edges ) === true ) {
  27573. vertices.push( start.x, start.y, start.z );
  27574. vertices.push( end.x, end.y, end.z );
  27575. }
  27576. }
  27577. }
  27578. }
  27579. } else {
  27580. // non-indexed BufferGeometry
  27581. const position = geometry.attributes.position;
  27582. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27583. for ( let j = 0; j < 3; j ++ ) {
  27584. // three edges per triangle, an edge is represented as (index1, index2)
  27585. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27586. const index1 = 3 * i + j;
  27587. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27588. start.fromBufferAttribute( position, index1 );
  27589. end.fromBufferAttribute( position, index2 );
  27590. if ( isUniqueEdge( start, end, edges ) === true ) {
  27591. vertices.push( start.x, start.y, start.z );
  27592. vertices.push( end.x, end.y, end.z );
  27593. }
  27594. }
  27595. }
  27596. }
  27597. // build geometry
  27598. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27599. }
  27600. }
  27601. copy( source ) {
  27602. super.copy( source );
  27603. this.parameters = Object.assign( {}, source.parameters );
  27604. return this;
  27605. }
  27606. }
  27607. function isUniqueEdge( start, end, edges ) {
  27608. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27609. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27610. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27611. return false;
  27612. } else {
  27613. edges.add( hash1 );
  27614. edges.add( hash2 );
  27615. return true;
  27616. }
  27617. }
  27618. var Geometries = /*#__PURE__*/Object.freeze({
  27619. __proto__: null,
  27620. BoxGeometry: BoxGeometry,
  27621. CapsuleGeometry: CapsuleGeometry,
  27622. CircleGeometry: CircleGeometry,
  27623. ConeGeometry: ConeGeometry,
  27624. CylinderGeometry: CylinderGeometry,
  27625. DodecahedronGeometry: DodecahedronGeometry,
  27626. EdgesGeometry: EdgesGeometry,
  27627. ExtrudeGeometry: ExtrudeGeometry,
  27628. IcosahedronGeometry: IcosahedronGeometry,
  27629. LatheGeometry: LatheGeometry,
  27630. OctahedronGeometry: OctahedronGeometry,
  27631. PlaneGeometry: PlaneGeometry,
  27632. PolyhedronGeometry: PolyhedronGeometry,
  27633. RingGeometry: RingGeometry,
  27634. ShapeGeometry: ShapeGeometry,
  27635. SphereGeometry: SphereGeometry,
  27636. TetrahedronGeometry: TetrahedronGeometry,
  27637. TorusGeometry: TorusGeometry,
  27638. TorusKnotGeometry: TorusKnotGeometry,
  27639. TubeGeometry: TubeGeometry,
  27640. WireframeGeometry: WireframeGeometry
  27641. });
  27642. /**
  27643. * This material can receive shadows, but otherwise is completely transparent.
  27644. *
  27645. * ```js
  27646. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27647. * geometry.rotateX( - Math.PI / 2 );
  27648. *
  27649. * const material = new THREE.ShadowMaterial();
  27650. * material.opacity = 0.2;
  27651. *
  27652. * const plane = new THREE.Mesh( geometry, material );
  27653. * plane.position.y = -200;
  27654. * plane.receiveShadow = true;
  27655. * scene.add( plane );
  27656. * ```
  27657. *
  27658. * @augments Material
  27659. */
  27660. class ShadowMaterial extends Material {
  27661. /**
  27662. * Constructs a new shadow material.
  27663. *
  27664. * @param {Object} [parameters] - An object with one or more properties
  27665. * defining the material's appearance. Any property of the material
  27666. * (including any property from inherited materials) can be passed
  27667. * in here. Color values can be passed any type of value accepted
  27668. * by {@link Color#set}.
  27669. */
  27670. constructor( parameters ) {
  27671. super();
  27672. /**
  27673. * This flag can be used for type testing.
  27674. *
  27675. * @type {boolean}
  27676. * @readonly
  27677. * @default true
  27678. */
  27679. this.isShadowMaterial = true;
  27680. this.type = 'ShadowMaterial';
  27681. /**
  27682. * Color of the material.
  27683. *
  27684. * @type {Color}
  27685. * @default (0,0,0)
  27686. */
  27687. this.color = new Color( 0x000000 );
  27688. /**
  27689. * Overwritten since shadow materials are transparent
  27690. * by default.
  27691. *
  27692. * @type {boolean}
  27693. * @default true
  27694. */
  27695. this.transparent = true;
  27696. /**
  27697. * Whether the material is affected by fog or not.
  27698. *
  27699. * @type {boolean}
  27700. * @default true
  27701. */
  27702. this.fog = true;
  27703. this.setValues( parameters );
  27704. }
  27705. copy( source ) {
  27706. super.copy( source );
  27707. this.color.copy( source.color );
  27708. this.fog = source.fog;
  27709. return this;
  27710. }
  27711. }
  27712. /**
  27713. * This class works just like {@link ShaderMaterial}, except that definitions
  27714. * of built-in uniforms and attributes are not automatically prepended to the
  27715. * GLSL shader code.
  27716. *
  27717. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27718. *
  27719. * @augments ShaderMaterial
  27720. */
  27721. class RawShaderMaterial extends ShaderMaterial {
  27722. /**
  27723. * Constructs a new raw shader material.
  27724. *
  27725. * @param {Object} [parameters] - An object with one or more properties
  27726. * defining the material's appearance. Any property of the material
  27727. * (including any property from inherited materials) can be passed
  27728. * in here. Color values can be passed any type of value accepted
  27729. * by {@link Color#set}.
  27730. */
  27731. constructor( parameters ) {
  27732. super( parameters );
  27733. /**
  27734. * This flag can be used for type testing.
  27735. *
  27736. * @type {boolean}
  27737. * @readonly
  27738. * @default true
  27739. */
  27740. this.isRawShaderMaterial = true;
  27741. this.type = 'RawShaderMaterial';
  27742. }
  27743. }
  27744. /**
  27745. * A standard physically based material, using Metallic-Roughness workflow.
  27746. *
  27747. * Physically based rendering (PBR) has recently become the standard in many
  27748. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27749. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27750. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27751. *
  27752. * This approach differs from older approaches in that instead of using
  27753. * approximations for the way in which light interacts with a surface, a
  27754. * physically correct model is used. The idea is that, instead of tweaking
  27755. * materials to look good under specific lighting, a material can be created
  27756. * that will react 'correctly' under all lighting scenarios.
  27757. *
  27758. * In practice this gives a more accurate and realistic looking result than
  27759. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27760. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27761. * shading.
  27762. *
  27763. * Note that for best results you should always specify an environment map when using this material.
  27764. *
  27765. * For a non-technical introduction to the concept of PBR and how to set up a
  27766. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27767. *
  27768. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27769. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27770. *
  27771. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27772. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27773. * (pdf), by Brent Burley.
  27774. *
  27775. * @augments Material
  27776. * @demo scenes/material-browser.html#MeshStandardMaterial
  27777. */
  27778. class MeshStandardMaterial extends Material {
  27779. /**
  27780. * Constructs a new mesh standard material.
  27781. *
  27782. * @param {Object} [parameters] - An object with one or more properties
  27783. * defining the material's appearance. Any property of the material
  27784. * (including any property from inherited materials) can be passed
  27785. * in here. Color values can be passed any type of value accepted
  27786. * by {@link Color#set}.
  27787. */
  27788. constructor( parameters ) {
  27789. super();
  27790. /**
  27791. * This flag can be used for type testing.
  27792. *
  27793. * @type {boolean}
  27794. * @readonly
  27795. * @default true
  27796. */
  27797. this.isMeshStandardMaterial = true;
  27798. this.type = 'MeshStandardMaterial';
  27799. this.defines = { 'STANDARD': '' };
  27800. /**
  27801. * Color of the material.
  27802. *
  27803. * @type {Color}
  27804. * @default (1,1,1)
  27805. */
  27806. this.color = new Color( 0xffffff ); // diffuse
  27807. /**
  27808. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27809. * means fully diffuse. If `roughnessMap` is also provided,
  27810. * both values are multiplied.
  27811. *
  27812. * @type {number}
  27813. * @default 1
  27814. */
  27815. this.roughness = 1.0;
  27816. /**
  27817. * How much the material is like a metal. Non-metallic materials such as wood
  27818. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27819. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27820. * If `metalnessMap` is also provided, both values are multiplied.
  27821. *
  27822. * @type {number}
  27823. * @default 0
  27824. */
  27825. this.metalness = 0.0;
  27826. /**
  27827. * The color map. May optionally include an alpha channel, typically combined
  27828. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27829. * color is modulated by the diffuse `color`.
  27830. *
  27831. * @type {?Texture}
  27832. * @default null
  27833. */
  27834. this.map = null;
  27835. /**
  27836. * The light map. Requires a second set of UVs.
  27837. *
  27838. * @type {?Texture}
  27839. * @default null
  27840. */
  27841. this.lightMap = null;
  27842. /**
  27843. * Intensity of the baked light.
  27844. *
  27845. * @type {number}
  27846. * @default 1
  27847. */
  27848. this.lightMapIntensity = 1.0;
  27849. /**
  27850. * The red channel of this texture is used as the ambient occlusion map.
  27851. * Requires a second set of UVs.
  27852. *
  27853. * @type {?Texture}
  27854. * @default null
  27855. */
  27856. this.aoMap = null;
  27857. /**
  27858. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27859. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27860. * red channel is also `1`, ambient light is fully occluded on a surface.
  27861. *
  27862. * @type {number}
  27863. * @default 1
  27864. */
  27865. this.aoMapIntensity = 1.0;
  27866. /**
  27867. * Emissive (light) color of the material, essentially a solid color
  27868. * unaffected by other lighting.
  27869. *
  27870. * @type {Color}
  27871. * @default (0,0,0)
  27872. */
  27873. this.emissive = new Color( 0x000000 );
  27874. /**
  27875. * Intensity of the emissive light. Modulates the emissive color.
  27876. *
  27877. * @type {number}
  27878. * @default 1
  27879. */
  27880. this.emissiveIntensity = 1.0;
  27881. /**
  27882. * Set emissive (glow) map. The emissive map color is modulated by the
  27883. * emissive color and the emissive intensity. If you have an emissive map,
  27884. * be sure to set the emissive color to something other than black.
  27885. *
  27886. * @type {?Texture}
  27887. * @default null
  27888. */
  27889. this.emissiveMap = null;
  27890. /**
  27891. * The texture to create a bump map. The black and white values map to the
  27892. * perceived depth in relation to the lights. Bump doesn't actually affect
  27893. * the geometry of the object, only the lighting. If a normal map is defined
  27894. * this will be ignored.
  27895. *
  27896. * @type {?Texture}
  27897. * @default null
  27898. */
  27899. this.bumpMap = null;
  27900. /**
  27901. * How much the bump map affects the material. Typical range is `[0,1]`.
  27902. *
  27903. * @type {number}
  27904. * @default 1
  27905. */
  27906. this.bumpScale = 1;
  27907. /**
  27908. * The texture to create a normal map. The RGB values affect the surface
  27909. * normal for each pixel fragment and change the way the color is lit. Normal
  27910. * maps do not change the actual shape of the surface, only the lighting. In
  27911. * case the material has a normal map authored using the left handed
  27912. * convention, the `y` component of `normalScale` should be negated to compensate
  27913. * for the different handedness.
  27914. *
  27915. * @type {?Texture}
  27916. * @default null
  27917. */
  27918. this.normalMap = null;
  27919. /**
  27920. * The type of normal map.
  27921. *
  27922. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27923. * @default TangentSpaceNormalMap
  27924. */
  27925. this.normalMapType = TangentSpaceNormalMap;
  27926. /**
  27927. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27928. *
  27929. * @type {Vector2}
  27930. * @default (1,1)
  27931. */
  27932. this.normalScale = new Vector2( 1, 1 );
  27933. /**
  27934. * The displacement map affects the position of the mesh's vertices. Unlike
  27935. * other maps which only affect the light and shade of the material the
  27936. * displaced vertices can cast shadows, block other objects, and otherwise
  27937. * act as real geometry. The displacement texture is an image where the value
  27938. * of each pixel (white being the highest) is mapped against, and
  27939. * repositions, the vertices of the mesh.
  27940. *
  27941. * @type {?Texture}
  27942. * @default null
  27943. */
  27944. this.displacementMap = null;
  27945. /**
  27946. * How much the displacement map affects the mesh (where black is no
  27947. * displacement, and white is maximum displacement). Without a displacement
  27948. * map set, this value is not applied.
  27949. *
  27950. * @type {number}
  27951. * @default 0
  27952. */
  27953. this.displacementScale = 1;
  27954. /**
  27955. * The offset of the displacement map's values on the mesh's vertices.
  27956. * The bias is added to the scaled sample of the displacement map.
  27957. * Without a displacement map set, this value is not applied.
  27958. *
  27959. * @type {number}
  27960. * @default 0
  27961. */
  27962. this.displacementBias = 0;
  27963. /**
  27964. * The green channel of this texture is used to alter the roughness of the
  27965. * material.
  27966. *
  27967. * @type {?Texture}
  27968. * @default null
  27969. */
  27970. this.roughnessMap = null;
  27971. /**
  27972. * The blue channel of this texture is used to alter the metalness of the
  27973. * material.
  27974. *
  27975. * @type {?Texture}
  27976. * @default null
  27977. */
  27978. this.metalnessMap = null;
  27979. /**
  27980. * The alpha map is a grayscale texture that controls the opacity across the
  27981. * surface (black: fully transparent; white: fully opaque).
  27982. *
  27983. * Only the color of the texture is used, ignoring the alpha channel if one
  27984. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27985. * when sampling this texture due to the extra bit of precision provided for
  27986. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27987. * luminance/alpha textures will also still work as expected.
  27988. *
  27989. * @type {?Texture}
  27990. * @default null
  27991. */
  27992. this.alphaMap = null;
  27993. /**
  27994. * The environment map. To ensure a physically correct rendering, environment maps
  27995. * are internally pre-processed with {@link PMREMGenerator}.
  27996. *
  27997. * @type {?Texture}
  27998. * @default null
  27999. */
  28000. this.envMap = null;
  28001. /**
  28002. * The rotation of the environment map in radians.
  28003. *
  28004. * @type {Euler}
  28005. * @default (0,0,0)
  28006. */
  28007. this.envMapRotation = new Euler();
  28008. /**
  28009. * Scales the effect of the environment map by multiplying its color.
  28010. *
  28011. * @type {number}
  28012. * @default 1
  28013. */
  28014. this.envMapIntensity = 1.0;
  28015. /**
  28016. * Renders the geometry as a wireframe.
  28017. *
  28018. * @type {boolean}
  28019. * @default false
  28020. */
  28021. this.wireframe = false;
  28022. /**
  28023. * Controls the thickness of the wireframe.
  28024. *
  28025. * Can only be used with {@link SVGRenderer}.
  28026. *
  28027. * @type {number}
  28028. * @default 1
  28029. */
  28030. this.wireframeLinewidth = 1;
  28031. /**
  28032. * Defines appearance of wireframe ends.
  28033. *
  28034. * Can only be used with {@link SVGRenderer}.
  28035. *
  28036. * @type {('round'|'bevel'|'miter')}
  28037. * @default 'round'
  28038. */
  28039. this.wireframeLinecap = 'round';
  28040. /**
  28041. * Defines appearance of wireframe joints.
  28042. *
  28043. * Can only be used with {@link SVGRenderer}.
  28044. *
  28045. * @type {('round'|'bevel'|'miter')}
  28046. * @default 'round'
  28047. */
  28048. this.wireframeLinejoin = 'round';
  28049. /**
  28050. * Whether the material is rendered with flat shading or not.
  28051. *
  28052. * @type {boolean}
  28053. * @default false
  28054. */
  28055. this.flatShading = false;
  28056. /**
  28057. * Whether the material is affected by fog or not.
  28058. *
  28059. * @type {boolean}
  28060. * @default true
  28061. */
  28062. this.fog = true;
  28063. this.setValues( parameters );
  28064. }
  28065. copy( source ) {
  28066. super.copy( source );
  28067. this.defines = { 'STANDARD': '' };
  28068. this.color.copy( source.color );
  28069. this.roughness = source.roughness;
  28070. this.metalness = source.metalness;
  28071. this.map = source.map;
  28072. this.lightMap = source.lightMap;
  28073. this.lightMapIntensity = source.lightMapIntensity;
  28074. this.aoMap = source.aoMap;
  28075. this.aoMapIntensity = source.aoMapIntensity;
  28076. this.emissive.copy( source.emissive );
  28077. this.emissiveMap = source.emissiveMap;
  28078. this.emissiveIntensity = source.emissiveIntensity;
  28079. this.bumpMap = source.bumpMap;
  28080. this.bumpScale = source.bumpScale;
  28081. this.normalMap = source.normalMap;
  28082. this.normalMapType = source.normalMapType;
  28083. this.normalScale.copy( source.normalScale );
  28084. this.displacementMap = source.displacementMap;
  28085. this.displacementScale = source.displacementScale;
  28086. this.displacementBias = source.displacementBias;
  28087. this.roughnessMap = source.roughnessMap;
  28088. this.metalnessMap = source.metalnessMap;
  28089. this.alphaMap = source.alphaMap;
  28090. this.envMap = source.envMap;
  28091. this.envMapRotation.copy( source.envMapRotation );
  28092. this.envMapIntensity = source.envMapIntensity;
  28093. this.wireframe = source.wireframe;
  28094. this.wireframeLinewidth = source.wireframeLinewidth;
  28095. this.wireframeLinecap = source.wireframeLinecap;
  28096. this.wireframeLinejoin = source.wireframeLinejoin;
  28097. this.flatShading = source.flatShading;
  28098. this.fog = source.fog;
  28099. return this;
  28100. }
  28101. }
  28102. /**
  28103. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28104. * physically-based rendering properties:
  28105. *
  28106. * - Anisotropy: Ability to represent the anisotropic property of materials
  28107. * as observable with brushed metals.
  28108. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28109. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28110. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28111. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28112. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28113. * wings of many insects.
  28114. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28115. * transparent materials are less reflective. Physically-based transmission provides a more
  28116. * realistic option for thin, transparent surfaces like glass.
  28117. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28118. * - Sheen: Can be used for representing cloth and fabric materials.
  28119. *
  28120. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28121. * higher performance cost, per pixel, than other three.js materials. Most
  28122. * effects are disabled by default, and add cost as they are enabled. For
  28123. * best results, always specify an environment map when using this material.
  28124. *
  28125. * @augments MeshStandardMaterial
  28126. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28127. */
  28128. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28129. /**
  28130. * Constructs a new mesh physical material.
  28131. *
  28132. * @param {Object} [parameters] - An object with one or more properties
  28133. * defining the material's appearance. Any property of the material
  28134. * (including any property from inherited materials) can be passed
  28135. * in here. Color values can be passed any type of value accepted
  28136. * by {@link Color#set}.
  28137. */
  28138. constructor( parameters ) {
  28139. super();
  28140. /**
  28141. * This flag can be used for type testing.
  28142. *
  28143. * @type {boolean}
  28144. * @readonly
  28145. * @default true
  28146. */
  28147. this.isMeshPhysicalMaterial = true;
  28148. this.defines = {
  28149. 'STANDARD': '',
  28150. 'PHYSICAL': ''
  28151. };
  28152. this.type = 'MeshPhysicalMaterial';
  28153. /**
  28154. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28155. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28156. * property provides additional rotation to the vectors in the texture.
  28157. *
  28158. * @type {number}
  28159. * @default 1
  28160. */
  28161. this.anisotropyRotation = 0;
  28162. /**
  28163. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28164. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28165. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28166. *
  28167. * @type {?Texture}
  28168. * @default null
  28169. */
  28170. this.anisotropyMap = null;
  28171. /**
  28172. * The red channel of this texture is multiplied against `clearcoat`,
  28173. * for per-pixel control over a coating's intensity.
  28174. *
  28175. * @type {?Texture}
  28176. * @default null
  28177. */
  28178. this.clearcoatMap = null;
  28179. /**
  28180. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28181. *
  28182. * @type {number}
  28183. * @default 0
  28184. */
  28185. this.clearcoatRoughness = 0.0;
  28186. /**
  28187. * The green channel of this texture is multiplied against
  28188. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28189. *
  28190. * @type {?Texture}
  28191. * @default null
  28192. */
  28193. this.clearcoatRoughnessMap = null;
  28194. /**
  28195. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28196. * `(0,0)` to `(1,1)`.
  28197. *
  28198. * @type {Vector2}
  28199. * @default (1,1)
  28200. */
  28201. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28202. /**
  28203. * Can be used to enable independent normals for the clear coat layer.
  28204. *
  28205. * @type {?Texture}
  28206. * @default null
  28207. */
  28208. this.clearcoatNormalMap = null;
  28209. /**
  28210. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28211. *
  28212. * @type {number}
  28213. * @default 1.5
  28214. */
  28215. this.ior = 1.5;
  28216. /**
  28217. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28218. * corresponds to an index-of-refraction of `1.5`.
  28219. *
  28220. * This models the reflectivity of non-metallic materials. It has no effect
  28221. * when `metalness` is `1.0`
  28222. *
  28223. * @name MeshPhysicalMaterial#reflectivity
  28224. * @type {number}
  28225. * @default 0.5
  28226. */
  28227. Object.defineProperty( this, 'reflectivity', {
  28228. get: function () {
  28229. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28230. },
  28231. set: function ( reflectivity ) {
  28232. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28233. }
  28234. } );
  28235. /**
  28236. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28237. * control over iridescence.
  28238. *
  28239. * @type {?Texture}
  28240. * @default null
  28241. */
  28242. this.iridescenceMap = null;
  28243. /**
  28244. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28245. * Between `1.0` to `2.333`.
  28246. *
  28247. * @type {number}
  28248. * @default 1.3
  28249. */
  28250. this.iridescenceIOR = 1.3;
  28251. /**
  28252. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28253. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28254. *
  28255. * @type {Array<number,number>}
  28256. * @default [100,400]
  28257. */
  28258. this.iridescenceThicknessRange = [ 100, 400 ];
  28259. /**
  28260. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28261. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28262. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28263. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28264. * - Values in-between will linearly interpolate between the elements of the array.
  28265. *
  28266. * @type {?Texture}
  28267. * @default null
  28268. */
  28269. this.iridescenceThicknessMap = null;
  28270. /**
  28271. * The sheen tint.
  28272. *
  28273. * @type {Color}
  28274. * @default (0,0,0)
  28275. */
  28276. this.sheenColor = new Color( 0x000000 );
  28277. /**
  28278. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28279. * over sheen tint.
  28280. *
  28281. * @type {?Texture}
  28282. * @default null
  28283. */
  28284. this.sheenColorMap = null;
  28285. /**
  28286. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28287. *
  28288. * @type {number}
  28289. * @default 1
  28290. */
  28291. this.sheenRoughness = 1.0;
  28292. /**
  28293. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28294. * over sheen roughness.
  28295. *
  28296. * @type {?Texture}
  28297. * @default null
  28298. */
  28299. this.sheenRoughnessMap = null;
  28300. /**
  28301. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28302. * optical transparency.
  28303. *
  28304. * @type {?Texture}
  28305. * @default null
  28306. */
  28307. this.transmissionMap = null;
  28308. /**
  28309. * The thickness of the volume beneath the surface. The value is given in the
  28310. * coordinate space of the mesh. If the value is `0` the material is
  28311. * thin-walled. Otherwise the material is a volume boundary.
  28312. *
  28313. * @type {number}
  28314. * @default 0
  28315. */
  28316. this.thickness = 0;
  28317. /**
  28318. * A texture that defines the thickness, stored in the green channel. This will
  28319. * be multiplied by `thickness`.
  28320. *
  28321. * @type {?Texture}
  28322. * @default null
  28323. */
  28324. this.thicknessMap = null;
  28325. /**
  28326. * Density of the medium given as the average distance that light travels in
  28327. * the medium before interacting with a particle. The value is given in world
  28328. * space units, and must be greater than zero.
  28329. *
  28330. * @type {number}
  28331. * @default Infinity
  28332. */
  28333. this.attenuationDistance = Infinity;
  28334. /**
  28335. * The color that white light turns into due to absorption when reaching the
  28336. * attenuation distance.
  28337. *
  28338. * @type {Color}
  28339. * @default (1,1,1)
  28340. */
  28341. this.attenuationColor = new Color( 1, 1, 1 );
  28342. /**
  28343. * A float that scales the amount of specular reflection for non-metals only.
  28344. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28345. *
  28346. * @type {number}
  28347. * @default 1
  28348. */
  28349. this.specularIntensity = 1.0;
  28350. /**
  28351. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28352. * for per-pixel control over specular intensity.
  28353. *
  28354. * @type {?Texture}
  28355. * @default null
  28356. */
  28357. this.specularIntensityMap = null;
  28358. /**
  28359. * Tints the specular reflection at normal incidence for non-metals only.
  28360. *
  28361. * @type {Color}
  28362. * @default (1,1,1)
  28363. */
  28364. this.specularColor = new Color( 1, 1, 1 );
  28365. /**
  28366. * The RGB channels of this texture are multiplied against `specularColor`,
  28367. * for per-pixel control over specular color.
  28368. *
  28369. * @type {?Texture}
  28370. * @default null
  28371. */
  28372. this.specularColorMap = null;
  28373. this._anisotropy = 0;
  28374. this._clearcoat = 0;
  28375. this._dispersion = 0;
  28376. this._iridescence = 0;
  28377. this._sheen = 0.0;
  28378. this._transmission = 0;
  28379. this.setValues( parameters );
  28380. }
  28381. /**
  28382. * The anisotropy strength, from `0.0` to `1.0`.
  28383. *
  28384. * @type {number}
  28385. * @default 0
  28386. */
  28387. get anisotropy() {
  28388. return this._anisotropy;
  28389. }
  28390. set anisotropy( value ) {
  28391. if ( this._anisotropy > 0 !== value > 0 ) {
  28392. this.version ++;
  28393. }
  28394. this._anisotropy = value;
  28395. }
  28396. /**
  28397. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28398. * clear coat related properties to enable multilayer materials that have a
  28399. * thin translucent layer over the base layer.
  28400. *
  28401. * @type {number}
  28402. * @default 0
  28403. */
  28404. get clearcoat() {
  28405. return this._clearcoat;
  28406. }
  28407. set clearcoat( value ) {
  28408. if ( this._clearcoat > 0 !== value > 0 ) {
  28409. this.version ++;
  28410. }
  28411. this._clearcoat = value;
  28412. }
  28413. /**
  28414. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28415. * the surface and the viewer, from `0.0` to `1.0`.
  28416. *
  28417. * @type {number}
  28418. * @default 0
  28419. */
  28420. get iridescence() {
  28421. return this._iridescence;
  28422. }
  28423. set iridescence( value ) {
  28424. if ( this._iridescence > 0 !== value > 0 ) {
  28425. this.version ++;
  28426. }
  28427. this._iridescence = value;
  28428. }
  28429. /**
  28430. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28431. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28432. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28433. *
  28434. * @type {number}
  28435. * @default 0
  28436. */
  28437. get dispersion() {
  28438. return this._dispersion;
  28439. }
  28440. set dispersion( value ) {
  28441. if ( this._dispersion > 0 !== value > 0 ) {
  28442. this.version ++;
  28443. }
  28444. this._dispersion = value;
  28445. }
  28446. /**
  28447. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28448. *
  28449. * @type {number}
  28450. * @default 0
  28451. */
  28452. get sheen() {
  28453. return this._sheen;
  28454. }
  28455. set sheen( value ) {
  28456. if ( this._sheen > 0 !== value > 0 ) {
  28457. this.version ++;
  28458. }
  28459. this._sheen = value;
  28460. }
  28461. /**
  28462. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28463. *
  28464. * Thin, transparent or semitransparent, plastic or glass materials remain
  28465. * largely reflective even if they are fully transmissive. The transmission
  28466. * property can be used to model these materials.
  28467. *
  28468. * When transmission is non-zero, `opacity` should be set to `1`.
  28469. *
  28470. * @type {number}
  28471. * @default 0
  28472. */
  28473. get transmission() {
  28474. return this._transmission;
  28475. }
  28476. set transmission( value ) {
  28477. if ( this._transmission > 0 !== value > 0 ) {
  28478. this.version ++;
  28479. }
  28480. this._transmission = value;
  28481. }
  28482. copy( source ) {
  28483. super.copy( source );
  28484. this.defines = {
  28485. 'STANDARD': '',
  28486. 'PHYSICAL': ''
  28487. };
  28488. this.anisotropy = source.anisotropy;
  28489. this.anisotropyRotation = source.anisotropyRotation;
  28490. this.anisotropyMap = source.anisotropyMap;
  28491. this.clearcoat = source.clearcoat;
  28492. this.clearcoatMap = source.clearcoatMap;
  28493. this.clearcoatRoughness = source.clearcoatRoughness;
  28494. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28495. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28496. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28497. this.dispersion = source.dispersion;
  28498. this.ior = source.ior;
  28499. this.iridescence = source.iridescence;
  28500. this.iridescenceMap = source.iridescenceMap;
  28501. this.iridescenceIOR = source.iridescenceIOR;
  28502. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28503. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28504. this.sheen = source.sheen;
  28505. this.sheenColor.copy( source.sheenColor );
  28506. this.sheenColorMap = source.sheenColorMap;
  28507. this.sheenRoughness = source.sheenRoughness;
  28508. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28509. this.transmission = source.transmission;
  28510. this.transmissionMap = source.transmissionMap;
  28511. this.thickness = source.thickness;
  28512. this.thicknessMap = source.thicknessMap;
  28513. this.attenuationDistance = source.attenuationDistance;
  28514. this.attenuationColor.copy( source.attenuationColor );
  28515. this.specularIntensity = source.specularIntensity;
  28516. this.specularIntensityMap = source.specularIntensityMap;
  28517. this.specularColor.copy( source.specularColor );
  28518. this.specularColorMap = source.specularColorMap;
  28519. return this;
  28520. }
  28521. }
  28522. /**
  28523. * A material for shiny surfaces with specular highlights.
  28524. *
  28525. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  28526. * model for calculating reflectance. Unlike the Lambertian model used in the
  28527. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28528. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28529. *
  28530. * Performance will generally be greater when using this material over the
  28531. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28532. * some graphical accuracy.
  28533. *
  28534. * @augments Material
  28535. * @demo scenes/material-browser.html#MeshPhongMaterial
  28536. */
  28537. class MeshPhongMaterial extends Material {
  28538. /**
  28539. * Constructs a new mesh phong material.
  28540. *
  28541. * @param {Object} [parameters] - An object with one or more properties
  28542. * defining the material's appearance. Any property of the material
  28543. * (including any property from inherited materials) can be passed
  28544. * in here. Color values can be passed any type of value accepted
  28545. * by {@link Color#set}.
  28546. */
  28547. constructor( parameters ) {
  28548. super();
  28549. /**
  28550. * This flag can be used for type testing.
  28551. *
  28552. * @type {boolean}
  28553. * @readonly
  28554. * @default true
  28555. */
  28556. this.isMeshPhongMaterial = true;
  28557. this.type = 'MeshPhongMaterial';
  28558. /**
  28559. * Color of the material.
  28560. *
  28561. * @type {Color}
  28562. * @default (1,1,1)
  28563. */
  28564. this.color = new Color( 0xffffff ); // diffuse
  28565. /**
  28566. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28567. *
  28568. * This defines how shiny the material is and the color of its shine.
  28569. *
  28570. * @type {Color}
  28571. */
  28572. this.specular = new Color( 0x111111 );
  28573. /**
  28574. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28575. *
  28576. * @type {number}
  28577. * @default 30
  28578. */
  28579. this.shininess = 30;
  28580. /**
  28581. * The color map. May optionally include an alpha channel, typically combined
  28582. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28583. * color is modulated by the diffuse `color`.
  28584. *
  28585. * @type {?Texture}
  28586. * @default null
  28587. */
  28588. this.map = null;
  28589. /**
  28590. * The light map. Requires a second set of UVs.
  28591. *
  28592. * @type {?Texture}
  28593. * @default null
  28594. */
  28595. this.lightMap = null;
  28596. /**
  28597. * Intensity of the baked light.
  28598. *
  28599. * @type {number}
  28600. * @default 1
  28601. */
  28602. this.lightMapIntensity = 1.0;
  28603. /**
  28604. * The red channel of this texture is used as the ambient occlusion map.
  28605. * Requires a second set of UVs.
  28606. *
  28607. * @type {?Texture}
  28608. * @default null
  28609. */
  28610. this.aoMap = null;
  28611. /**
  28612. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28613. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28614. * red channel is also `1`, ambient light is fully occluded on a surface.
  28615. *
  28616. * @type {number}
  28617. * @default 1
  28618. */
  28619. this.aoMapIntensity = 1.0;
  28620. /**
  28621. * Emissive (light) color of the material, essentially a solid color
  28622. * unaffected by other lighting.
  28623. *
  28624. * @type {Color}
  28625. * @default (0,0,0)
  28626. */
  28627. this.emissive = new Color( 0x000000 );
  28628. /**
  28629. * Intensity of the emissive light. Modulates the emissive color.
  28630. *
  28631. * @type {number}
  28632. * @default 1
  28633. */
  28634. this.emissiveIntensity = 1.0;
  28635. /**
  28636. * Set emissive (glow) map. The emissive map color is modulated by the
  28637. * emissive color and the emissive intensity. If you have an emissive map,
  28638. * be sure to set the emissive color to something other than black.
  28639. *
  28640. * @type {?Texture}
  28641. * @default null
  28642. */
  28643. this.emissiveMap = null;
  28644. /**
  28645. * The texture to create a bump map. The black and white values map to the
  28646. * perceived depth in relation to the lights. Bump doesn't actually affect
  28647. * the geometry of the object, only the lighting. If a normal map is defined
  28648. * this will be ignored.
  28649. *
  28650. * @type {?Texture}
  28651. * @default null
  28652. */
  28653. this.bumpMap = null;
  28654. /**
  28655. * How much the bump map affects the material. Typical range is `[0,1]`.
  28656. *
  28657. * @type {number}
  28658. * @default 1
  28659. */
  28660. this.bumpScale = 1;
  28661. /**
  28662. * The texture to create a normal map. The RGB values affect the surface
  28663. * normal for each pixel fragment and change the way the color is lit. Normal
  28664. * maps do not change the actual shape of the surface, only the lighting. In
  28665. * case the material has a normal map authored using the left handed
  28666. * convention, the `y` component of `normalScale` should be negated to compensate
  28667. * for the different handedness.
  28668. *
  28669. * @type {?Texture}
  28670. * @default null
  28671. */
  28672. this.normalMap = null;
  28673. /**
  28674. * The type of normal map.
  28675. *
  28676. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28677. * @default TangentSpaceNormalMap
  28678. */
  28679. this.normalMapType = TangentSpaceNormalMap;
  28680. /**
  28681. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28682. *
  28683. * @type {Vector2}
  28684. * @default (1,1)
  28685. */
  28686. this.normalScale = new Vector2( 1, 1 );
  28687. /**
  28688. * The displacement map affects the position of the mesh's vertices. Unlike
  28689. * other maps which only affect the light and shade of the material the
  28690. * displaced vertices can cast shadows, block other objects, and otherwise
  28691. * act as real geometry. The displacement texture is an image where the value
  28692. * of each pixel (white being the highest) is mapped against, and
  28693. * repositions, the vertices of the mesh.
  28694. *
  28695. * @type {?Texture}
  28696. * @default null
  28697. */
  28698. this.displacementMap = null;
  28699. /**
  28700. * How much the displacement map affects the mesh (where black is no
  28701. * displacement, and white is maximum displacement). Without a displacement
  28702. * map set, this value is not applied.
  28703. *
  28704. * @type {number}
  28705. * @default 0
  28706. */
  28707. this.displacementScale = 1;
  28708. /**
  28709. * The offset of the displacement map's values on the mesh's vertices.
  28710. * The bias is added to the scaled sample of the displacement map.
  28711. * Without a displacement map set, this value is not applied.
  28712. *
  28713. * @type {number}
  28714. * @default 0
  28715. */
  28716. this.displacementBias = 0;
  28717. /**
  28718. * The specular map value affects both how much the specular surface
  28719. * highlight contributes and how much of the environment map affects the
  28720. * surface.
  28721. *
  28722. * @type {?Texture}
  28723. * @default null
  28724. */
  28725. this.specularMap = null;
  28726. /**
  28727. * The alpha map is a grayscale texture that controls the opacity across the
  28728. * surface (black: fully transparent; white: fully opaque).
  28729. *
  28730. * Only the color of the texture is used, ignoring the alpha channel if one
  28731. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28732. * when sampling this texture due to the extra bit of precision provided for
  28733. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28734. * luminance/alpha textures will also still work as expected.
  28735. *
  28736. * @type {?Texture}
  28737. * @default null
  28738. */
  28739. this.alphaMap = null;
  28740. /**
  28741. * The environment map.
  28742. *
  28743. * @type {?Texture}
  28744. * @default null
  28745. */
  28746. this.envMap = null;
  28747. /**
  28748. * The rotation of the environment map in radians.
  28749. *
  28750. * @type {Euler}
  28751. * @default (0,0,0)
  28752. */
  28753. this.envMapRotation = new Euler();
  28754. /**
  28755. * How to combine the result of the surface's color with the environment map, if any.
  28756. *
  28757. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28758. * blend between the two colors.
  28759. *
  28760. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28761. * @default MultiplyOperation
  28762. */
  28763. this.combine = MultiplyOperation;
  28764. /**
  28765. * How much the environment map affects the surface.
  28766. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28767. *
  28768. * @type {number}
  28769. * @default 1
  28770. */
  28771. this.reflectivity = 1;
  28772. /**
  28773. * The index of refraction (IOR) of air (approximately 1) divided by the
  28774. * index of refraction of the material. It is used with environment mapping
  28775. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28776. * The refraction ratio should not exceed `1`.
  28777. *
  28778. * @type {number}
  28779. * @default 0.98
  28780. */
  28781. this.refractionRatio = 0.98;
  28782. /**
  28783. * Renders the geometry as a wireframe.
  28784. *
  28785. * @type {boolean}
  28786. * @default false
  28787. */
  28788. this.wireframe = false;
  28789. /**
  28790. * Controls the thickness of the wireframe.
  28791. *
  28792. * Can only be used with {@link SVGRenderer}.
  28793. *
  28794. * @type {number}
  28795. * @default 1
  28796. */
  28797. this.wireframeLinewidth = 1;
  28798. /**
  28799. * Defines appearance of wireframe ends.
  28800. *
  28801. * Can only be used with {@link SVGRenderer}.
  28802. *
  28803. * @type {('round'|'bevel'|'miter')}
  28804. * @default 'round'
  28805. */
  28806. this.wireframeLinecap = 'round';
  28807. /**
  28808. * Defines appearance of wireframe joints.
  28809. *
  28810. * Can only be used with {@link SVGRenderer}.
  28811. *
  28812. * @type {('round'|'bevel'|'miter')}
  28813. * @default 'round'
  28814. */
  28815. this.wireframeLinejoin = 'round';
  28816. /**
  28817. * Whether the material is rendered with flat shading or not.
  28818. *
  28819. * @type {boolean}
  28820. * @default false
  28821. */
  28822. this.flatShading = false;
  28823. /**
  28824. * Whether the material is affected by fog or not.
  28825. *
  28826. * @type {boolean}
  28827. * @default true
  28828. */
  28829. this.fog = true;
  28830. this.setValues( parameters );
  28831. }
  28832. copy( source ) {
  28833. super.copy( source );
  28834. this.color.copy( source.color );
  28835. this.specular.copy( source.specular );
  28836. this.shininess = source.shininess;
  28837. this.map = source.map;
  28838. this.lightMap = source.lightMap;
  28839. this.lightMapIntensity = source.lightMapIntensity;
  28840. this.aoMap = source.aoMap;
  28841. this.aoMapIntensity = source.aoMapIntensity;
  28842. this.emissive.copy( source.emissive );
  28843. this.emissiveMap = source.emissiveMap;
  28844. this.emissiveIntensity = source.emissiveIntensity;
  28845. this.bumpMap = source.bumpMap;
  28846. this.bumpScale = source.bumpScale;
  28847. this.normalMap = source.normalMap;
  28848. this.normalMapType = source.normalMapType;
  28849. this.normalScale.copy( source.normalScale );
  28850. this.displacementMap = source.displacementMap;
  28851. this.displacementScale = source.displacementScale;
  28852. this.displacementBias = source.displacementBias;
  28853. this.specularMap = source.specularMap;
  28854. this.alphaMap = source.alphaMap;
  28855. this.envMap = source.envMap;
  28856. this.envMapRotation.copy( source.envMapRotation );
  28857. this.combine = source.combine;
  28858. this.reflectivity = source.reflectivity;
  28859. this.refractionRatio = source.refractionRatio;
  28860. this.wireframe = source.wireframe;
  28861. this.wireframeLinewidth = source.wireframeLinewidth;
  28862. this.wireframeLinecap = source.wireframeLinecap;
  28863. this.wireframeLinejoin = source.wireframeLinejoin;
  28864. this.flatShading = source.flatShading;
  28865. this.fog = source.fog;
  28866. return this;
  28867. }
  28868. }
  28869. /**
  28870. * A material implementing toon shading.
  28871. *
  28872. * @augments Material
  28873. * @demo scenes/material-browser.html#MeshToonMaterial
  28874. */
  28875. class MeshToonMaterial extends Material {
  28876. /**
  28877. * Constructs a new mesh toon material.
  28878. *
  28879. * @param {Object} [parameters] - An object with one or more properties
  28880. * defining the material's appearance. Any property of the material
  28881. * (including any property from inherited materials) can be passed
  28882. * in here. Color values can be passed any type of value accepted
  28883. * by {@link Color#set}.
  28884. */
  28885. constructor( parameters ) {
  28886. super();
  28887. /**
  28888. * This flag can be used for type testing.
  28889. *
  28890. * @type {boolean}
  28891. * @readonly
  28892. * @default true
  28893. */
  28894. this.isMeshToonMaterial = true;
  28895. this.defines = { 'TOON': '' };
  28896. this.type = 'MeshToonMaterial';
  28897. /**
  28898. * Color of the material.
  28899. *
  28900. * @type {Color}
  28901. * @default (1,1,1)
  28902. */
  28903. this.color = new Color( 0xffffff );
  28904. /**
  28905. * The color map. May optionally include an alpha channel, typically combined
  28906. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28907. * color is modulated by the diffuse `color`.
  28908. *
  28909. * @type {?Texture}
  28910. * @default null
  28911. */
  28912. this.map = null;
  28913. /**
  28914. * Gradient map for toon shading. It's required to set
  28915. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28916. * when using this type of texture.
  28917. *
  28918. * @type {?Texture}
  28919. * @default null
  28920. */
  28921. this.gradientMap = null;
  28922. /**
  28923. * The light map. Requires a second set of UVs.
  28924. *
  28925. * @type {?Texture}
  28926. * @default null
  28927. */
  28928. this.lightMap = null;
  28929. /**
  28930. * Intensity of the baked light.
  28931. *
  28932. * @type {number}
  28933. * @default 1
  28934. */
  28935. this.lightMapIntensity = 1.0;
  28936. /**
  28937. * The red channel of this texture is used as the ambient occlusion map.
  28938. * Requires a second set of UVs.
  28939. *
  28940. * @type {?Texture}
  28941. * @default null
  28942. */
  28943. this.aoMap = null;
  28944. /**
  28945. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28946. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28947. * red channel is also `1`, ambient light is fully occluded on a surface.
  28948. *
  28949. * @type {number}
  28950. * @default 1
  28951. */
  28952. this.aoMapIntensity = 1.0;
  28953. /**
  28954. * Emissive (light) color of the material, essentially a solid color
  28955. * unaffected by other lighting.
  28956. *
  28957. * @type {Color}
  28958. * @default (0,0,0)
  28959. */
  28960. this.emissive = new Color( 0x000000 );
  28961. /**
  28962. * Intensity of the emissive light. Modulates the emissive color.
  28963. *
  28964. * @type {number}
  28965. * @default 1
  28966. */
  28967. this.emissiveIntensity = 1.0;
  28968. /**
  28969. * Set emissive (glow) map. The emissive map color is modulated by the
  28970. * emissive color and the emissive intensity. If you have an emissive map,
  28971. * be sure to set the emissive color to something other than black.
  28972. *
  28973. * @type {?Texture}
  28974. * @default null
  28975. */
  28976. this.emissiveMap = null;
  28977. /**
  28978. * The texture to create a bump map. The black and white values map to the
  28979. * perceived depth in relation to the lights. Bump doesn't actually affect
  28980. * the geometry of the object, only the lighting. If a normal map is defined
  28981. * this will be ignored.
  28982. *
  28983. * @type {?Texture}
  28984. * @default null
  28985. */
  28986. this.bumpMap = null;
  28987. /**
  28988. * How much the bump map affects the material. Typical range is `[0,1]`.
  28989. *
  28990. * @type {number}
  28991. * @default 1
  28992. */
  28993. this.bumpScale = 1;
  28994. /**
  28995. * The texture to create a normal map. The RGB values affect the surface
  28996. * normal for each pixel fragment and change the way the color is lit. Normal
  28997. * maps do not change the actual shape of the surface, only the lighting. In
  28998. * case the material has a normal map authored using the left handed
  28999. * convention, the `y` component of `normalScale` should be negated to compensate
  29000. * for the different handedness.
  29001. *
  29002. * @type {?Texture}
  29003. * @default null
  29004. */
  29005. this.normalMap = null;
  29006. /**
  29007. * The type of normal map.
  29008. *
  29009. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29010. * @default TangentSpaceNormalMap
  29011. */
  29012. this.normalMapType = TangentSpaceNormalMap;
  29013. /**
  29014. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29015. *
  29016. * @type {Vector2}
  29017. * @default (1,1)
  29018. */
  29019. this.normalScale = new Vector2( 1, 1 );
  29020. /**
  29021. * The displacement map affects the position of the mesh's vertices. Unlike
  29022. * other maps which only affect the light and shade of the material the
  29023. * displaced vertices can cast shadows, block other objects, and otherwise
  29024. * act as real geometry. The displacement texture is an image where the value
  29025. * of each pixel (white being the highest) is mapped against, and
  29026. * repositions, the vertices of the mesh.
  29027. *
  29028. * @type {?Texture}
  29029. * @default null
  29030. */
  29031. this.displacementMap = null;
  29032. /**
  29033. * How much the displacement map affects the mesh (where black is no
  29034. * displacement, and white is maximum displacement). Without a displacement
  29035. * map set, this value is not applied.
  29036. *
  29037. * @type {number}
  29038. * @default 0
  29039. */
  29040. this.displacementScale = 1;
  29041. /**
  29042. * The offset of the displacement map's values on the mesh's vertices.
  29043. * The bias is added to the scaled sample of the displacement map.
  29044. * Without a displacement map set, this value is not applied.
  29045. *
  29046. * @type {number}
  29047. * @default 0
  29048. */
  29049. this.displacementBias = 0;
  29050. /**
  29051. * The alpha map is a grayscale texture that controls the opacity across the
  29052. * surface (black: fully transparent; white: fully opaque).
  29053. *
  29054. * Only the color of the texture is used, ignoring the alpha channel if one
  29055. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29056. * when sampling this texture due to the extra bit of precision provided for
  29057. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29058. * luminance/alpha textures will also still work as expected.
  29059. *
  29060. * @type {?Texture}
  29061. * @default null
  29062. */
  29063. this.alphaMap = null;
  29064. /**
  29065. * Renders the geometry as a wireframe.
  29066. *
  29067. * @type {boolean}
  29068. * @default false
  29069. */
  29070. this.wireframe = false;
  29071. /**
  29072. * Controls the thickness of the wireframe.
  29073. *
  29074. * Can only be used with {@link SVGRenderer}.
  29075. *
  29076. * @type {number}
  29077. * @default 1
  29078. */
  29079. this.wireframeLinewidth = 1;
  29080. /**
  29081. * Defines appearance of wireframe ends.
  29082. *
  29083. * Can only be used with {@link SVGRenderer}.
  29084. *
  29085. * @type {('round'|'bevel'|'miter')}
  29086. * @default 'round'
  29087. */
  29088. this.wireframeLinecap = 'round';
  29089. /**
  29090. * Defines appearance of wireframe joints.
  29091. *
  29092. * Can only be used with {@link SVGRenderer}.
  29093. *
  29094. * @type {('round'|'bevel'|'miter')}
  29095. * @default 'round'
  29096. */
  29097. this.wireframeLinejoin = 'round';
  29098. /**
  29099. * Whether the material is affected by fog or not.
  29100. *
  29101. * @type {boolean}
  29102. * @default true
  29103. */
  29104. this.fog = true;
  29105. this.setValues( parameters );
  29106. }
  29107. copy( source ) {
  29108. super.copy( source );
  29109. this.color.copy( source.color );
  29110. this.map = source.map;
  29111. this.gradientMap = source.gradientMap;
  29112. this.lightMap = source.lightMap;
  29113. this.lightMapIntensity = source.lightMapIntensity;
  29114. this.aoMap = source.aoMap;
  29115. this.aoMapIntensity = source.aoMapIntensity;
  29116. this.emissive.copy( source.emissive );
  29117. this.emissiveMap = source.emissiveMap;
  29118. this.emissiveIntensity = source.emissiveIntensity;
  29119. this.bumpMap = source.bumpMap;
  29120. this.bumpScale = source.bumpScale;
  29121. this.normalMap = source.normalMap;
  29122. this.normalMapType = source.normalMapType;
  29123. this.normalScale.copy( source.normalScale );
  29124. this.displacementMap = source.displacementMap;
  29125. this.displacementScale = source.displacementScale;
  29126. this.displacementBias = source.displacementBias;
  29127. this.alphaMap = source.alphaMap;
  29128. this.wireframe = source.wireframe;
  29129. this.wireframeLinewidth = source.wireframeLinewidth;
  29130. this.wireframeLinecap = source.wireframeLinecap;
  29131. this.wireframeLinejoin = source.wireframeLinejoin;
  29132. this.fog = source.fog;
  29133. return this;
  29134. }
  29135. }
  29136. /**
  29137. * A material that maps the normal vectors to RGB colors.
  29138. *
  29139. * @augments Material
  29140. * @demo scenes/material-browser.html#MeshNormalMaterial
  29141. */
  29142. class MeshNormalMaterial extends Material {
  29143. /**
  29144. * Constructs a new mesh normal material.
  29145. *
  29146. * @param {Object} [parameters] - An object with one or more properties
  29147. * defining the material's appearance. Any property of the material
  29148. * (including any property from inherited materials) can be passed
  29149. * in here. Color values can be passed any type of value accepted
  29150. * by {@link Color#set}.
  29151. */
  29152. constructor( parameters ) {
  29153. super();
  29154. /**
  29155. * This flag can be used for type testing.
  29156. *
  29157. * @type {boolean}
  29158. * @readonly
  29159. * @default true
  29160. */
  29161. this.isMeshNormalMaterial = true;
  29162. this.type = 'MeshNormalMaterial';
  29163. /**
  29164. * The texture to create a bump map. The black and white values map to the
  29165. * perceived depth in relation to the lights. Bump doesn't actually affect
  29166. * the geometry of the object, only the lighting. If a normal map is defined
  29167. * this will be ignored.
  29168. *
  29169. * @type {?Texture}
  29170. * @default null
  29171. */
  29172. this.bumpMap = null;
  29173. /**
  29174. * How much the bump map affects the material. Typical range is `[0,1]`.
  29175. *
  29176. * @type {number}
  29177. * @default 1
  29178. */
  29179. this.bumpScale = 1;
  29180. /**
  29181. * The texture to create a normal map. The RGB values affect the surface
  29182. * normal for each pixel fragment and change the way the color is lit. Normal
  29183. * maps do not change the actual shape of the surface, only the lighting. In
  29184. * case the material has a normal map authored using the left handed
  29185. * convention, the `y` component of `normalScale` should be negated to compensate
  29186. * for the different handedness.
  29187. *
  29188. * @type {?Texture}
  29189. * @default null
  29190. */
  29191. this.normalMap = null;
  29192. /**
  29193. * The type of normal map.
  29194. *
  29195. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29196. * @default TangentSpaceNormalMap
  29197. */
  29198. this.normalMapType = TangentSpaceNormalMap;
  29199. /**
  29200. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29201. *
  29202. * @type {Vector2}
  29203. * @default (1,1)
  29204. */
  29205. this.normalScale = new Vector2( 1, 1 );
  29206. /**
  29207. * The displacement map affects the position of the mesh's vertices. Unlike
  29208. * other maps which only affect the light and shade of the material the
  29209. * displaced vertices can cast shadows, block other objects, and otherwise
  29210. * act as real geometry. The displacement texture is an image where the value
  29211. * of each pixel (white being the highest) is mapped against, and
  29212. * repositions, the vertices of the mesh.
  29213. *
  29214. * @type {?Texture}
  29215. * @default null
  29216. */
  29217. this.displacementMap = null;
  29218. /**
  29219. * How much the displacement map affects the mesh (where black is no
  29220. * displacement, and white is maximum displacement). Without a displacement
  29221. * map set, this value is not applied.
  29222. *
  29223. * @type {number}
  29224. * @default 0
  29225. */
  29226. this.displacementScale = 1;
  29227. /**
  29228. * The offset of the displacement map's values on the mesh's vertices.
  29229. * The bias is added to the scaled sample of the displacement map.
  29230. * Without a displacement map set, this value is not applied.
  29231. *
  29232. * @type {number}
  29233. * @default 0
  29234. */
  29235. this.displacementBias = 0;
  29236. /**
  29237. * Renders the geometry as a wireframe.
  29238. *
  29239. * @type {boolean}
  29240. * @default false
  29241. */
  29242. this.wireframe = false;
  29243. /**
  29244. * Controls the thickness of the wireframe.
  29245. *
  29246. * WebGL and WebGPU ignore this property and always render
  29247. * 1 pixel wide lines.
  29248. *
  29249. * @type {number}
  29250. * @default 1
  29251. */
  29252. this.wireframeLinewidth = 1;
  29253. /**
  29254. * Whether the material is rendered with flat shading or not.
  29255. *
  29256. * @type {boolean}
  29257. * @default false
  29258. */
  29259. this.flatShading = false;
  29260. this.setValues( parameters );
  29261. }
  29262. copy( source ) {
  29263. super.copy( source );
  29264. this.bumpMap = source.bumpMap;
  29265. this.bumpScale = source.bumpScale;
  29266. this.normalMap = source.normalMap;
  29267. this.normalMapType = source.normalMapType;
  29268. this.normalScale.copy( source.normalScale );
  29269. this.displacementMap = source.displacementMap;
  29270. this.displacementScale = source.displacementScale;
  29271. this.displacementBias = source.displacementBias;
  29272. this.wireframe = source.wireframe;
  29273. this.wireframeLinewidth = source.wireframeLinewidth;
  29274. this.flatShading = source.flatShading;
  29275. return this;
  29276. }
  29277. }
  29278. /**
  29279. * A material for non-shiny surfaces, without specular highlights.
  29280. *
  29281. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  29282. * model for calculating reflectance. This can simulate some surfaces (such
  29283. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29284. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29285. * shading.
  29286. *
  29287. * Due to the simplicity of the reflectance and illumination models,
  29288. * performance will be greater when using this material over the
  29289. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29290. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29291. *
  29292. * @augments Material
  29293. * @demo scenes/material-browser.html#MeshLambertMaterial
  29294. */
  29295. class MeshLambertMaterial extends Material {
  29296. /**
  29297. * Constructs a new mesh lambert material.
  29298. *
  29299. * @param {Object} [parameters] - An object with one or more properties
  29300. * defining the material's appearance. Any property of the material
  29301. * (including any property from inherited materials) can be passed
  29302. * in here. Color values can be passed any type of value accepted
  29303. * by {@link Color#set}.
  29304. */
  29305. constructor( parameters ) {
  29306. super();
  29307. /**
  29308. * This flag can be used for type testing.
  29309. *
  29310. * @type {boolean}
  29311. * @readonly
  29312. * @default true
  29313. */
  29314. this.isMeshLambertMaterial = true;
  29315. this.type = 'MeshLambertMaterial';
  29316. /**
  29317. * Color of the material.
  29318. *
  29319. * @type {Color}
  29320. * @default (1,1,1)
  29321. */
  29322. this.color = new Color( 0xffffff ); // diffuse
  29323. /**
  29324. * The color map. May optionally include an alpha channel, typically combined
  29325. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29326. * color is modulated by the diffuse `color`.
  29327. *
  29328. * @type {?Texture}
  29329. * @default null
  29330. */
  29331. this.map = null;
  29332. /**
  29333. * The light map. Requires a second set of UVs.
  29334. *
  29335. * @type {?Texture}
  29336. * @default null
  29337. */
  29338. this.lightMap = null;
  29339. /**
  29340. * Intensity of the baked light.
  29341. *
  29342. * @type {number}
  29343. * @default 1
  29344. */
  29345. this.lightMapIntensity = 1.0;
  29346. /**
  29347. * The red channel of this texture is used as the ambient occlusion map.
  29348. * Requires a second set of UVs.
  29349. *
  29350. * @type {?Texture}
  29351. * @default null
  29352. */
  29353. this.aoMap = null;
  29354. /**
  29355. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29356. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29357. * red channel is also `1`, ambient light is fully occluded on a surface.
  29358. *
  29359. * @type {number}
  29360. * @default 1
  29361. */
  29362. this.aoMapIntensity = 1.0;
  29363. /**
  29364. * Emissive (light) color of the material, essentially a solid color
  29365. * unaffected by other lighting.
  29366. *
  29367. * @type {Color}
  29368. * @default (0,0,0)
  29369. */
  29370. this.emissive = new Color( 0x000000 );
  29371. /**
  29372. * Intensity of the emissive light. Modulates the emissive color.
  29373. *
  29374. * @type {number}
  29375. * @default 1
  29376. */
  29377. this.emissiveIntensity = 1.0;
  29378. /**
  29379. * Set emissive (glow) map. The emissive map color is modulated by the
  29380. * emissive color and the emissive intensity. If you have an emissive map,
  29381. * be sure to set the emissive color to something other than black.
  29382. *
  29383. * @type {?Texture}
  29384. * @default null
  29385. */
  29386. this.emissiveMap = null;
  29387. /**
  29388. * The texture to create a bump map. The black and white values map to the
  29389. * perceived depth in relation to the lights. Bump doesn't actually affect
  29390. * the geometry of the object, only the lighting. If a normal map is defined
  29391. * this will be ignored.
  29392. *
  29393. * @type {?Texture}
  29394. * @default null
  29395. */
  29396. this.bumpMap = null;
  29397. /**
  29398. * How much the bump map affects the material. Typical range is `[0,1]`.
  29399. *
  29400. * @type {number}
  29401. * @default 1
  29402. */
  29403. this.bumpScale = 1;
  29404. /**
  29405. * The texture to create a normal map. The RGB values affect the surface
  29406. * normal for each pixel fragment and change the way the color is lit. Normal
  29407. * maps do not change the actual shape of the surface, only the lighting. In
  29408. * case the material has a normal map authored using the left handed
  29409. * convention, the `y` component of `normalScale` should be negated to compensate
  29410. * for the different handedness.
  29411. *
  29412. * @type {?Texture}
  29413. * @default null
  29414. */
  29415. this.normalMap = null;
  29416. /**
  29417. * The type of normal map.
  29418. *
  29419. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29420. * @default TangentSpaceNormalMap
  29421. */
  29422. this.normalMapType = TangentSpaceNormalMap;
  29423. /**
  29424. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29425. *
  29426. * @type {Vector2}
  29427. * @default (1,1)
  29428. */
  29429. this.normalScale = new Vector2( 1, 1 );
  29430. /**
  29431. * The displacement map affects the position of the mesh's vertices. Unlike
  29432. * other maps which only affect the light and shade of the material the
  29433. * displaced vertices can cast shadows, block other objects, and otherwise
  29434. * act as real geometry. The displacement texture is an image where the value
  29435. * of each pixel (white being the highest) is mapped against, and
  29436. * repositions, the vertices of the mesh.
  29437. *
  29438. * @type {?Texture}
  29439. * @default null
  29440. */
  29441. this.displacementMap = null;
  29442. /**
  29443. * How much the displacement map affects the mesh (where black is no
  29444. * displacement, and white is maximum displacement). Without a displacement
  29445. * map set, this value is not applied.
  29446. *
  29447. * @type {number}
  29448. * @default 0
  29449. */
  29450. this.displacementScale = 1;
  29451. /**
  29452. * The offset of the displacement map's values on the mesh's vertices.
  29453. * The bias is added to the scaled sample of the displacement map.
  29454. * Without a displacement map set, this value is not applied.
  29455. *
  29456. * @type {number}
  29457. * @default 0
  29458. */
  29459. this.displacementBias = 0;
  29460. /**
  29461. * Specular map used by the material.
  29462. *
  29463. * @type {?Texture}
  29464. * @default null
  29465. */
  29466. this.specularMap = null;
  29467. /**
  29468. * The alpha map is a grayscale texture that controls the opacity across the
  29469. * surface (black: fully transparent; white: fully opaque).
  29470. *
  29471. * Only the color of the texture is used, ignoring the alpha channel if one
  29472. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29473. * when sampling this texture due to the extra bit of precision provided for
  29474. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29475. * luminance/alpha textures will also still work as expected.
  29476. *
  29477. * @type {?Texture}
  29478. * @default null
  29479. */
  29480. this.alphaMap = null;
  29481. /**
  29482. * The environment map.
  29483. *
  29484. * @type {?Texture}
  29485. * @default null
  29486. */
  29487. this.envMap = null;
  29488. /**
  29489. * The rotation of the environment map in radians.
  29490. *
  29491. * @type {Euler}
  29492. * @default (0,0,0)
  29493. */
  29494. this.envMapRotation = new Euler();
  29495. /**
  29496. * How to combine the result of the surface's color with the environment map, if any.
  29497. *
  29498. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29499. * blend between the two colors.
  29500. *
  29501. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29502. * @default MultiplyOperation
  29503. */
  29504. this.combine = MultiplyOperation;
  29505. /**
  29506. * How much the environment map affects the surface.
  29507. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29508. *
  29509. * @type {number}
  29510. * @default 1
  29511. */
  29512. this.reflectivity = 1;
  29513. /**
  29514. * The index of refraction (IOR) of air (approximately 1) divided by the
  29515. * index of refraction of the material. It is used with environment mapping
  29516. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29517. * The refraction ratio should not exceed `1`.
  29518. *
  29519. * @type {number}
  29520. * @default 0.98
  29521. */
  29522. this.refractionRatio = 0.98;
  29523. /**
  29524. * Renders the geometry as a wireframe.
  29525. *
  29526. * @type {boolean}
  29527. * @default false
  29528. */
  29529. this.wireframe = false;
  29530. /**
  29531. * Controls the thickness of the wireframe.
  29532. *
  29533. * Can only be used with {@link SVGRenderer}.
  29534. *
  29535. * @type {number}
  29536. * @default 1
  29537. */
  29538. this.wireframeLinewidth = 1;
  29539. /**
  29540. * Defines appearance of wireframe ends.
  29541. *
  29542. * Can only be used with {@link SVGRenderer}.
  29543. *
  29544. * @type {('round'|'bevel'|'miter')}
  29545. * @default 'round'
  29546. */
  29547. this.wireframeLinecap = 'round';
  29548. /**
  29549. * Defines appearance of wireframe joints.
  29550. *
  29551. * Can only be used with {@link SVGRenderer}.
  29552. *
  29553. * @type {('round'|'bevel'|'miter')}
  29554. * @default 'round'
  29555. */
  29556. this.wireframeLinejoin = 'round';
  29557. /**
  29558. * Whether the material is rendered with flat shading or not.
  29559. *
  29560. * @type {boolean}
  29561. * @default false
  29562. */
  29563. this.flatShading = false;
  29564. /**
  29565. * Whether the material is affected by fog or not.
  29566. *
  29567. * @type {boolean}
  29568. * @default true
  29569. */
  29570. this.fog = true;
  29571. this.setValues( parameters );
  29572. }
  29573. copy( source ) {
  29574. super.copy( source );
  29575. this.color.copy( source.color );
  29576. this.map = source.map;
  29577. this.lightMap = source.lightMap;
  29578. this.lightMapIntensity = source.lightMapIntensity;
  29579. this.aoMap = source.aoMap;
  29580. this.aoMapIntensity = source.aoMapIntensity;
  29581. this.emissive.copy( source.emissive );
  29582. this.emissiveMap = source.emissiveMap;
  29583. this.emissiveIntensity = source.emissiveIntensity;
  29584. this.bumpMap = source.bumpMap;
  29585. this.bumpScale = source.bumpScale;
  29586. this.normalMap = source.normalMap;
  29587. this.normalMapType = source.normalMapType;
  29588. this.normalScale.copy( source.normalScale );
  29589. this.displacementMap = source.displacementMap;
  29590. this.displacementScale = source.displacementScale;
  29591. this.displacementBias = source.displacementBias;
  29592. this.specularMap = source.specularMap;
  29593. this.alphaMap = source.alphaMap;
  29594. this.envMap = source.envMap;
  29595. this.envMapRotation.copy( source.envMapRotation );
  29596. this.combine = source.combine;
  29597. this.reflectivity = source.reflectivity;
  29598. this.refractionRatio = source.refractionRatio;
  29599. this.wireframe = source.wireframe;
  29600. this.wireframeLinewidth = source.wireframeLinewidth;
  29601. this.wireframeLinecap = source.wireframeLinecap;
  29602. this.wireframeLinejoin = source.wireframeLinejoin;
  29603. this.flatShading = source.flatShading;
  29604. this.fog = source.fog;
  29605. return this;
  29606. }
  29607. }
  29608. /**
  29609. * A material for drawing geometry by depth. Depth is based off of the camera
  29610. * near and far plane. White is nearest, black is farthest.
  29611. *
  29612. * @augments Material
  29613. * @demo scenes/material-browser.html#MeshDepthMaterial
  29614. */
  29615. class MeshDepthMaterial extends Material {
  29616. /**
  29617. * Constructs a new mesh depth material.
  29618. *
  29619. * @param {Object} [parameters] - An object with one or more properties
  29620. * defining the material's appearance. Any property of the material
  29621. * (including any property from inherited materials) can be passed
  29622. * in here. Color values can be passed any type of value accepted
  29623. * by {@link Color#set}.
  29624. */
  29625. constructor( parameters ) {
  29626. super();
  29627. /**
  29628. * This flag can be used for type testing.
  29629. *
  29630. * @type {boolean}
  29631. * @readonly
  29632. * @default true
  29633. */
  29634. this.isMeshDepthMaterial = true;
  29635. this.type = 'MeshDepthMaterial';
  29636. /**
  29637. * Type for depth packing.
  29638. *
  29639. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29640. * @default BasicDepthPacking
  29641. */
  29642. this.depthPacking = BasicDepthPacking;
  29643. /**
  29644. * The color map. May optionally include an alpha channel, typically combined
  29645. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29646. *
  29647. * @type {?Texture}
  29648. * @default null
  29649. */
  29650. this.map = null;
  29651. /**
  29652. * The alpha map is a grayscale texture that controls the opacity across the
  29653. * surface (black: fully transparent; white: fully opaque).
  29654. *
  29655. * Only the color of the texture is used, ignoring the alpha channel if one
  29656. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29657. * when sampling this texture due to the extra bit of precision provided for
  29658. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29659. * luminance/alpha textures will also still work as expected.
  29660. *
  29661. * @type {?Texture}
  29662. * @default null
  29663. */
  29664. this.alphaMap = null;
  29665. /**
  29666. * The displacement map affects the position of the mesh's vertices. Unlike
  29667. * other maps which only affect the light and shade of the material the
  29668. * displaced vertices can cast shadows, block other objects, and otherwise
  29669. * act as real geometry. The displacement texture is an image where the value
  29670. * of each pixel (white being the highest) is mapped against, and
  29671. * repositions, the vertices of the mesh.
  29672. *
  29673. * @type {?Texture}
  29674. * @default null
  29675. */
  29676. this.displacementMap = null;
  29677. /**
  29678. * How much the displacement map affects the mesh (where black is no
  29679. * displacement, and white is maximum displacement). Without a displacement
  29680. * map set, this value is not applied.
  29681. *
  29682. * @type {number}
  29683. * @default 0
  29684. */
  29685. this.displacementScale = 1;
  29686. /**
  29687. * The offset of the displacement map's values on the mesh's vertices.
  29688. * The bias is added to the scaled sample of the displacement map.
  29689. * Without a displacement map set, this value is not applied.
  29690. *
  29691. * @type {number}
  29692. * @default 0
  29693. */
  29694. this.displacementBias = 0;
  29695. /**
  29696. * Renders the geometry as a wireframe.
  29697. *
  29698. * @type {boolean}
  29699. * @default false
  29700. */
  29701. this.wireframe = false;
  29702. /**
  29703. * Controls the thickness of the wireframe.
  29704. *
  29705. * WebGL and WebGPU ignore this property and always render
  29706. * 1 pixel wide lines.
  29707. *
  29708. * @type {number}
  29709. * @default 1
  29710. */
  29711. this.wireframeLinewidth = 1;
  29712. this.setValues( parameters );
  29713. }
  29714. copy( source ) {
  29715. super.copy( source );
  29716. this.depthPacking = source.depthPacking;
  29717. this.map = source.map;
  29718. this.alphaMap = source.alphaMap;
  29719. this.displacementMap = source.displacementMap;
  29720. this.displacementScale = source.displacementScale;
  29721. this.displacementBias = source.displacementBias;
  29722. this.wireframe = source.wireframe;
  29723. this.wireframeLinewidth = source.wireframeLinewidth;
  29724. return this;
  29725. }
  29726. }
  29727. /**
  29728. * A material used internally for implementing shadow mapping with
  29729. * point lights.
  29730. *
  29731. * Can also be used to customize the shadow casting of an object by assigning
  29732. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29733. * The following examples demonstrates this approach in order to ensure
  29734. * transparent parts of objects do not cast shadows.
  29735. *
  29736. * @augments Material
  29737. */
  29738. class MeshDistanceMaterial extends Material {
  29739. /**
  29740. * Constructs a new mesh distance material.
  29741. *
  29742. * @param {Object} [parameters] - An object with one or more properties
  29743. * defining the material's appearance. Any property of the material
  29744. * (including any property from inherited materials) can be passed
  29745. * in here. Color values can be passed any type of value accepted
  29746. * by {@link Color#set}.
  29747. */
  29748. constructor( parameters ) {
  29749. super();
  29750. /**
  29751. * This flag can be used for type testing.
  29752. *
  29753. * @type {boolean}
  29754. * @readonly
  29755. * @default true
  29756. */
  29757. this.isMeshDistanceMaterial = true;
  29758. this.type = 'MeshDistanceMaterial';
  29759. /**
  29760. * The color map. May optionally include an alpha channel, typically combined
  29761. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29762. *
  29763. * @type {?Texture}
  29764. * @default null
  29765. */
  29766. this.map = null;
  29767. /**
  29768. * The alpha map is a grayscale texture that controls the opacity across the
  29769. * surface (black: fully transparent; white: fully opaque).
  29770. *
  29771. * Only the color of the texture is used, ignoring the alpha channel if one
  29772. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29773. * when sampling this texture due to the extra bit of precision provided for
  29774. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29775. * luminance/alpha textures will also still work as expected.
  29776. *
  29777. * @type {?Texture}
  29778. * @default null
  29779. */
  29780. this.alphaMap = null;
  29781. /**
  29782. * The displacement map affects the position of the mesh's vertices. Unlike
  29783. * other maps which only affect the light and shade of the material the
  29784. * displaced vertices can cast shadows, block other objects, and otherwise
  29785. * act as real geometry. The displacement texture is an image where the value
  29786. * of each pixel (white being the highest) is mapped against, and
  29787. * repositions, the vertices of the mesh.
  29788. *
  29789. * @type {?Texture}
  29790. * @default null
  29791. */
  29792. this.displacementMap = null;
  29793. /**
  29794. * How much the displacement map affects the mesh (where black is no
  29795. * displacement, and white is maximum displacement). Without a displacement
  29796. * map set, this value is not applied.
  29797. *
  29798. * @type {number}
  29799. * @default 0
  29800. */
  29801. this.displacementScale = 1;
  29802. /**
  29803. * The offset of the displacement map's values on the mesh's vertices.
  29804. * The bias is added to the scaled sample of the displacement map.
  29805. * Without a displacement map set, this value is not applied.
  29806. *
  29807. * @type {number}
  29808. * @default 0
  29809. */
  29810. this.displacementBias = 0;
  29811. this.setValues( parameters );
  29812. }
  29813. copy( source ) {
  29814. super.copy( source );
  29815. this.map = source.map;
  29816. this.alphaMap = source.alphaMap;
  29817. this.displacementMap = source.displacementMap;
  29818. this.displacementScale = source.displacementScale;
  29819. this.displacementBias = source.displacementBias;
  29820. return this;
  29821. }
  29822. }
  29823. /**
  29824. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29825. * material color and shading.
  29826. *
  29827. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29828. * baked lighting. It will cast a shadow onto an object that receives shadows
  29829. * (and shadow clipping works), but it will not self-shadow or receive
  29830. * shadows.
  29831. *
  29832. * @augments Material
  29833. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29834. */
  29835. class MeshMatcapMaterial extends Material {
  29836. /**
  29837. * Constructs a new mesh matcap material.
  29838. *
  29839. * @param {Object} [parameters] - An object with one or more properties
  29840. * defining the material's appearance. Any property of the material
  29841. * (including any property from inherited materials) can be passed
  29842. * in here. Color values can be passed any type of value accepted
  29843. * by {@link Color#set}.
  29844. */
  29845. constructor( parameters ) {
  29846. super();
  29847. /**
  29848. * This flag can be used for type testing.
  29849. *
  29850. * @type {boolean}
  29851. * @readonly
  29852. * @default true
  29853. */
  29854. this.isMeshMatcapMaterial = true;
  29855. this.defines = { 'MATCAP': '' };
  29856. this.type = 'MeshMatcapMaterial';
  29857. /**
  29858. * Color of the material.
  29859. *
  29860. * @type {Color}
  29861. * @default (1,1,1)
  29862. */
  29863. this.color = new Color( 0xffffff ); // diffuse
  29864. /**
  29865. * The matcap map.
  29866. *
  29867. * @type {?Texture}
  29868. * @default null
  29869. */
  29870. this.matcap = null;
  29871. /**
  29872. * The color map. May optionally include an alpha channel, typically combined
  29873. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29874. * color is modulated by the diffuse `color`.
  29875. *
  29876. * @type {?Texture}
  29877. * @default null
  29878. */
  29879. this.map = null;
  29880. /**
  29881. * The texture to create a bump map. The black and white values map to the
  29882. * perceived depth in relation to the lights. Bump doesn't actually affect
  29883. * the geometry of the object, only the lighting. If a normal map is defined
  29884. * this will be ignored.
  29885. *
  29886. * @type {?Texture}
  29887. * @default null
  29888. */
  29889. this.bumpMap = null;
  29890. /**
  29891. * How much the bump map affects the material. Typical range is `[0,1]`.
  29892. *
  29893. * @type {number}
  29894. * @default 1
  29895. */
  29896. this.bumpScale = 1;
  29897. /**
  29898. * The texture to create a normal map. The RGB values affect the surface
  29899. * normal for each pixel fragment and change the way the color is lit. Normal
  29900. * maps do not change the actual shape of the surface, only the lighting. In
  29901. * case the material has a normal map authored using the left handed
  29902. * convention, the `y` component of `normalScale` should be negated to compensate
  29903. * for the different handedness.
  29904. *
  29905. * @type {?Texture}
  29906. * @default null
  29907. */
  29908. this.normalMap = null;
  29909. /**
  29910. * The type of normal map.
  29911. *
  29912. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29913. * @default TangentSpaceNormalMap
  29914. */
  29915. this.normalMapType = TangentSpaceNormalMap;
  29916. /**
  29917. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29918. *
  29919. * @type {Vector2}
  29920. * @default (1,1)
  29921. */
  29922. this.normalScale = new Vector2( 1, 1 );
  29923. /**
  29924. * The displacement map affects the position of the mesh's vertices. Unlike
  29925. * other maps which only affect the light and shade of the material the
  29926. * displaced vertices can cast shadows, block other objects, and otherwise
  29927. * act as real geometry. The displacement texture is an image where the value
  29928. * of each pixel (white being the highest) is mapped against, and
  29929. * repositions, the vertices of the mesh.
  29930. *
  29931. * @type {?Texture}
  29932. * @default null
  29933. */
  29934. this.displacementMap = null;
  29935. /**
  29936. * How much the displacement map affects the mesh (where black is no
  29937. * displacement, and white is maximum displacement). Without a displacement
  29938. * map set, this value is not applied.
  29939. *
  29940. * @type {number}
  29941. * @default 0
  29942. */
  29943. this.displacementScale = 1;
  29944. /**
  29945. * The offset of the displacement map's values on the mesh's vertices.
  29946. * The bias is added to the scaled sample of the displacement map.
  29947. * Without a displacement map set, this value is not applied.
  29948. *
  29949. * @type {number}
  29950. * @default 0
  29951. */
  29952. this.displacementBias = 0;
  29953. /**
  29954. * The alpha map is a grayscale texture that controls the opacity across the
  29955. * surface (black: fully transparent; white: fully opaque).
  29956. *
  29957. * Only the color of the texture is used, ignoring the alpha channel if one
  29958. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29959. * when sampling this texture due to the extra bit of precision provided for
  29960. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29961. * luminance/alpha textures will also still work as expected.
  29962. *
  29963. * @type {?Texture}
  29964. * @default null
  29965. */
  29966. this.alphaMap = null;
  29967. /**
  29968. * Renders the geometry as a wireframe.
  29969. *
  29970. * @type {boolean}
  29971. * @default false
  29972. */
  29973. this.wireframe = false;
  29974. /**
  29975. * Controls the thickness of the wireframe.
  29976. *
  29977. * Can only be used with {@link SVGRenderer}.
  29978. *
  29979. * @type {number}
  29980. * @default 1
  29981. */
  29982. this.wireframeLinewidth = 1;
  29983. /**
  29984. * Whether the material is rendered with flat shading or not.
  29985. *
  29986. * @type {boolean}
  29987. * @default false
  29988. */
  29989. this.flatShading = false;
  29990. /**
  29991. * Whether the material is affected by fog or not.
  29992. *
  29993. * @type {boolean}
  29994. * @default true
  29995. */
  29996. this.fog = true;
  29997. this.setValues( parameters );
  29998. }
  29999. copy( source ) {
  30000. super.copy( source );
  30001. this.defines = { 'MATCAP': '' };
  30002. this.color.copy( source.color );
  30003. this.matcap = source.matcap;
  30004. this.map = source.map;
  30005. this.bumpMap = source.bumpMap;
  30006. this.bumpScale = source.bumpScale;
  30007. this.normalMap = source.normalMap;
  30008. this.normalMapType = source.normalMapType;
  30009. this.normalScale.copy( source.normalScale );
  30010. this.displacementMap = source.displacementMap;
  30011. this.displacementScale = source.displacementScale;
  30012. this.displacementBias = source.displacementBias;
  30013. this.alphaMap = source.alphaMap;
  30014. this.wireframe = source.wireframe;
  30015. this.wireframeLinewidth = source.wireframeLinewidth;
  30016. this.flatShading = source.flatShading;
  30017. this.fog = source.fog;
  30018. return this;
  30019. }
  30020. }
  30021. /**
  30022. * A material for rendering line primitives.
  30023. *
  30024. * Materials define the appearance of renderable 3D objects.
  30025. *
  30026. * ```js
  30027. * const material = new THREE.LineDashedMaterial( {
  30028. * color: 0xffffff,
  30029. * scale: 1,
  30030. * dashSize: 3,
  30031. * gapSize: 1,
  30032. * } );
  30033. * ```
  30034. *
  30035. * @augments LineBasicMaterial
  30036. */
  30037. class LineDashedMaterial extends LineBasicMaterial {
  30038. /**
  30039. * Constructs a new line dashed material.
  30040. *
  30041. * @param {Object} [parameters] - An object with one or more properties
  30042. * defining the material's appearance. Any property of the material
  30043. * (including any property from inherited materials) can be passed
  30044. * in here. Color values can be passed any type of value accepted
  30045. * by {@link Color#set}.
  30046. */
  30047. constructor( parameters ) {
  30048. super();
  30049. /**
  30050. * This flag can be used for type testing.
  30051. *
  30052. * @type {boolean}
  30053. * @readonly
  30054. * @default true
  30055. */
  30056. this.isLineDashedMaterial = true;
  30057. this.type = 'LineDashedMaterial';
  30058. /**
  30059. * The scale of the dashed part of a line.
  30060. *
  30061. * @type {number}
  30062. * @default 1
  30063. */
  30064. this.scale = 1;
  30065. /**
  30066. * The size of the dash. This is both the gap with the stroke.
  30067. *
  30068. * @type {number}
  30069. * @default 3
  30070. */
  30071. this.dashSize = 3;
  30072. /**
  30073. * The size of the gap.
  30074. *
  30075. * @type {number}
  30076. * @default 1
  30077. */
  30078. this.gapSize = 1;
  30079. this.setValues( parameters );
  30080. }
  30081. copy( source ) {
  30082. super.copy( source );
  30083. this.scale = source.scale;
  30084. this.dashSize = source.dashSize;
  30085. this.gapSize = source.gapSize;
  30086. return this;
  30087. }
  30088. }
  30089. /**
  30090. * Converts an array to a specific type.
  30091. *
  30092. * @param {TypedArray|Array} array - The array to convert.
  30093. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30094. * @return {TypedArray} The converted array.
  30095. */
  30096. function convertArray( array, type ) {
  30097. if ( ! array || array.constructor === type ) return array;
  30098. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30099. return new type( array ); // create typed array
  30100. }
  30101. return Array.prototype.slice.call( array ); // create Array
  30102. }
  30103. /**
  30104. * Returns `true` if the given object is a typed array.
  30105. *
  30106. * @param {any} object - The object to check.
  30107. * @return {boolean} Whether the given object is a typed array.
  30108. */
  30109. function isTypedArray( object ) {
  30110. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  30111. }
  30112. /**
  30113. * Returns an array by which times and values can be sorted.
  30114. *
  30115. * @param {Array<number>} times - The keyframe time values.
  30116. * @return {Array<number>} The array.
  30117. */
  30118. function getKeyframeOrder( times ) {
  30119. function compareTime( i, j ) {
  30120. return times[ i ] - times[ j ];
  30121. }
  30122. const n = times.length;
  30123. const result = new Array( n );
  30124. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30125. result.sort( compareTime );
  30126. return result;
  30127. }
  30128. /**
  30129. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30130. *
  30131. * @param {Array<number>} values - The values to sort.
  30132. * @param {number} stride - The stride.
  30133. * @param {Array<number>} order - The sort order.
  30134. * @return {Array<number>} The sorted values.
  30135. */
  30136. function sortedArray( values, stride, order ) {
  30137. const nValues = values.length;
  30138. const result = new values.constructor( nValues );
  30139. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30140. const srcOffset = order[ i ] * stride;
  30141. for ( let j = 0; j !== stride; ++ j ) {
  30142. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30143. }
  30144. }
  30145. return result;
  30146. }
  30147. /**
  30148. * Used for parsing AOS keyframe formats.
  30149. *
  30150. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30151. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30152. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30153. * @param {string} valuePropertyName - The name of the property to use.
  30154. */
  30155. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30156. let i = 1, key = jsonKeys[ 0 ];
  30157. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30158. key = jsonKeys[ i ++ ];
  30159. }
  30160. if ( key === undefined ) return; // no data
  30161. let value = key[ valuePropertyName ];
  30162. if ( value === undefined ) return; // no data
  30163. if ( Array.isArray( value ) ) {
  30164. do {
  30165. value = key[ valuePropertyName ];
  30166. if ( value !== undefined ) {
  30167. times.push( key.time );
  30168. values.push( ...value ); // push all elements
  30169. }
  30170. key = jsonKeys[ i ++ ];
  30171. } while ( key !== undefined );
  30172. } else if ( value.toArray !== undefined ) {
  30173. // ...assume THREE.Math-ish
  30174. do {
  30175. value = key[ valuePropertyName ];
  30176. if ( value !== undefined ) {
  30177. times.push( key.time );
  30178. value.toArray( values, values.length );
  30179. }
  30180. key = jsonKeys[ i ++ ];
  30181. } while ( key !== undefined );
  30182. } else {
  30183. // otherwise push as-is
  30184. do {
  30185. value = key[ valuePropertyName ];
  30186. if ( value !== undefined ) {
  30187. times.push( key.time );
  30188. values.push( value );
  30189. }
  30190. key = jsonKeys[ i ++ ];
  30191. } while ( key !== undefined );
  30192. }
  30193. }
  30194. /**
  30195. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30196. *
  30197. * @param {AnimationClip} sourceClip - The values to sort.
  30198. * @param {string} name - The name of the clip.
  30199. * @param {number} startFrame - The start frame.
  30200. * @param {number} endFrame - The end frame.
  30201. * @param {number} [fps=30] - The FPS.
  30202. * @return {AnimationClip} The new sub clip.
  30203. */
  30204. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30205. const clip = sourceClip.clone();
  30206. clip.name = name;
  30207. const tracks = [];
  30208. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30209. const track = clip.tracks[ i ];
  30210. const valueSize = track.getValueSize();
  30211. const times = [];
  30212. const values = [];
  30213. for ( let j = 0; j < track.times.length; ++ j ) {
  30214. const frame = track.times[ j ] * fps;
  30215. if ( frame < startFrame || frame >= endFrame ) continue;
  30216. times.push( track.times[ j ] );
  30217. for ( let k = 0; k < valueSize; ++ k ) {
  30218. values.push( track.values[ j * valueSize + k ] );
  30219. }
  30220. }
  30221. if ( times.length === 0 ) continue;
  30222. track.times = convertArray( times, track.times.constructor );
  30223. track.values = convertArray( values, track.values.constructor );
  30224. tracks.push( track );
  30225. }
  30226. clip.tracks = tracks;
  30227. // find minimum .times value across all tracks in the trimmed clip
  30228. let minStartTime = Infinity;
  30229. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30230. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30231. minStartTime = clip.tracks[ i ].times[ 0 ];
  30232. }
  30233. }
  30234. // shift all tracks such that clip begins at t=0
  30235. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30236. clip.tracks[ i ].shift( -1 * minStartTime );
  30237. }
  30238. clip.resetDuration();
  30239. return clip;
  30240. }
  30241. /**
  30242. * Converts the keyframes of the given animation clip to an additive format.
  30243. *
  30244. * @param {AnimationClip} targetClip - The clip to make additive.
  30245. * @param {number} [referenceFrame=0] - The reference frame.
  30246. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30247. * @param {number} [fps=30] - The FPS.
  30248. * @return {AnimationClip} The updated clip which is now additive.
  30249. */
  30250. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30251. if ( fps <= 0 ) fps = 30;
  30252. const numTracks = referenceClip.tracks.length;
  30253. const referenceTime = referenceFrame / fps;
  30254. // Make each track's values relative to the values at the reference frame
  30255. for ( let i = 0; i < numTracks; ++ i ) {
  30256. const referenceTrack = referenceClip.tracks[ i ];
  30257. const referenceTrackType = referenceTrack.ValueTypeName;
  30258. // Skip this track if it's non-numeric
  30259. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30260. // Find the track in the target clip whose name and type matches the reference track
  30261. const targetTrack = targetClip.tracks.find( function ( track ) {
  30262. return track.name === referenceTrack.name
  30263. && track.ValueTypeName === referenceTrackType;
  30264. } );
  30265. if ( targetTrack === undefined ) continue;
  30266. let referenceOffset = 0;
  30267. const referenceValueSize = referenceTrack.getValueSize();
  30268. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30269. referenceOffset = referenceValueSize / 3;
  30270. }
  30271. let targetOffset = 0;
  30272. const targetValueSize = targetTrack.getValueSize();
  30273. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30274. targetOffset = targetValueSize / 3;
  30275. }
  30276. const lastIndex = referenceTrack.times.length - 1;
  30277. let referenceValue;
  30278. // Find the value to subtract out of the track
  30279. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30280. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30281. const startIndex = referenceOffset;
  30282. const endIndex = referenceValueSize - referenceOffset;
  30283. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30284. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30285. // Reference frame is after the last keyframe, so just use the last keyframe
  30286. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30287. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30288. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30289. } else {
  30290. // Interpolate to the reference value
  30291. const interpolant = referenceTrack.createInterpolant();
  30292. const startIndex = referenceOffset;
  30293. const endIndex = referenceValueSize - referenceOffset;
  30294. interpolant.evaluate( referenceTime );
  30295. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30296. }
  30297. // Conjugate the quaternion
  30298. if ( referenceTrackType === 'quaternion' ) {
  30299. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30300. referenceQuat.toArray( referenceValue );
  30301. }
  30302. // Subtract the reference value from all of the track values
  30303. const numTimes = targetTrack.times.length;
  30304. for ( let j = 0; j < numTimes; ++ j ) {
  30305. const valueStart = j * targetValueSize + targetOffset;
  30306. if ( referenceTrackType === 'quaternion' ) {
  30307. // Multiply the conjugate for quaternion track types
  30308. Quaternion.multiplyQuaternionsFlat(
  30309. targetTrack.values,
  30310. valueStart,
  30311. referenceValue,
  30312. 0,
  30313. targetTrack.values,
  30314. valueStart
  30315. );
  30316. } else {
  30317. const valueEnd = targetValueSize - targetOffset * 2;
  30318. // Subtract each value for all other numeric track types
  30319. for ( let k = 0; k < valueEnd; ++ k ) {
  30320. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30321. }
  30322. }
  30323. }
  30324. }
  30325. targetClip.blendMode = AdditiveAnimationBlendMode;
  30326. return targetClip;
  30327. }
  30328. /**
  30329. * A class with various methods to assist with animations.
  30330. *
  30331. * @hideconstructor
  30332. */
  30333. class AnimationUtils {
  30334. /**
  30335. * Converts an array to a specific type
  30336. *
  30337. * @static
  30338. * @param {TypedArray|Array} array - The array to convert.
  30339. * @param {TypedArray.constructor} type - The constructor of a type array.
  30340. * @return {TypedArray} The converted array
  30341. */
  30342. static convertArray( array, type ) {
  30343. return convertArray( array, type );
  30344. }
  30345. /**
  30346. * Returns `true` if the given object is a typed array.
  30347. *
  30348. * @static
  30349. * @param {any} object - The object to check.
  30350. * @return {boolean} Whether the given object is a typed array.
  30351. */
  30352. static isTypedArray( object ) {
  30353. return isTypedArray( object );
  30354. }
  30355. /**
  30356. * Returns an array by which times and values can be sorted.
  30357. *
  30358. * @static
  30359. * @param {Array<number>} times - The keyframe time values.
  30360. * @return {Array<number>} The array.
  30361. */
  30362. static getKeyframeOrder( times ) {
  30363. return getKeyframeOrder( times );
  30364. }
  30365. /**
  30366. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30367. *
  30368. * @static
  30369. * @param {Array<number>} values - The values to sort.
  30370. * @param {number} stride - The stride.
  30371. * @param {Array<number>} order - The sort order.
  30372. * @return {Array<number>} The sorted values.
  30373. */
  30374. static sortedArray( values, stride, order ) {
  30375. return sortedArray( values, stride, order );
  30376. }
  30377. /**
  30378. * Used for parsing AOS keyframe formats.
  30379. *
  30380. * @static
  30381. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30382. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30383. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30384. * @param {string} valuePropertyName - The name of the property to use.
  30385. */
  30386. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30387. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30388. }
  30389. /**
  30390. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30391. *
  30392. * @static
  30393. * @param {AnimationClip} sourceClip - The values to sort.
  30394. * @param {string} name - The name of the clip.
  30395. * @param {number} startFrame - The start frame.
  30396. * @param {number} endFrame - The end frame.
  30397. * @param {number} [fps=30] - The FPS.
  30398. * @return {AnimationClip} The new sub clip.
  30399. */
  30400. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30401. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30402. }
  30403. /**
  30404. * Converts the keyframes of the given animation clip to an additive format.
  30405. *
  30406. * @static
  30407. * @param {AnimationClip} targetClip - The clip to make additive.
  30408. * @param {number} [referenceFrame=0] - The reference frame.
  30409. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30410. * @param {number} [fps=30] - The FPS.
  30411. * @return {AnimationClip} The updated clip which is now additive.
  30412. */
  30413. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30414. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30415. }
  30416. }
  30417. /**
  30418. * Abstract base class of interpolants over parametric samples.
  30419. *
  30420. * The parameter domain is one dimensional, typically the time or a path
  30421. * along a curve defined by the data.
  30422. *
  30423. * The sample values can have any dimensionality and derived classes may
  30424. * apply special interpretations to the data.
  30425. *
  30426. * This class provides the interval seek in a Template Method, deferring
  30427. * the actual interpolation to derived classes.
  30428. *
  30429. * Time complexity is O(1) for linear access crossing at most two points
  30430. * and O(log N) for random access, where N is the number of positions.
  30431. *
  30432. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30433. *
  30434. * @abstract
  30435. */
  30436. class Interpolant {
  30437. /**
  30438. * Constructs a new interpolant.
  30439. *
  30440. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30441. * @param {TypedArray} sampleValues - The sample values.
  30442. * @param {number} sampleSize - The sample size
  30443. * @param {TypedArray} [resultBuffer] - The result buffer.
  30444. */
  30445. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30446. /**
  30447. * The parameter positions.
  30448. *
  30449. * @type {TypedArray}
  30450. */
  30451. this.parameterPositions = parameterPositions;
  30452. /**
  30453. * A cache index.
  30454. *
  30455. * @private
  30456. * @type {number}
  30457. * @default 0
  30458. */
  30459. this._cachedIndex = 0;
  30460. /**
  30461. * The result buffer.
  30462. *
  30463. * @type {TypedArray}
  30464. */
  30465. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30466. /**
  30467. * The sample values.
  30468. *
  30469. * @type {TypedArray}
  30470. */
  30471. this.sampleValues = sampleValues;
  30472. /**
  30473. * The value size.
  30474. *
  30475. * @type {TypedArray}
  30476. */
  30477. this.valueSize = sampleSize;
  30478. /**
  30479. * The interpolation settings.
  30480. *
  30481. * @type {?Object}
  30482. * @default null
  30483. */
  30484. this.settings = null;
  30485. /**
  30486. * The default settings object.
  30487. *
  30488. * @type {Object}
  30489. */
  30490. this.DefaultSettings_ = {};
  30491. }
  30492. /**
  30493. * Evaluate the interpolant at position `t`.
  30494. *
  30495. * @param {number} t - The interpolation factor.
  30496. * @return {TypedArray} The result buffer.
  30497. */
  30498. evaluate( t ) {
  30499. const pp = this.parameterPositions;
  30500. let i1 = this._cachedIndex,
  30501. t1 = pp[ i1 ],
  30502. t0 = pp[ i1 - 1 ];
  30503. validate_interval: {
  30504. seek: {
  30505. let right;
  30506. linear_scan: {
  30507. //- See http://jsperf.com/comparison-to-undefined/3
  30508. //- slower code:
  30509. //-
  30510. //- if ( t >= t1 || t1 === undefined ) {
  30511. forward_scan: if ( ! ( t < t1 ) ) {
  30512. for ( let giveUpAt = i1 + 2; ; ) {
  30513. if ( t1 === undefined ) {
  30514. if ( t < t0 ) break forward_scan;
  30515. // after end
  30516. i1 = pp.length;
  30517. this._cachedIndex = i1;
  30518. return this.copySampleValue_( i1 - 1 );
  30519. }
  30520. if ( i1 === giveUpAt ) break; // this loop
  30521. t0 = t1;
  30522. t1 = pp[ ++ i1 ];
  30523. if ( t < t1 ) {
  30524. // we have arrived at the sought interval
  30525. break seek;
  30526. }
  30527. }
  30528. // prepare binary search on the right side of the index
  30529. right = pp.length;
  30530. break linear_scan;
  30531. }
  30532. //- slower code:
  30533. //- if ( t < t0 || t0 === undefined ) {
  30534. if ( ! ( t >= t0 ) ) {
  30535. // looping?
  30536. const t1global = pp[ 1 ];
  30537. if ( t < t1global ) {
  30538. i1 = 2; // + 1, using the scan for the details
  30539. t0 = t1global;
  30540. }
  30541. // linear reverse scan
  30542. for ( let giveUpAt = i1 - 2; ; ) {
  30543. if ( t0 === undefined ) {
  30544. // before start
  30545. this._cachedIndex = 0;
  30546. return this.copySampleValue_( 0 );
  30547. }
  30548. if ( i1 === giveUpAt ) break; // this loop
  30549. t1 = t0;
  30550. t0 = pp[ -- i1 - 1 ];
  30551. if ( t >= t0 ) {
  30552. // we have arrived at the sought interval
  30553. break seek;
  30554. }
  30555. }
  30556. // prepare binary search on the left side of the index
  30557. right = i1;
  30558. i1 = 0;
  30559. break linear_scan;
  30560. }
  30561. // the interval is valid
  30562. break validate_interval;
  30563. } // linear scan
  30564. // binary search
  30565. while ( i1 < right ) {
  30566. const mid = ( i1 + right ) >>> 1;
  30567. if ( t < pp[ mid ] ) {
  30568. right = mid;
  30569. } else {
  30570. i1 = mid + 1;
  30571. }
  30572. }
  30573. t1 = pp[ i1 ];
  30574. t0 = pp[ i1 - 1 ];
  30575. // check boundary cases, again
  30576. if ( t0 === undefined ) {
  30577. this._cachedIndex = 0;
  30578. return this.copySampleValue_( 0 );
  30579. }
  30580. if ( t1 === undefined ) {
  30581. i1 = pp.length;
  30582. this._cachedIndex = i1;
  30583. return this.copySampleValue_( i1 - 1 );
  30584. }
  30585. } // seek
  30586. this._cachedIndex = i1;
  30587. this.intervalChanged_( i1, t0, t1 );
  30588. } // validate_interval
  30589. return this.interpolate_( i1, t0, t, t1 );
  30590. }
  30591. /**
  30592. * Returns the interpolation settings.
  30593. *
  30594. * @return {Object} The interpolation settings.
  30595. */
  30596. getSettings_() {
  30597. return this.settings || this.DefaultSettings_;
  30598. }
  30599. /**
  30600. * Copies a sample value to the result buffer.
  30601. *
  30602. * @param {number} index - An index into the sample value buffer.
  30603. * @return {TypedArray} The result buffer.
  30604. */
  30605. copySampleValue_( index ) {
  30606. // copies a sample value to the result buffer
  30607. const result = this.resultBuffer,
  30608. values = this.sampleValues,
  30609. stride = this.valueSize,
  30610. offset = index * stride;
  30611. for ( let i = 0; i !== stride; ++ i ) {
  30612. result[ i ] = values[ offset + i ];
  30613. }
  30614. return result;
  30615. }
  30616. /**
  30617. * Copies a sample value to the result buffer.
  30618. *
  30619. * @abstract
  30620. * @param {number} i1 - An index into the sample value buffer.
  30621. * @param {number} t0 - The previous interpolation factor.
  30622. * @param {number} t - The current interpolation factor.
  30623. * @param {number} t1 - The next interpolation factor.
  30624. * @return {TypedArray} The result buffer.
  30625. */
  30626. interpolate_( /* i1, t0, t, t1 */ ) {
  30627. throw new Error( 'call to abstract method' );
  30628. // implementations shall return this.resultBuffer
  30629. }
  30630. /**
  30631. * Optional method that is executed when the interval has changed.
  30632. *
  30633. * @param {number} i1 - An index into the sample value buffer.
  30634. * @param {number} t0 - The previous interpolation factor.
  30635. * @param {number} t - The current interpolation factor.
  30636. */
  30637. intervalChanged_( /* i1, t0, t1 */ ) {
  30638. // empty
  30639. }
  30640. }
  30641. /**
  30642. * Fast and simple cubic spline interpolant.
  30643. *
  30644. * It was derived from a Hermitian construction setting the first derivative
  30645. * at each sample position to the linear slope between neighboring positions
  30646. * over their parameter interval.
  30647. *
  30648. * @augments Interpolant
  30649. */
  30650. class CubicInterpolant extends Interpolant {
  30651. /**
  30652. * Constructs a new cubic interpolant.
  30653. *
  30654. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30655. * @param {TypedArray} sampleValues - The sample values.
  30656. * @param {number} sampleSize - The sample size
  30657. * @param {TypedArray} [resultBuffer] - The result buffer.
  30658. */
  30659. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30660. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30661. this._weightPrev = -0;
  30662. this._offsetPrev = -0;
  30663. this._weightNext = -0;
  30664. this._offsetNext = -0;
  30665. this.DefaultSettings_ = {
  30666. endingStart: ZeroCurvatureEnding,
  30667. endingEnd: ZeroCurvatureEnding
  30668. };
  30669. }
  30670. intervalChanged_( i1, t0, t1 ) {
  30671. const pp = this.parameterPositions;
  30672. let iPrev = i1 - 2,
  30673. iNext = i1 + 1,
  30674. tPrev = pp[ iPrev ],
  30675. tNext = pp[ iNext ];
  30676. if ( tPrev === undefined ) {
  30677. switch ( this.getSettings_().endingStart ) {
  30678. case ZeroSlopeEnding:
  30679. // f'(t0) = 0
  30680. iPrev = i1;
  30681. tPrev = 2 * t0 - t1;
  30682. break;
  30683. case WrapAroundEnding:
  30684. // use the other end of the curve
  30685. iPrev = pp.length - 2;
  30686. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30687. break;
  30688. default: // ZeroCurvatureEnding
  30689. // f''(t0) = 0 a.k.a. Natural Spline
  30690. iPrev = i1;
  30691. tPrev = t1;
  30692. }
  30693. }
  30694. if ( tNext === undefined ) {
  30695. switch ( this.getSettings_().endingEnd ) {
  30696. case ZeroSlopeEnding:
  30697. // f'(tN) = 0
  30698. iNext = i1;
  30699. tNext = 2 * t1 - t0;
  30700. break;
  30701. case WrapAroundEnding:
  30702. // use the other end of the curve
  30703. iNext = 1;
  30704. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30705. break;
  30706. default: // ZeroCurvatureEnding
  30707. // f''(tN) = 0, a.k.a. Natural Spline
  30708. iNext = i1 - 1;
  30709. tNext = t0;
  30710. }
  30711. }
  30712. const halfDt = ( t1 - t0 ) * 0.5,
  30713. stride = this.valueSize;
  30714. this._weightPrev = halfDt / ( t0 - tPrev );
  30715. this._weightNext = halfDt / ( tNext - t1 );
  30716. this._offsetPrev = iPrev * stride;
  30717. this._offsetNext = iNext * stride;
  30718. }
  30719. interpolate_( i1, t0, t, t1 ) {
  30720. const result = this.resultBuffer,
  30721. values = this.sampleValues,
  30722. stride = this.valueSize,
  30723. o1 = i1 * stride, o0 = o1 - stride,
  30724. oP = this._offsetPrev, oN = this._offsetNext,
  30725. wP = this._weightPrev, wN = this._weightNext,
  30726. p = ( t - t0 ) / ( t1 - t0 ),
  30727. pp = p * p,
  30728. ppp = pp * p;
  30729. // evaluate polynomials
  30730. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30731. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30732. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30733. const sN = wN * ppp - wN * pp;
  30734. // combine data linearly
  30735. for ( let i = 0; i !== stride; ++ i ) {
  30736. result[ i ] =
  30737. sP * values[ oP + i ] +
  30738. s0 * values[ o0 + i ] +
  30739. s1 * values[ o1 + i ] +
  30740. sN * values[ oN + i ];
  30741. }
  30742. return result;
  30743. }
  30744. }
  30745. /**
  30746. * A basic linear interpolant.
  30747. *
  30748. * @augments Interpolant
  30749. */
  30750. class LinearInterpolant extends Interpolant {
  30751. /**
  30752. * Constructs a new linear interpolant.
  30753. *
  30754. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30755. * @param {TypedArray} sampleValues - The sample values.
  30756. * @param {number} sampleSize - The sample size
  30757. * @param {TypedArray} [resultBuffer] - The result buffer.
  30758. */
  30759. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30760. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30761. }
  30762. interpolate_( i1, t0, t, t1 ) {
  30763. const result = this.resultBuffer,
  30764. values = this.sampleValues,
  30765. stride = this.valueSize,
  30766. offset1 = i1 * stride,
  30767. offset0 = offset1 - stride,
  30768. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30769. weight0 = 1 - weight1;
  30770. for ( let i = 0; i !== stride; ++ i ) {
  30771. result[ i ] =
  30772. values[ offset0 + i ] * weight0 +
  30773. values[ offset1 + i ] * weight1;
  30774. }
  30775. return result;
  30776. }
  30777. }
  30778. /**
  30779. * Interpolant that evaluates to the sample value at the position preceding
  30780. * the parameter.
  30781. *
  30782. * @augments Interpolant
  30783. */
  30784. class DiscreteInterpolant extends Interpolant {
  30785. /**
  30786. * Constructs a new discrete interpolant.
  30787. *
  30788. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30789. * @param {TypedArray} sampleValues - The sample values.
  30790. * @param {number} sampleSize - The sample size
  30791. * @param {TypedArray} [resultBuffer] - The result buffer.
  30792. */
  30793. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30794. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30795. }
  30796. interpolate_( i1 /*, t0, t, t1 */ ) {
  30797. return this.copySampleValue_( i1 - 1 );
  30798. }
  30799. }
  30800. /**
  30801. * Represents s a timed sequence of keyframes, which are composed of lists of
  30802. * times and related values, and which are used to animate a specific property
  30803. * of an object.
  30804. */
  30805. class KeyframeTrack {
  30806. /**
  30807. * Constructs a new keyframe track.
  30808. *
  30809. * @param {string} name - The keyframe track's name.
  30810. * @param {Array<number>} times - A list of keyframe times.
  30811. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30812. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30813. */
  30814. constructor( name, times, values, interpolation ) {
  30815. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30816. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30817. /**
  30818. * The track's name can refer to morph targets or bones or
  30819. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30820. * for the forms of strings that can be parsed for property binding.
  30821. *
  30822. * @type {string}
  30823. */
  30824. this.name = name;
  30825. /**
  30826. * The keyframe times.
  30827. *
  30828. * @type {Float32Array}
  30829. */
  30830. this.times = convertArray( times, this.TimeBufferType );
  30831. /**
  30832. * The keyframe values.
  30833. *
  30834. * @type {Float32Array}
  30835. */
  30836. this.values = convertArray( values, this.ValueBufferType );
  30837. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30838. }
  30839. /**
  30840. * Converts the keyframe track to JSON.
  30841. *
  30842. * @static
  30843. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30844. * @return {Object} The serialized keyframe track as JSON.
  30845. */
  30846. static toJSON( track ) {
  30847. const trackType = track.constructor;
  30848. let json;
  30849. // derived classes can define a static toJSON method
  30850. if ( trackType.toJSON !== this.toJSON ) {
  30851. json = trackType.toJSON( track );
  30852. } else {
  30853. // by default, we assume the data can be serialized as-is
  30854. json = {
  30855. 'name': track.name,
  30856. 'times': convertArray( track.times, Array ),
  30857. 'values': convertArray( track.values, Array )
  30858. };
  30859. const interpolation = track.getInterpolation();
  30860. if ( interpolation !== track.DefaultInterpolation ) {
  30861. json.interpolation = interpolation;
  30862. }
  30863. }
  30864. json.type = track.ValueTypeName; // mandatory
  30865. return json;
  30866. }
  30867. /**
  30868. * Factory method for creating a new discrete interpolant.
  30869. *
  30870. * @static
  30871. * @param {TypedArray} [result] - The result buffer.
  30872. * @return {DiscreteInterpolant} The new interpolant.
  30873. */
  30874. InterpolantFactoryMethodDiscrete( result ) {
  30875. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30876. }
  30877. /**
  30878. * Factory method for creating a new linear interpolant.
  30879. *
  30880. * @static
  30881. * @param {TypedArray} [result] - The result buffer.
  30882. * @return {LinearInterpolant} The new interpolant.
  30883. */
  30884. InterpolantFactoryMethodLinear( result ) {
  30885. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30886. }
  30887. /**
  30888. * Factory method for creating a new smooth interpolant.
  30889. *
  30890. * @static
  30891. * @param {TypedArray} [result] - The result buffer.
  30892. * @return {CubicInterpolant} The new interpolant.
  30893. */
  30894. InterpolantFactoryMethodSmooth( result ) {
  30895. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30896. }
  30897. /**
  30898. * Defines the interpolation factor method for this keyframe track.
  30899. *
  30900. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30901. * @return {KeyframeTrack} A reference to this keyframe track.
  30902. */
  30903. setInterpolation( interpolation ) {
  30904. let factoryMethod;
  30905. switch ( interpolation ) {
  30906. case InterpolateDiscrete:
  30907. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30908. break;
  30909. case InterpolateLinear:
  30910. factoryMethod = this.InterpolantFactoryMethodLinear;
  30911. break;
  30912. case InterpolateSmooth:
  30913. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30914. break;
  30915. }
  30916. if ( factoryMethod === undefined ) {
  30917. const message = 'unsupported interpolation for ' +
  30918. this.ValueTypeName + ' keyframe track named ' + this.name;
  30919. if ( this.createInterpolant === undefined ) {
  30920. // fall back to default, unless the default itself is messed up
  30921. if ( interpolation !== this.DefaultInterpolation ) {
  30922. this.setInterpolation( this.DefaultInterpolation );
  30923. } else {
  30924. throw new Error( message ); // fatal, in this case
  30925. }
  30926. }
  30927. warn( 'KeyframeTrack:', message );
  30928. return this;
  30929. }
  30930. this.createInterpolant = factoryMethod;
  30931. return this;
  30932. }
  30933. /**
  30934. * Returns the current interpolation type.
  30935. *
  30936. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30937. */
  30938. getInterpolation() {
  30939. switch ( this.createInterpolant ) {
  30940. case this.InterpolantFactoryMethodDiscrete:
  30941. return InterpolateDiscrete;
  30942. case this.InterpolantFactoryMethodLinear:
  30943. return InterpolateLinear;
  30944. case this.InterpolantFactoryMethodSmooth:
  30945. return InterpolateSmooth;
  30946. }
  30947. }
  30948. /**
  30949. * Returns the value size.
  30950. *
  30951. * @return {number} The value size.
  30952. */
  30953. getValueSize() {
  30954. return this.values.length / this.times.length;
  30955. }
  30956. /**
  30957. * Moves all keyframes either forward or backward in time.
  30958. *
  30959. * @param {number} timeOffset - The offset to move the time values.
  30960. * @return {KeyframeTrack} A reference to this keyframe track.
  30961. */
  30962. shift( timeOffset ) {
  30963. if ( timeOffset !== 0.0 ) {
  30964. const times = this.times;
  30965. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30966. times[ i ] += timeOffset;
  30967. }
  30968. }
  30969. return this;
  30970. }
  30971. /**
  30972. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30973. *
  30974. * @param {number} timeScale - The time scale.
  30975. * @return {KeyframeTrack} A reference to this keyframe track.
  30976. */
  30977. scale( timeScale ) {
  30978. if ( timeScale !== 1.0 ) {
  30979. const times = this.times;
  30980. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30981. times[ i ] *= timeScale;
  30982. }
  30983. }
  30984. return this;
  30985. }
  30986. /**
  30987. * Removes keyframes before and after animation without changing any values within the defined time range.
  30988. *
  30989. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30990. * keys this will change their values
  30991. *
  30992. * @param {number} startTime - The start time.
  30993. * @param {number} endTime - The end time.
  30994. * @return {KeyframeTrack} A reference to this keyframe track.
  30995. */
  30996. trim( startTime, endTime ) {
  30997. const times = this.times,
  30998. nKeys = times.length;
  30999. let from = 0,
  31000. to = nKeys - 1;
  31001. while ( from !== nKeys && times[ from ] < startTime ) {
  31002. ++ from;
  31003. }
  31004. while ( to !== -1 && times[ to ] > endTime ) {
  31005. -- to;
  31006. }
  31007. ++ to; // inclusive -> exclusive bound
  31008. if ( from !== 0 || to !== nKeys ) {
  31009. // empty tracks are forbidden, so keep at least one keyframe
  31010. if ( from >= to ) {
  31011. to = Math.max( to, 1 );
  31012. from = to - 1;
  31013. }
  31014. const stride = this.getValueSize();
  31015. this.times = times.slice( from, to );
  31016. this.values = this.values.slice( from * stride, to * stride );
  31017. }
  31018. return this;
  31019. }
  31020. /**
  31021. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31022. * are valid.
  31023. *
  31024. * @return {boolean} Whether the keyframes are valid or not.
  31025. */
  31026. validate() {
  31027. let valid = true;
  31028. const valueSize = this.getValueSize();
  31029. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31030. error( 'KeyframeTrack: Invalid value size in track.', this );
  31031. valid = false;
  31032. }
  31033. const times = this.times,
  31034. values = this.values,
  31035. nKeys = times.length;
  31036. if ( nKeys === 0 ) {
  31037. error( 'KeyframeTrack: Track is empty.', this );
  31038. valid = false;
  31039. }
  31040. let prevTime = null;
  31041. for ( let i = 0; i !== nKeys; i ++ ) {
  31042. const currTime = times[ i ];
  31043. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31044. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31045. valid = false;
  31046. break;
  31047. }
  31048. if ( prevTime !== null && prevTime > currTime ) {
  31049. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31050. valid = false;
  31051. break;
  31052. }
  31053. prevTime = currTime;
  31054. }
  31055. if ( values !== undefined ) {
  31056. if ( isTypedArray( values ) ) {
  31057. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31058. const value = values[ i ];
  31059. if ( isNaN( value ) ) {
  31060. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31061. valid = false;
  31062. break;
  31063. }
  31064. }
  31065. }
  31066. }
  31067. return valid;
  31068. }
  31069. /**
  31070. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31071. * common in morph target sequences).
  31072. *
  31073. * @return {AnimationClip} A reference to this animation clip.
  31074. */
  31075. optimize() {
  31076. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31077. // times or values may be shared with other tracks, so overwriting is unsafe
  31078. const times = this.times.slice(),
  31079. values = this.values.slice(),
  31080. stride = this.getValueSize(),
  31081. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31082. lastIndex = times.length - 1;
  31083. let writeIndex = 1;
  31084. for ( let i = 1; i < lastIndex; ++ i ) {
  31085. let keep = false;
  31086. const time = times[ i ];
  31087. const timeNext = times[ i + 1 ];
  31088. // remove adjacent keyframes scheduled at the same time
  31089. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31090. if ( ! smoothInterpolation ) {
  31091. // remove unnecessary keyframes same as their neighbors
  31092. const offset = i * stride,
  31093. offsetP = offset - stride,
  31094. offsetN = offset + stride;
  31095. for ( let j = 0; j !== stride; ++ j ) {
  31096. const value = values[ offset + j ];
  31097. if ( value !== values[ offsetP + j ] ||
  31098. value !== values[ offsetN + j ] ) {
  31099. keep = true;
  31100. break;
  31101. }
  31102. }
  31103. } else {
  31104. keep = true;
  31105. }
  31106. }
  31107. // in-place compaction
  31108. if ( keep ) {
  31109. if ( i !== writeIndex ) {
  31110. times[ writeIndex ] = times[ i ];
  31111. const readOffset = i * stride,
  31112. writeOffset = writeIndex * stride;
  31113. for ( let j = 0; j !== stride; ++ j ) {
  31114. values[ writeOffset + j ] = values[ readOffset + j ];
  31115. }
  31116. }
  31117. ++ writeIndex;
  31118. }
  31119. }
  31120. // flush last keyframe (compaction looks ahead)
  31121. if ( lastIndex > 0 ) {
  31122. times[ writeIndex ] = times[ lastIndex ];
  31123. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31124. values[ writeOffset + j ] = values[ readOffset + j ];
  31125. }
  31126. ++ writeIndex;
  31127. }
  31128. if ( writeIndex !== times.length ) {
  31129. this.times = times.slice( 0, writeIndex );
  31130. this.values = values.slice( 0, writeIndex * stride );
  31131. } else {
  31132. this.times = times;
  31133. this.values = values;
  31134. }
  31135. return this;
  31136. }
  31137. /**
  31138. * Returns a new keyframe track with copied values from this instance.
  31139. *
  31140. * @return {KeyframeTrack} A clone of this instance.
  31141. */
  31142. clone() {
  31143. const times = this.times.slice();
  31144. const values = this.values.slice();
  31145. const TypedKeyframeTrack = this.constructor;
  31146. const track = new TypedKeyframeTrack( this.name, times, values );
  31147. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31148. track.createInterpolant = this.createInterpolant;
  31149. return track;
  31150. }
  31151. }
  31152. /**
  31153. * The value type name.
  31154. *
  31155. * @type {String}
  31156. * @default ''
  31157. */
  31158. KeyframeTrack.prototype.ValueTypeName = '';
  31159. /**
  31160. * The time buffer type of this keyframe track.
  31161. *
  31162. * @type {TypedArray|Array}
  31163. * @default Float32Array.constructor
  31164. */
  31165. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31166. /**
  31167. * The value buffer type of this keyframe track.
  31168. *
  31169. * @type {TypedArray|Array}
  31170. * @default Float32Array.constructor
  31171. */
  31172. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31173. /**
  31174. * The default interpolation type of this keyframe track.
  31175. *
  31176. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31177. * @default InterpolateLinear
  31178. */
  31179. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31180. /**
  31181. * A track for boolean keyframe values.
  31182. *
  31183. * @augments KeyframeTrack
  31184. */
  31185. class BooleanKeyframeTrack extends KeyframeTrack {
  31186. /**
  31187. * Constructs a new boolean keyframe track.
  31188. *
  31189. * This keyframe track type has no `interpolation` parameter because the
  31190. * interpolation is always discrete.
  31191. *
  31192. * @param {string} name - The keyframe track's name.
  31193. * @param {Array<number>} times - A list of keyframe times.
  31194. * @param {Array<boolean>} values - A list of keyframe values.
  31195. */
  31196. constructor( name, times, values ) {
  31197. super( name, times, values );
  31198. }
  31199. }
  31200. /**
  31201. * The value type name.
  31202. *
  31203. * @type {String}
  31204. * @default 'bool'
  31205. */
  31206. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31207. /**
  31208. * The value buffer type of this keyframe track.
  31209. *
  31210. * @type {TypedArray|Array}
  31211. * @default Array.constructor
  31212. */
  31213. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31214. /**
  31215. * The default interpolation type of this keyframe track.
  31216. *
  31217. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31218. * @default InterpolateDiscrete
  31219. */
  31220. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31221. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31222. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31223. /**
  31224. * A track for color keyframe values.
  31225. *
  31226. * @augments KeyframeTrack
  31227. */
  31228. class ColorKeyframeTrack extends KeyframeTrack {
  31229. /**
  31230. * Constructs a new color keyframe track.
  31231. *
  31232. * @param {string} name - The keyframe track's name.
  31233. * @param {Array<number>} times - A list of keyframe times.
  31234. * @param {Array<number>} values - A list of keyframe values.
  31235. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31236. */
  31237. constructor( name, times, values, interpolation ) {
  31238. super( name, times, values, interpolation );
  31239. }
  31240. }
  31241. /**
  31242. * The value type name.
  31243. *
  31244. * @type {String}
  31245. * @default 'color'
  31246. */
  31247. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31248. /**
  31249. * A track for numeric keyframe values.
  31250. *
  31251. * @augments KeyframeTrack
  31252. */
  31253. class NumberKeyframeTrack extends KeyframeTrack {
  31254. /**
  31255. * Constructs a new number keyframe track.
  31256. *
  31257. * @param {string} name - The keyframe track's name.
  31258. * @param {Array<number>} times - A list of keyframe times.
  31259. * @param {Array<number>} values - A list of keyframe values.
  31260. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31261. */
  31262. constructor( name, times, values, interpolation ) {
  31263. super( name, times, values, interpolation );
  31264. }
  31265. }
  31266. /**
  31267. * The value type name.
  31268. *
  31269. * @type {String}
  31270. * @default 'number'
  31271. */
  31272. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31273. /**
  31274. * Spherical linear unit quaternion interpolant.
  31275. *
  31276. * @augments Interpolant
  31277. */
  31278. class QuaternionLinearInterpolant extends Interpolant {
  31279. /**
  31280. * Constructs a new SLERP interpolant.
  31281. *
  31282. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31283. * @param {TypedArray} sampleValues - The sample values.
  31284. * @param {number} sampleSize - The sample size
  31285. * @param {TypedArray} [resultBuffer] - The result buffer.
  31286. */
  31287. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31288. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31289. }
  31290. interpolate_( i1, t0, t, t1 ) {
  31291. const result = this.resultBuffer,
  31292. values = this.sampleValues,
  31293. stride = this.valueSize,
  31294. alpha = ( t - t0 ) / ( t1 - t0 );
  31295. let offset = i1 * stride;
  31296. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31297. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31298. }
  31299. return result;
  31300. }
  31301. }
  31302. /**
  31303. * A track for Quaternion keyframe values.
  31304. *
  31305. * @augments KeyframeTrack
  31306. */
  31307. class QuaternionKeyframeTrack extends KeyframeTrack {
  31308. /**
  31309. * Constructs a new Quaternion keyframe track.
  31310. *
  31311. * @param {string} name - The keyframe track's name.
  31312. * @param {Array<number>} times - A list of keyframe times.
  31313. * @param {Array<number>} values - A list of keyframe values.
  31314. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31315. */
  31316. constructor( name, times, values, interpolation ) {
  31317. super( name, times, values, interpolation );
  31318. }
  31319. /**
  31320. * Overwritten so the method returns Quaternion based interpolant.
  31321. *
  31322. * @static
  31323. * @param {TypedArray} [result] - The result buffer.
  31324. * @return {QuaternionLinearInterpolant} The new interpolant.
  31325. */
  31326. InterpolantFactoryMethodLinear( result ) {
  31327. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31328. }
  31329. }
  31330. /**
  31331. * The value type name.
  31332. *
  31333. * @type {String}
  31334. * @default 'quaternion'
  31335. */
  31336. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31337. // ValueBufferType is inherited
  31338. // DefaultInterpolation is inherited;
  31339. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31340. /**
  31341. * A track for string keyframe values.
  31342. *
  31343. * @augments KeyframeTrack
  31344. */
  31345. class StringKeyframeTrack extends KeyframeTrack {
  31346. /**
  31347. * Constructs a new string keyframe track.
  31348. *
  31349. * This keyframe track type has no `interpolation` parameter because the
  31350. * interpolation is always discrete.
  31351. *
  31352. * @param {string} name - The keyframe track's name.
  31353. * @param {Array<number>} times - A list of keyframe times.
  31354. * @param {Array<string>} values - A list of keyframe values.
  31355. */
  31356. constructor( name, times, values ) {
  31357. super( name, times, values );
  31358. }
  31359. }
  31360. /**
  31361. * The value type name.
  31362. *
  31363. * @type {String}
  31364. * @default 'string'
  31365. */
  31366. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31367. /**
  31368. * The value buffer type of this keyframe track.
  31369. *
  31370. * @type {TypedArray|Array}
  31371. * @default Array.constructor
  31372. */
  31373. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31374. /**
  31375. * The default interpolation type of this keyframe track.
  31376. *
  31377. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31378. * @default InterpolateDiscrete
  31379. */
  31380. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31381. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31382. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31383. /**
  31384. * A track for vector keyframe values.
  31385. *
  31386. * @augments KeyframeTrack
  31387. */
  31388. class VectorKeyframeTrack extends KeyframeTrack {
  31389. /**
  31390. * Constructs a new vector keyframe track.
  31391. *
  31392. * @param {string} name - The keyframe track's name.
  31393. * @param {Array<number>} times - A list of keyframe times.
  31394. * @param {Array<number>} values - A list of keyframe values.
  31395. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31396. */
  31397. constructor( name, times, values, interpolation ) {
  31398. super( name, times, values, interpolation );
  31399. }
  31400. }
  31401. /**
  31402. * The value type name.
  31403. *
  31404. * @type {String}
  31405. * @default 'vector'
  31406. */
  31407. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31408. /**
  31409. * A reusable set of keyframe tracks which represent an animation.
  31410. */
  31411. class AnimationClip {
  31412. /**
  31413. * Constructs a new animation clip.
  31414. *
  31415. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31416. * use the static interface of this class for creating clips. In most cases though, animation clips
  31417. * will automatically be created by loaders when importing animated 3D assets.
  31418. *
  31419. * @param {string} [name=''] - The clip's name.
  31420. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31421. * the duration will be calculated from the passed keyframes.
  31422. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31423. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31424. * is blended/combined when two or more animations are simultaneously played.
  31425. */
  31426. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31427. /**
  31428. * The clip's name.
  31429. *
  31430. * @type {string}
  31431. */
  31432. this.name = name;
  31433. /**
  31434. * An array of keyframe tracks.
  31435. *
  31436. * @type {Array<KeyframeTrack>}
  31437. */
  31438. this.tracks = tracks;
  31439. /**
  31440. * The clip's duration in seconds.
  31441. *
  31442. * @type {number}
  31443. */
  31444. this.duration = duration;
  31445. /**
  31446. * Defines how the animation is blended/combined when two or more animations
  31447. * are simultaneously played.
  31448. *
  31449. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31450. */
  31451. this.blendMode = blendMode;
  31452. /**
  31453. * The UUID of the animation clip.
  31454. *
  31455. * @type {string}
  31456. * @readonly
  31457. */
  31458. this.uuid = generateUUID();
  31459. /**
  31460. * An object that can be used to store custom data about the animation clip.
  31461. * It should not hold references to functions as these will not be cloned.
  31462. *
  31463. * @type {Object}
  31464. */
  31465. this.userData = {};
  31466. // this means it should figure out its duration by scanning the tracks
  31467. if ( this.duration < 0 ) {
  31468. this.resetDuration();
  31469. }
  31470. }
  31471. /**
  31472. * Factory method for creating an animation clip from the given JSON.
  31473. *
  31474. * @static
  31475. * @param {Object} json - The serialized animation clip.
  31476. * @return {AnimationClip} The new animation clip.
  31477. */
  31478. static parse( json ) {
  31479. const tracks = [],
  31480. jsonTracks = json.tracks,
  31481. frameTime = 1.0 / ( json.fps || 1.0 );
  31482. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31483. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31484. }
  31485. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31486. clip.uuid = json.uuid;
  31487. clip.userData = JSON.parse( json.userData || '{}' );
  31488. return clip;
  31489. }
  31490. /**
  31491. * Serializes the given animation clip into JSON.
  31492. *
  31493. * @static
  31494. * @param {AnimationClip} clip - The animation clip to serialize.
  31495. * @return {Object} The JSON object.
  31496. */
  31497. static toJSON( clip ) {
  31498. const tracks = [],
  31499. clipTracks = clip.tracks;
  31500. const json = {
  31501. 'name': clip.name,
  31502. 'duration': clip.duration,
  31503. 'tracks': tracks,
  31504. 'uuid': clip.uuid,
  31505. 'blendMode': clip.blendMode,
  31506. 'userData': JSON.stringify( clip.userData ),
  31507. };
  31508. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31509. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31510. }
  31511. return json;
  31512. }
  31513. /**
  31514. * Returns a new animation clip from the passed morph targets array of a
  31515. * geometry, taking a name and the number of frames per second.
  31516. *
  31517. * Note: The fps parameter is required, but the animation speed can be
  31518. * overridden via {@link AnimationAction#setDuration}.
  31519. *
  31520. * @static
  31521. * @param {string} name - The name of the animation clip.
  31522. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31523. * @param {number} fps - The Frames-Per-Second value.
  31524. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31525. * @return {AnimationClip} The new animation clip.
  31526. */
  31527. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31528. const numMorphTargets = morphTargetSequence.length;
  31529. const tracks = [];
  31530. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31531. let times = [];
  31532. let values = [];
  31533. times.push(
  31534. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31535. i,
  31536. ( i + 1 ) % numMorphTargets );
  31537. values.push( 0, 1, 0 );
  31538. const order = getKeyframeOrder( times );
  31539. times = sortedArray( times, 1, order );
  31540. values = sortedArray( values, 1, order );
  31541. // if there is a key at the first frame, duplicate it as the
  31542. // last frame as well for perfect loop.
  31543. if ( ! noLoop && times[ 0 ] === 0 ) {
  31544. times.push( numMorphTargets );
  31545. values.push( values[ 0 ] );
  31546. }
  31547. tracks.push(
  31548. new NumberKeyframeTrack(
  31549. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31550. times, values
  31551. ).scale( 1.0 / fps ) );
  31552. }
  31553. return new this( name, -1, tracks );
  31554. }
  31555. /**
  31556. * Searches for an animation clip by name, taking as its first parameter
  31557. * either an array of clips, or a mesh or geometry that contains an
  31558. * array named "animations" property.
  31559. *
  31560. * @static
  31561. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31562. * @param {string} name - The name to search for.
  31563. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31564. */
  31565. static findByName( objectOrClipArray, name ) {
  31566. let clipArray = objectOrClipArray;
  31567. if ( ! Array.isArray( objectOrClipArray ) ) {
  31568. const o = objectOrClipArray;
  31569. clipArray = o.geometry && o.geometry.animations || o.animations;
  31570. }
  31571. for ( let i = 0; i < clipArray.length; i ++ ) {
  31572. if ( clipArray[ i ].name === name ) {
  31573. return clipArray[ i ];
  31574. }
  31575. }
  31576. return null;
  31577. }
  31578. /**
  31579. * Returns an array of new AnimationClips created from the morph target
  31580. * sequences of a geometry, trying to sort morph target names into
  31581. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31582. *
  31583. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31584. *
  31585. * @static
  31586. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31587. * @param {number} fps - The Frames-Per-Second value.
  31588. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31589. * @return {Array<AnimationClip>} An array of new animation clips.
  31590. */
  31591. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31592. const animationToMorphTargets = {};
  31593. // tested with https://regex101.com/ on trick sequences
  31594. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31595. const pattern = /^([\w-]*?)([\d]+)$/;
  31596. // sort morph target names into animation groups based
  31597. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31598. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31599. const morphTarget = morphTargets[ i ];
  31600. const parts = morphTarget.name.match( pattern );
  31601. if ( parts && parts.length > 1 ) {
  31602. const name = parts[ 1 ];
  31603. let animationMorphTargets = animationToMorphTargets[ name ];
  31604. if ( ! animationMorphTargets ) {
  31605. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31606. }
  31607. animationMorphTargets.push( morphTarget );
  31608. }
  31609. }
  31610. const clips = [];
  31611. for ( const name in animationToMorphTargets ) {
  31612. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31613. }
  31614. return clips;
  31615. }
  31616. /**
  31617. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31618. *
  31619. * @static
  31620. * @deprecated since r175.
  31621. * @param {Object} animation - A serialized animation clip as JSON.
  31622. * @param {Array<Bones>} bones - An array of bones.
  31623. * @return {?AnimationClip} The new animation clip.
  31624. */
  31625. static parseAnimation( animation, bones ) {
  31626. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31627. if ( ! animation ) {
  31628. error( 'AnimationClip: No animation in JSONLoader data.' );
  31629. return null;
  31630. }
  31631. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31632. // only return track if there are actually keys.
  31633. if ( animationKeys.length !== 0 ) {
  31634. const times = [];
  31635. const values = [];
  31636. flattenJSON( animationKeys, times, values, propertyName );
  31637. // empty keys are filtered out, so check again
  31638. if ( times.length !== 0 ) {
  31639. destTracks.push( new trackType( trackName, times, values ) );
  31640. }
  31641. }
  31642. };
  31643. const tracks = [];
  31644. const clipName = animation.name || 'default';
  31645. const fps = animation.fps || 30;
  31646. const blendMode = animation.blendMode;
  31647. // automatic length determination in AnimationClip.
  31648. let duration = animation.length || -1;
  31649. const hierarchyTracks = animation.hierarchy || [];
  31650. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31651. const animationKeys = hierarchyTracks[ h ].keys;
  31652. // skip empty tracks
  31653. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31654. // process morph targets
  31655. if ( animationKeys[ 0 ].morphTargets ) {
  31656. // figure out all morph targets used in this track
  31657. const morphTargetNames = {};
  31658. let k;
  31659. for ( k = 0; k < animationKeys.length; k ++ ) {
  31660. if ( animationKeys[ k ].morphTargets ) {
  31661. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31662. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31663. }
  31664. }
  31665. }
  31666. // create a track for each morph target with all zero
  31667. // morphTargetInfluences except for the keys in which
  31668. // the morphTarget is named.
  31669. for ( const morphTargetName in morphTargetNames ) {
  31670. const times = [];
  31671. const values = [];
  31672. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31673. const animationKey = animationKeys[ k ];
  31674. times.push( animationKey.time );
  31675. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31676. }
  31677. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31678. }
  31679. duration = morphTargetNames.length * fps;
  31680. } else {
  31681. // ...assume skeletal animation
  31682. const boneName = '.bones[' + bones[ h ].name + ']';
  31683. addNonemptyTrack(
  31684. VectorKeyframeTrack, boneName + '.position',
  31685. animationKeys, 'pos', tracks );
  31686. addNonemptyTrack(
  31687. QuaternionKeyframeTrack, boneName + '.quaternion',
  31688. animationKeys, 'rot', tracks );
  31689. addNonemptyTrack(
  31690. VectorKeyframeTrack, boneName + '.scale',
  31691. animationKeys, 'scl', tracks );
  31692. }
  31693. }
  31694. if ( tracks.length === 0 ) {
  31695. return null;
  31696. }
  31697. const clip = new this( clipName, duration, tracks, blendMode );
  31698. return clip;
  31699. }
  31700. /**
  31701. * Sets the duration of this clip to the duration of its longest keyframe track.
  31702. *
  31703. * @return {AnimationClip} A reference to this animation clip.
  31704. */
  31705. resetDuration() {
  31706. const tracks = this.tracks;
  31707. let duration = 0;
  31708. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31709. const track = this.tracks[ i ];
  31710. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31711. }
  31712. this.duration = duration;
  31713. return this;
  31714. }
  31715. /**
  31716. * Trims all tracks to the clip's duration.
  31717. *
  31718. * @return {AnimationClip} A reference to this animation clip.
  31719. */
  31720. trim() {
  31721. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31722. this.tracks[ i ].trim( 0, this.duration );
  31723. }
  31724. return this;
  31725. }
  31726. /**
  31727. * Performs minimal validation on each track in the clip. Returns `true` if all
  31728. * tracks are valid.
  31729. *
  31730. * @return {boolean} Whether the clip's keyframes are valid or not.
  31731. */
  31732. validate() {
  31733. let valid = true;
  31734. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31735. valid = valid && this.tracks[ i ].validate();
  31736. }
  31737. return valid;
  31738. }
  31739. /**
  31740. * Optimizes each track by removing equivalent sequential keys (which are
  31741. * common in morph target sequences).
  31742. *
  31743. * @return {AnimationClip} A reference to this animation clip.
  31744. */
  31745. optimize() {
  31746. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31747. this.tracks[ i ].optimize();
  31748. }
  31749. return this;
  31750. }
  31751. /**
  31752. * Returns a new animation clip with copied values from this instance.
  31753. *
  31754. * @return {AnimationClip} A clone of this instance.
  31755. */
  31756. clone() {
  31757. const tracks = [];
  31758. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31759. tracks.push( this.tracks[ i ].clone() );
  31760. }
  31761. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31762. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31763. return clip;
  31764. }
  31765. /**
  31766. * Serializes this animation clip into JSON.
  31767. *
  31768. * @return {Object} The JSON object.
  31769. */
  31770. toJSON() {
  31771. return this.constructor.toJSON( this );
  31772. }
  31773. }
  31774. function getTrackTypeForValueTypeName( typeName ) {
  31775. switch ( typeName.toLowerCase() ) {
  31776. case 'scalar':
  31777. case 'double':
  31778. case 'float':
  31779. case 'number':
  31780. case 'integer':
  31781. return NumberKeyframeTrack;
  31782. case 'vector':
  31783. case 'vector2':
  31784. case 'vector3':
  31785. case 'vector4':
  31786. return VectorKeyframeTrack;
  31787. case 'color':
  31788. return ColorKeyframeTrack;
  31789. case 'quaternion':
  31790. return QuaternionKeyframeTrack;
  31791. case 'bool':
  31792. case 'boolean':
  31793. return BooleanKeyframeTrack;
  31794. case 'string':
  31795. return StringKeyframeTrack;
  31796. }
  31797. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31798. }
  31799. function parseKeyframeTrack( json ) {
  31800. if ( json.type === undefined ) {
  31801. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31802. }
  31803. const trackType = getTrackTypeForValueTypeName( json.type );
  31804. if ( json.times === undefined ) {
  31805. const times = [], values = [];
  31806. flattenJSON( json.keys, times, values, 'value' );
  31807. json.times = times;
  31808. json.values = values;
  31809. }
  31810. // derived classes can define a static parse method
  31811. if ( trackType.parse !== undefined ) {
  31812. return trackType.parse( json );
  31813. } else {
  31814. // by default, we assume a constructor compatible with the base
  31815. return new trackType( json.name, json.times, json.values, json.interpolation );
  31816. }
  31817. }
  31818. /**
  31819. * @class
  31820. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31821. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31822. * @hideconstructor
  31823. */
  31824. const Cache = {
  31825. /**
  31826. * Whether caching is enabled or not.
  31827. *
  31828. * @static
  31829. * @type {boolean}
  31830. * @default false
  31831. */
  31832. enabled: false,
  31833. /**
  31834. * A dictionary that holds cached files.
  31835. *
  31836. * @static
  31837. * @type {Object<string,Object>}
  31838. */
  31839. files: {},
  31840. /**
  31841. * Adds a cache entry with a key to reference the file. If this key already
  31842. * holds a file, it is overwritten.
  31843. *
  31844. * @static
  31845. * @param {string} key - The key to reference the cached file.
  31846. * @param {Object} file - The file to be cached.
  31847. */
  31848. add: function ( key, file ) {
  31849. if ( this.enabled === false ) return;
  31850. // log( 'Cache', 'Adding key:', key );
  31851. this.files[ key ] = file;
  31852. },
  31853. /**
  31854. * Gets the cached value for the given key.
  31855. *
  31856. * @static
  31857. * @param {string} key - The key to reference the cached file.
  31858. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31859. */
  31860. get: function ( key ) {
  31861. if ( this.enabled === false ) return;
  31862. // log( 'Cache', 'Checking key:', key );
  31863. return this.files[ key ];
  31864. },
  31865. /**
  31866. * Removes the cached file associated with the given key.
  31867. *
  31868. * @static
  31869. * @param {string} key - The key to reference the cached file.
  31870. */
  31871. remove: function ( key ) {
  31872. delete this.files[ key ];
  31873. },
  31874. /**
  31875. * Remove all values from the cache.
  31876. *
  31877. * @static
  31878. */
  31879. clear: function () {
  31880. this.files = {};
  31881. }
  31882. };
  31883. /**
  31884. * Handles and keeps track of loaded and pending data. A default global
  31885. * instance of this class is created and used by loaders if not supplied
  31886. * manually.
  31887. *
  31888. * In general that should be sufficient, however there are times when it can
  31889. * be useful to have separate loaders - for example if you want to show
  31890. * separate loading bars for objects and textures.
  31891. *
  31892. * ```js
  31893. * const manager = new THREE.LoadingManager();
  31894. * manager.onLoad = () => console.log( 'Loading complete!' );
  31895. *
  31896. * const loader1 = new OBJLoader( manager );
  31897. * const loader2 = new ColladaLoader( manager );
  31898. * ```
  31899. */
  31900. class LoadingManager {
  31901. /**
  31902. * Constructs a new loading manager.
  31903. *
  31904. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31905. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31906. * @param {Function} [onError] - Executes when an error occurs.
  31907. */
  31908. constructor( onLoad, onProgress, onError ) {
  31909. const scope = this;
  31910. let isLoading = false;
  31911. let itemsLoaded = 0;
  31912. let itemsTotal = 0;
  31913. let urlModifier = undefined;
  31914. const handlers = [];
  31915. // Refer to #5689 for the reason why we don't set .onStart
  31916. // in the constructor
  31917. /**
  31918. * Executes when an item starts loading.
  31919. *
  31920. * @type {Function|undefined}
  31921. * @default undefined
  31922. */
  31923. this.onStart = undefined;
  31924. /**
  31925. * Executes when all items have been loaded.
  31926. *
  31927. * @type {Function|undefined}
  31928. * @default undefined
  31929. */
  31930. this.onLoad = onLoad;
  31931. /**
  31932. * Executes when single items have been loaded.
  31933. *
  31934. * @type {Function|undefined}
  31935. * @default undefined
  31936. */
  31937. this.onProgress = onProgress;
  31938. /**
  31939. * Executes when an error occurs.
  31940. *
  31941. * @type {Function|undefined}
  31942. * @default undefined
  31943. */
  31944. this.onError = onError;
  31945. /**
  31946. * Used for aborting ongoing requests in loaders using this manager.
  31947. *
  31948. * @type {AbortController}
  31949. */
  31950. this.abortController = new AbortController();
  31951. /**
  31952. * This should be called by any loader using the manager when the loader
  31953. * starts loading an item.
  31954. *
  31955. * @param {string} url - The URL to load.
  31956. */
  31957. this.itemStart = function ( url ) {
  31958. itemsTotal ++;
  31959. if ( isLoading === false ) {
  31960. if ( scope.onStart !== undefined ) {
  31961. scope.onStart( url, itemsLoaded, itemsTotal );
  31962. }
  31963. }
  31964. isLoading = true;
  31965. };
  31966. /**
  31967. * This should be called by any loader using the manager when the loader
  31968. * ended loading an item.
  31969. *
  31970. * @param {string} url - The URL of the loaded item.
  31971. */
  31972. this.itemEnd = function ( url ) {
  31973. itemsLoaded ++;
  31974. if ( scope.onProgress !== undefined ) {
  31975. scope.onProgress( url, itemsLoaded, itemsTotal );
  31976. }
  31977. if ( itemsLoaded === itemsTotal ) {
  31978. isLoading = false;
  31979. if ( scope.onLoad !== undefined ) {
  31980. scope.onLoad();
  31981. }
  31982. }
  31983. };
  31984. /**
  31985. * This should be called by any loader using the manager when the loader
  31986. * encounters an error when loading an item.
  31987. *
  31988. * @param {string} url - The URL of the item that produces an error.
  31989. */
  31990. this.itemError = function ( url ) {
  31991. if ( scope.onError !== undefined ) {
  31992. scope.onError( url );
  31993. }
  31994. };
  31995. /**
  31996. * Given a URL, uses the URL modifier callback (if any) and returns a
  31997. * resolved URL. If no URL modifier is set, returns the original URL.
  31998. *
  31999. * @param {string} url - The URL to load.
  32000. * @return {string} The resolved URL.
  32001. */
  32002. this.resolveURL = function ( url ) {
  32003. if ( urlModifier ) {
  32004. return urlModifier( url );
  32005. }
  32006. return url;
  32007. };
  32008. /**
  32009. * If provided, the callback will be passed each resource URL before a
  32010. * request is sent. The callback may return the original URL, or a new URL to
  32011. * override loading behavior. This behavior can be used to load assets from
  32012. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32013. *
  32014. * ```js
  32015. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32016. *
  32017. * const manager = new THREE.LoadingManager();
  32018. *
  32019. * // Initialize loading manager with URL callback.
  32020. * const objectURLs = [];
  32021. * manager.setURLModifier( ( url ) => {
  32022. *
  32023. * url = URL.createObjectURL( blobs[ url ] );
  32024. * objectURLs.push( url );
  32025. * return url;
  32026. *
  32027. * } );
  32028. *
  32029. * // Load as usual, then revoke the blob URLs.
  32030. * const loader = new GLTFLoader( manager );
  32031. * loader.load( 'fish.gltf', (gltf) => {
  32032. *
  32033. * scene.add( gltf.scene );
  32034. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32035. *
  32036. * } );
  32037. * ```
  32038. *
  32039. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32040. * @return {LoadingManager} A reference to this loading manager.
  32041. */
  32042. this.setURLModifier = function ( transform ) {
  32043. urlModifier = transform;
  32044. return this;
  32045. };
  32046. /**
  32047. * Registers a loader with the given regular expression. Can be used to
  32048. * define what loader should be used in order to load specific files. A
  32049. * typical use case is to overwrite the default loader for textures.
  32050. *
  32051. * ```js
  32052. * // add handler for TGA textures
  32053. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32054. * ```
  32055. *
  32056. * @param {string} regex - A regular expression.
  32057. * @param {Loader} loader - A loader that should handle matched cases.
  32058. * @return {LoadingManager} A reference to this loading manager.
  32059. */
  32060. this.addHandler = function ( regex, loader ) {
  32061. handlers.push( regex, loader );
  32062. return this;
  32063. };
  32064. /**
  32065. * Removes the loader for the given regular expression.
  32066. *
  32067. * @param {string} regex - A regular expression.
  32068. * @return {LoadingManager} A reference to this loading manager.
  32069. */
  32070. this.removeHandler = function ( regex ) {
  32071. const index = handlers.indexOf( regex );
  32072. if ( index !== -1 ) {
  32073. handlers.splice( index, 2 );
  32074. }
  32075. return this;
  32076. };
  32077. /**
  32078. * Can be used to retrieve the registered loader for the given file path.
  32079. *
  32080. * @param {string} file - The file path.
  32081. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32082. */
  32083. this.getHandler = function ( file ) {
  32084. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32085. const regex = handlers[ i ];
  32086. const loader = handlers[ i + 1 ];
  32087. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32088. if ( regex.test( file ) ) {
  32089. return loader;
  32090. }
  32091. }
  32092. return null;
  32093. };
  32094. /**
  32095. * Can be used to abort ongoing loading requests in loaders using this manager.
  32096. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32097. * is supported in the browser.
  32098. *
  32099. * @return {LoadingManager} A reference to this loading manager.
  32100. */
  32101. this.abort = function () {
  32102. this.abortController.abort();
  32103. this.abortController = new AbortController();
  32104. return this;
  32105. };
  32106. }
  32107. }
  32108. /**
  32109. * The global default loading manager.
  32110. *
  32111. * @constant
  32112. * @type {LoadingManager}
  32113. */
  32114. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32115. /**
  32116. * Abstract base class for loaders.
  32117. *
  32118. * @abstract
  32119. */
  32120. class Loader {
  32121. /**
  32122. * Constructs a new loader.
  32123. *
  32124. * @param {LoadingManager} [manager] - The loading manager.
  32125. */
  32126. constructor( manager ) {
  32127. /**
  32128. * The loading manager.
  32129. *
  32130. * @type {LoadingManager}
  32131. * @default DefaultLoadingManager
  32132. */
  32133. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32134. /**
  32135. * The crossOrigin string to implement CORS for loading the url from a
  32136. * different domain that allows CORS.
  32137. *
  32138. * @type {string}
  32139. * @default 'anonymous'
  32140. */
  32141. this.crossOrigin = 'anonymous';
  32142. /**
  32143. * Whether the XMLHttpRequest uses credentials.
  32144. *
  32145. * @type {boolean}
  32146. * @default false
  32147. */
  32148. this.withCredentials = false;
  32149. /**
  32150. * The base path from which the asset will be loaded.
  32151. *
  32152. * @type {string}
  32153. */
  32154. this.path = '';
  32155. /**
  32156. * The base path from which additional resources like textures will be loaded.
  32157. *
  32158. * @type {string}
  32159. */
  32160. this.resourcePath = '';
  32161. /**
  32162. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32163. * used in HTTP request.
  32164. *
  32165. * @type {Object<string, any>}
  32166. */
  32167. this.requestHeader = {};
  32168. }
  32169. /**
  32170. * This method needs to be implemented by all concrete loaders. It holds the
  32171. * logic for loading assets from the backend.
  32172. *
  32173. * @abstract
  32174. * @param {string} url - The path/URL of the file to be loaded.
  32175. * @param {Function} onLoad - Executed when the loading process has been finished.
  32176. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32177. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32178. */
  32179. load( /* url, onLoad, onProgress, onError */ ) {}
  32180. /**
  32181. * A async version of {@link Loader#load}.
  32182. *
  32183. * @param {string} url - The path/URL of the file to be loaded.
  32184. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32185. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32186. */
  32187. loadAsync( url, onProgress ) {
  32188. const scope = this;
  32189. return new Promise( function ( resolve, reject ) {
  32190. scope.load( url, resolve, onProgress, reject );
  32191. } );
  32192. }
  32193. /**
  32194. * This method needs to be implemented by all concrete loaders. It holds the
  32195. * logic for parsing the asset into three.js entities.
  32196. *
  32197. * @abstract
  32198. * @param {any} data - The data to parse.
  32199. */
  32200. parse( /* data */ ) {}
  32201. /**
  32202. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32203. * from a different domain that allows CORS.
  32204. *
  32205. * @param {string} crossOrigin - The `crossOrigin` value.
  32206. * @return {Loader} A reference to this instance.
  32207. */
  32208. setCrossOrigin( crossOrigin ) {
  32209. this.crossOrigin = crossOrigin;
  32210. return this;
  32211. }
  32212. /**
  32213. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32214. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  32215. *
  32216. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32217. *
  32218. * @param {boolean} value - The `withCredentials` value.
  32219. * @return {Loader} A reference to this instance.
  32220. */
  32221. setWithCredentials( value ) {
  32222. this.withCredentials = value;
  32223. return this;
  32224. }
  32225. /**
  32226. * Sets the base path for the asset.
  32227. *
  32228. * @param {string} path - The base path.
  32229. * @return {Loader} A reference to this instance.
  32230. */
  32231. setPath( path ) {
  32232. this.path = path;
  32233. return this;
  32234. }
  32235. /**
  32236. * Sets the base path for dependent resources like textures.
  32237. *
  32238. * @param {string} resourcePath - The resource path.
  32239. * @return {Loader} A reference to this instance.
  32240. */
  32241. setResourcePath( resourcePath ) {
  32242. this.resourcePath = resourcePath;
  32243. return this;
  32244. }
  32245. /**
  32246. * Sets the given request header.
  32247. *
  32248. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32249. * for configuring the HTTP request.
  32250. * @return {Loader} A reference to this instance.
  32251. */
  32252. setRequestHeader( requestHeader ) {
  32253. this.requestHeader = requestHeader;
  32254. return this;
  32255. }
  32256. /**
  32257. * This method can be implemented in loaders for aborting ongoing requests.
  32258. *
  32259. * @abstract
  32260. * @return {Loader} A reference to this instance.
  32261. */
  32262. abort() {
  32263. return this;
  32264. }
  32265. }
  32266. /**
  32267. * Callback for onProgress in loaders.
  32268. *
  32269. * @callback onProgressCallback
  32270. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32271. */
  32272. /**
  32273. * Callback for onError in loaders.
  32274. *
  32275. * @callback onErrorCallback
  32276. * @param {Error} error - The error which occurred during the loading process.
  32277. */
  32278. /**
  32279. * The default material name that is used by loaders
  32280. * when creating materials for loaded 3D objects.
  32281. *
  32282. * Note: Not all loaders might honor this setting.
  32283. *
  32284. * @static
  32285. * @type {string}
  32286. * @default '__DEFAULT'
  32287. */
  32288. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32289. const loading = {};
  32290. class HttpError extends Error {
  32291. constructor( message, response ) {
  32292. super( message );
  32293. this.response = response;
  32294. }
  32295. }
  32296. /**
  32297. * A low level class for loading resources with the Fetch API, used internally by
  32298. * most loaders. It can also be used directly to load any file type that does
  32299. * not have a loader.
  32300. *
  32301. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32302. * once to your application.
  32303. *
  32304. * ```js
  32305. * const loader = new THREE.FileLoader();
  32306. * const data = await loader.loadAsync( 'example.txt' );
  32307. * ```
  32308. *
  32309. * @augments Loader
  32310. */
  32311. class FileLoader extends Loader {
  32312. /**
  32313. * Constructs a new file loader.
  32314. *
  32315. * @param {LoadingManager} [manager] - The loading manager.
  32316. */
  32317. constructor( manager ) {
  32318. super( manager );
  32319. /**
  32320. * The expected mime type. Valid values can be found
  32321. * [here]{@link hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype}
  32322. *
  32323. * @type {string}
  32324. */
  32325. this.mimeType = '';
  32326. /**
  32327. * The expected response type.
  32328. *
  32329. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32330. * @default ''
  32331. */
  32332. this.responseType = '';
  32333. /**
  32334. * Used for aborting requests.
  32335. *
  32336. * @private
  32337. * @type {AbortController}
  32338. */
  32339. this._abortController = new AbortController();
  32340. }
  32341. /**
  32342. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32343. *
  32344. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32345. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32346. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32347. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32348. * @return {any|undefined} The cached resource if available.
  32349. */
  32350. load( url, onLoad, onProgress, onError ) {
  32351. if ( url === undefined ) url = '';
  32352. if ( this.path !== undefined ) url = this.path + url;
  32353. url = this.manager.resolveURL( url );
  32354. const cached = Cache.get( `file:${url}` );
  32355. if ( cached !== undefined ) {
  32356. this.manager.itemStart( url );
  32357. setTimeout( () => {
  32358. if ( onLoad ) onLoad( cached );
  32359. this.manager.itemEnd( url );
  32360. }, 0 );
  32361. return cached;
  32362. }
  32363. // Check if request is duplicate
  32364. if ( loading[ url ] !== undefined ) {
  32365. loading[ url ].push( {
  32366. onLoad: onLoad,
  32367. onProgress: onProgress,
  32368. onError: onError
  32369. } );
  32370. return;
  32371. }
  32372. // Initialise array for duplicate requests
  32373. loading[ url ] = [];
  32374. loading[ url ].push( {
  32375. onLoad: onLoad,
  32376. onProgress: onProgress,
  32377. onError: onError,
  32378. } );
  32379. // create request
  32380. const req = new Request( url, {
  32381. headers: new Headers( this.requestHeader ),
  32382. credentials: this.withCredentials ? 'include' : 'same-origin',
  32383. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32384. } );
  32385. // record states ( avoid data race )
  32386. const mimeType = this.mimeType;
  32387. const responseType = this.responseType;
  32388. // start the fetch
  32389. fetch( req )
  32390. .then( response => {
  32391. if ( response.status === 200 || response.status === 0 ) {
  32392. // Some browsers return HTTP Status 0 when using non-http protocol
  32393. // e.g. 'file://' or 'data://'. Handle as success.
  32394. if ( response.status === 0 ) {
  32395. warn( 'FileLoader: HTTP Status 0 received.' );
  32396. }
  32397. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32398. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32399. return response;
  32400. }
  32401. const callbacks = loading[ url ];
  32402. const reader = response.body.getReader();
  32403. // Nginx needs X-File-Size check
  32404. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32405. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32406. const total = contentLength ? parseInt( contentLength ) : 0;
  32407. const lengthComputable = total !== 0;
  32408. let loaded = 0;
  32409. // periodically read data into the new stream tracking while download progress
  32410. const stream = new ReadableStream( {
  32411. start( controller ) {
  32412. readData();
  32413. function readData() {
  32414. reader.read().then( ( { done, value } ) => {
  32415. if ( done ) {
  32416. controller.close();
  32417. } else {
  32418. loaded += value.byteLength;
  32419. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32420. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32421. const callback = callbacks[ i ];
  32422. if ( callback.onProgress ) callback.onProgress( event );
  32423. }
  32424. controller.enqueue( value );
  32425. readData();
  32426. }
  32427. }, ( e ) => {
  32428. controller.error( e );
  32429. } );
  32430. }
  32431. }
  32432. } );
  32433. return new Response( stream );
  32434. } else {
  32435. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32436. }
  32437. } )
  32438. .then( response => {
  32439. switch ( responseType ) {
  32440. case 'arraybuffer':
  32441. return response.arrayBuffer();
  32442. case 'blob':
  32443. return response.blob();
  32444. case 'document':
  32445. return response.text()
  32446. .then( text => {
  32447. const parser = new DOMParser();
  32448. return parser.parseFromString( text, mimeType );
  32449. } );
  32450. case 'json':
  32451. return response.json();
  32452. default:
  32453. if ( mimeType === '' ) {
  32454. return response.text();
  32455. } else {
  32456. // sniff encoding
  32457. const re = /charset="?([^;"\s]*)"?/i;
  32458. const exec = re.exec( mimeType );
  32459. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32460. const decoder = new TextDecoder( label );
  32461. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32462. }
  32463. }
  32464. } )
  32465. .then( data => {
  32466. // Add to cache only on HTTP success, so that we do not cache
  32467. // error response bodies as proper responses to requests.
  32468. Cache.add( `file:${url}`, data );
  32469. const callbacks = loading[ url ];
  32470. delete loading[ url ];
  32471. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32472. const callback = callbacks[ i ];
  32473. if ( callback.onLoad ) callback.onLoad( data );
  32474. }
  32475. } )
  32476. .catch( err => {
  32477. // Abort errors and other errors are handled the same
  32478. const callbacks = loading[ url ];
  32479. if ( callbacks === undefined ) {
  32480. // When onLoad was called and url was deleted in `loading`
  32481. this.manager.itemError( url );
  32482. throw err;
  32483. }
  32484. delete loading[ url ];
  32485. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32486. const callback = callbacks[ i ];
  32487. if ( callback.onError ) callback.onError( err );
  32488. }
  32489. this.manager.itemError( url );
  32490. } )
  32491. .finally( () => {
  32492. this.manager.itemEnd( url );
  32493. } );
  32494. this.manager.itemStart( url );
  32495. }
  32496. /**
  32497. * Sets the expected response type.
  32498. *
  32499. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32500. * @return {FileLoader} A reference to this file loader.
  32501. */
  32502. setResponseType( value ) {
  32503. this.responseType = value;
  32504. return this;
  32505. }
  32506. /**
  32507. * Sets the expected mime type of the loaded file.
  32508. *
  32509. * @param {string} value - The mime type.
  32510. * @return {FileLoader} A reference to this file loader.
  32511. */
  32512. setMimeType( value ) {
  32513. this.mimeType = value;
  32514. return this;
  32515. }
  32516. /**
  32517. * Aborts ongoing fetch requests.
  32518. *
  32519. * @return {FileLoader} A reference to this instance.
  32520. */
  32521. abort() {
  32522. this._abortController.abort();
  32523. this._abortController = new AbortController();
  32524. return this;
  32525. }
  32526. }
  32527. /**
  32528. * Class for loading animation clips in the JSON format. The files are internally
  32529. * loaded via {@link FileLoader}.
  32530. *
  32531. * ```js
  32532. * const loader = new THREE.AnimationLoader();
  32533. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32534. * ```
  32535. *
  32536. * @augments Loader
  32537. */
  32538. class AnimationLoader extends Loader {
  32539. /**
  32540. * Constructs a new animation loader.
  32541. *
  32542. * @param {LoadingManager} [manager] - The loading manager.
  32543. */
  32544. constructor( manager ) {
  32545. super( manager );
  32546. }
  32547. /**
  32548. * Starts loading from the given URL and pass the loaded animations as an array
  32549. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32550. *
  32551. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32552. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32553. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32554. * @param {onErrorCallback} onError - Executed when errors occur.
  32555. */
  32556. load( url, onLoad, onProgress, onError ) {
  32557. const scope = this;
  32558. const loader = new FileLoader( this.manager );
  32559. loader.setPath( this.path );
  32560. loader.setRequestHeader( this.requestHeader );
  32561. loader.setWithCredentials( this.withCredentials );
  32562. loader.load( url, function ( text ) {
  32563. try {
  32564. onLoad( scope.parse( JSON.parse( text ) ) );
  32565. } catch ( e ) {
  32566. if ( onError ) {
  32567. onError( e );
  32568. } else {
  32569. error( e );
  32570. }
  32571. scope.manager.itemError( url );
  32572. }
  32573. }, onProgress, onError );
  32574. }
  32575. /**
  32576. * Parses the given JSON object and returns an array of animation clips.
  32577. *
  32578. * @param {Object} json - The serialized animation clips.
  32579. * @return {Array<AnimationClip>} The parsed animation clips.
  32580. */
  32581. parse( json ) {
  32582. const animations = [];
  32583. for ( let i = 0; i < json.length; i ++ ) {
  32584. const clip = AnimationClip.parse( json[ i ] );
  32585. animations.push( clip );
  32586. }
  32587. return animations;
  32588. }
  32589. }
  32590. /**
  32591. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32592. * Textures are internally loaded via {@link FileLoader}.
  32593. *
  32594. * Derived classes have to implement the `parse()` method which holds the parsing
  32595. * for the respective format.
  32596. *
  32597. * @abstract
  32598. * @augments Loader
  32599. */
  32600. class CompressedTextureLoader extends Loader {
  32601. /**
  32602. * Constructs a new compressed texture loader.
  32603. *
  32604. * @param {LoadingManager} [manager] - The loading manager.
  32605. */
  32606. constructor( manager ) {
  32607. super( manager );
  32608. }
  32609. /**
  32610. * Starts loading from the given URL and passes the loaded compressed texture
  32611. * to the `onLoad()` callback. The method also returns a new texture object which can
  32612. * directly be used for material creation. If you do it this way, the texture
  32613. * may pop up in your scene once the respective loading process is finished.
  32614. *
  32615. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32616. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32617. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32618. * @param {onErrorCallback} onError - Executed when errors occur.
  32619. * @return {CompressedTexture} The compressed texture.
  32620. */
  32621. load( url, onLoad, onProgress, onError ) {
  32622. const scope = this;
  32623. const images = [];
  32624. const texture = new CompressedTexture();
  32625. const loader = new FileLoader( this.manager );
  32626. loader.setPath( this.path );
  32627. loader.setResponseType( 'arraybuffer' );
  32628. loader.setRequestHeader( this.requestHeader );
  32629. loader.setWithCredentials( scope.withCredentials );
  32630. let loaded = 0;
  32631. function loadTexture( i ) {
  32632. loader.load( url[ i ], function ( buffer ) {
  32633. const texDatas = scope.parse( buffer, true );
  32634. images[ i ] = {
  32635. width: texDatas.width,
  32636. height: texDatas.height,
  32637. format: texDatas.format,
  32638. mipmaps: texDatas.mipmaps
  32639. };
  32640. loaded += 1;
  32641. if ( loaded === 6 ) {
  32642. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32643. texture.image = images;
  32644. texture.format = texDatas.format;
  32645. texture.needsUpdate = true;
  32646. if ( onLoad ) onLoad( texture );
  32647. }
  32648. }, onProgress, onError );
  32649. }
  32650. if ( Array.isArray( url ) ) {
  32651. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32652. loadTexture( i );
  32653. }
  32654. } else {
  32655. // compressed cubemap texture stored in a single DDS file
  32656. loader.load( url, function ( buffer ) {
  32657. const texDatas = scope.parse( buffer, true );
  32658. if ( texDatas.isCubemap ) {
  32659. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32660. for ( let f = 0; f < faces; f ++ ) {
  32661. images[ f ] = { mipmaps: [] };
  32662. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32663. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32664. images[ f ].format = texDatas.format;
  32665. images[ f ].width = texDatas.width;
  32666. images[ f ].height = texDatas.height;
  32667. }
  32668. }
  32669. texture.image = images;
  32670. } else {
  32671. texture.image.width = texDatas.width;
  32672. texture.image.height = texDatas.height;
  32673. texture.mipmaps = texDatas.mipmaps;
  32674. }
  32675. if ( texDatas.mipmapCount === 1 ) {
  32676. texture.minFilter = LinearFilter;
  32677. }
  32678. texture.format = texDatas.format;
  32679. texture.needsUpdate = true;
  32680. if ( onLoad ) onLoad( texture );
  32681. }, onProgress, onError );
  32682. }
  32683. return texture;
  32684. }
  32685. }
  32686. const _loading = new WeakMap();
  32687. /**
  32688. * A loader for loading images. The class loads images with the HTML `Image` API.
  32689. *
  32690. * ```js
  32691. * const loader = new THREE.ImageLoader();
  32692. * const image = await loader.loadAsync( 'image.png' );
  32693. * ```
  32694. * Please note that `ImageLoader` has dropped support for progress
  32695. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32696. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  32697. *
  32698. * @augments Loader
  32699. */
  32700. class ImageLoader extends Loader {
  32701. /**
  32702. * Constructs a new image loader.
  32703. *
  32704. * @param {LoadingManager} [manager] - The loading manager.
  32705. */
  32706. constructor( manager ) {
  32707. super( manager );
  32708. }
  32709. /**
  32710. * Starts loading from the given URL and passes the loaded image
  32711. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32712. * directly be used for texture creation. If you do it this way, the texture
  32713. * may pop up in your scene once the respective loading process is finished.
  32714. *
  32715. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32716. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32717. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32718. * @param {onErrorCallback} onError - Executed when errors occur.
  32719. * @return {Image} The image.
  32720. */
  32721. load( url, onLoad, onProgress, onError ) {
  32722. if ( this.path !== undefined ) url = this.path + url;
  32723. url = this.manager.resolveURL( url );
  32724. const scope = this;
  32725. const cached = Cache.get( `image:${url}` );
  32726. if ( cached !== undefined ) {
  32727. if ( cached.complete === true ) {
  32728. scope.manager.itemStart( url );
  32729. setTimeout( function () {
  32730. if ( onLoad ) onLoad( cached );
  32731. scope.manager.itemEnd( url );
  32732. }, 0 );
  32733. } else {
  32734. let arr = _loading.get( cached );
  32735. if ( arr === undefined ) {
  32736. arr = [];
  32737. _loading.set( cached, arr );
  32738. }
  32739. arr.push( { onLoad, onError } );
  32740. }
  32741. return cached;
  32742. }
  32743. const image = createElementNS( 'img' );
  32744. function onImageLoad() {
  32745. removeEventListeners();
  32746. if ( onLoad ) onLoad( this );
  32747. //
  32748. const callbacks = _loading.get( this ) || [];
  32749. for ( let i = 0; i < callbacks.length; i ++ ) {
  32750. const callback = callbacks[ i ];
  32751. if ( callback.onLoad ) callback.onLoad( this );
  32752. }
  32753. _loading.delete( this );
  32754. scope.manager.itemEnd( url );
  32755. }
  32756. function onImageError( event ) {
  32757. removeEventListeners();
  32758. if ( onError ) onError( event );
  32759. Cache.remove( `image:${url}` );
  32760. //
  32761. const callbacks = _loading.get( this ) || [];
  32762. for ( let i = 0; i < callbacks.length; i ++ ) {
  32763. const callback = callbacks[ i ];
  32764. if ( callback.onError ) callback.onError( event );
  32765. }
  32766. _loading.delete( this );
  32767. scope.manager.itemError( url );
  32768. scope.manager.itemEnd( url );
  32769. }
  32770. function removeEventListeners() {
  32771. image.removeEventListener( 'load', onImageLoad, false );
  32772. image.removeEventListener( 'error', onImageError, false );
  32773. }
  32774. image.addEventListener( 'load', onImageLoad, false );
  32775. image.addEventListener( 'error', onImageError, false );
  32776. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32777. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32778. }
  32779. Cache.add( `image:${url}`, image );
  32780. scope.manager.itemStart( url );
  32781. image.src = url;
  32782. return image;
  32783. }
  32784. }
  32785. /**
  32786. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32787. *
  32788. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32789. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32790. * like vertical and horizontal cross, column and row layouts are not supported.
  32791. *
  32792. * Note that, by convention, cube maps are specified in a coordinate system
  32793. * in which positive-x is to the right when looking up the positive-z axis --
  32794. * in other words, using a left-handed coordinate system. Since three.js uses
  32795. * a right-handed coordinate system, environment maps used in three.js will
  32796. * have pos-x and neg-x swapped.
  32797. *
  32798. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32799. * is set to `SRGBColorSpace` by default.
  32800. *
  32801. * ```js
  32802. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32803. * const cubeTexture = await loader.loadAsync( [
  32804. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32805. * ] );
  32806. * scene.background = cubeTexture;
  32807. * ```
  32808. *
  32809. * @augments Loader
  32810. */
  32811. class CubeTextureLoader extends Loader {
  32812. /**
  32813. * Constructs a new cube texture loader.
  32814. *
  32815. * @param {LoadingManager} [manager] - The loading manager.
  32816. */
  32817. constructor( manager ) {
  32818. super( manager );
  32819. }
  32820. /**
  32821. * Starts loading from the given URL and pass the fully loaded cube texture
  32822. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32823. * directly be used for material creation. If you do it this way, the cube texture
  32824. * may pop up in your scene once the respective loading process is finished.
  32825. *
  32826. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32827. * cube texture. The urls should be specified in the following order: pos-x,
  32828. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32829. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32830. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32831. * @param {onErrorCallback} onError - Executed when errors occur.
  32832. * @return {CubeTexture} The cube texture.
  32833. */
  32834. load( urls, onLoad, onProgress, onError ) {
  32835. const texture = new CubeTexture();
  32836. texture.colorSpace = SRGBColorSpace;
  32837. const loader = new ImageLoader( this.manager );
  32838. loader.setCrossOrigin( this.crossOrigin );
  32839. loader.setPath( this.path );
  32840. let loaded = 0;
  32841. function loadTexture( i ) {
  32842. loader.load( urls[ i ], function ( image ) {
  32843. texture.images[ i ] = image;
  32844. loaded ++;
  32845. if ( loaded === 6 ) {
  32846. texture.needsUpdate = true;
  32847. if ( onLoad ) onLoad( texture );
  32848. }
  32849. }, undefined, onError );
  32850. }
  32851. for ( let i = 0; i < urls.length; ++ i ) {
  32852. loadTexture( i );
  32853. }
  32854. return texture;
  32855. }
  32856. }
  32857. /**
  32858. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32859. * Textures are internally loaded via {@link FileLoader}.
  32860. *
  32861. * Derived classes have to implement the `parse()` method which holds the parsing
  32862. * for the respective format.
  32863. *
  32864. * @abstract
  32865. * @augments Loader
  32866. */
  32867. class DataTextureLoader extends Loader {
  32868. /**
  32869. * Constructs a new data texture loader.
  32870. *
  32871. * @param {LoadingManager} [manager] - The loading manager.
  32872. */
  32873. constructor( manager ) {
  32874. super( manager );
  32875. }
  32876. /**
  32877. * Starts loading from the given URL and passes the loaded data texture
  32878. * to the `onLoad()` callback. The method also returns a new texture object which can
  32879. * directly be used for material creation. If you do it this way, the texture
  32880. * may pop up in your scene once the respective loading process is finished.
  32881. *
  32882. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32883. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32884. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32885. * @param {onErrorCallback} onError - Executed when errors occur.
  32886. * @return {DataTexture} The data texture.
  32887. */
  32888. load( url, onLoad, onProgress, onError ) {
  32889. const scope = this;
  32890. const texture = new DataTexture();
  32891. const loader = new FileLoader( this.manager );
  32892. loader.setResponseType( 'arraybuffer' );
  32893. loader.setRequestHeader( this.requestHeader );
  32894. loader.setPath( this.path );
  32895. loader.setWithCredentials( scope.withCredentials );
  32896. loader.load( url, function ( buffer ) {
  32897. let texData;
  32898. try {
  32899. texData = scope.parse( buffer );
  32900. } catch ( error ) {
  32901. if ( onError !== undefined ) {
  32902. onError( error );
  32903. } else {
  32904. error( error );
  32905. return;
  32906. }
  32907. }
  32908. if ( texData.image !== undefined ) {
  32909. texture.image = texData.image;
  32910. } else if ( texData.data !== undefined ) {
  32911. texture.image.width = texData.width;
  32912. texture.image.height = texData.height;
  32913. texture.image.data = texData.data;
  32914. }
  32915. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32916. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32917. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32918. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32919. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32920. if ( texData.colorSpace !== undefined ) {
  32921. texture.colorSpace = texData.colorSpace;
  32922. }
  32923. if ( texData.flipY !== undefined ) {
  32924. texture.flipY = texData.flipY;
  32925. }
  32926. if ( texData.format !== undefined ) {
  32927. texture.format = texData.format;
  32928. }
  32929. if ( texData.type !== undefined ) {
  32930. texture.type = texData.type;
  32931. }
  32932. if ( texData.mipmaps !== undefined ) {
  32933. texture.mipmaps = texData.mipmaps;
  32934. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32935. }
  32936. if ( texData.mipmapCount === 1 ) {
  32937. texture.minFilter = LinearFilter;
  32938. }
  32939. if ( texData.generateMipmaps !== undefined ) {
  32940. texture.generateMipmaps = texData.generateMipmaps;
  32941. }
  32942. texture.needsUpdate = true;
  32943. if ( onLoad ) onLoad( texture, texData );
  32944. }, onProgress, onError );
  32945. return texture;
  32946. }
  32947. }
  32948. /**
  32949. * Class for loading textures. Images are internally
  32950. * loaded via {@link ImageLoader}.
  32951. *
  32952. * ```js
  32953. * const loader = new THREE.TextureLoader();
  32954. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32955. *
  32956. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32957. * ```
  32958. * Please note that `TextureLoader` has dropped support for progress
  32959. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32960. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32961. *
  32962. * @augments Loader
  32963. */
  32964. class TextureLoader extends Loader {
  32965. /**
  32966. * Constructs a new texture loader.
  32967. *
  32968. * @param {LoadingManager} [manager] - The loading manager.
  32969. */
  32970. constructor( manager ) {
  32971. super( manager );
  32972. }
  32973. /**
  32974. * Starts loading from the given URL and pass the fully loaded texture
  32975. * to the `onLoad()` callback. The method also returns a new texture object which can
  32976. * directly be used for material creation. If you do it this way, the texture
  32977. * may pop up in your scene once the respective loading process is finished.
  32978. *
  32979. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32980. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32981. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32982. * @param {onErrorCallback} onError - Executed when errors occur.
  32983. * @return {Texture} The texture.
  32984. */
  32985. load( url, onLoad, onProgress, onError ) {
  32986. const texture = new Texture();
  32987. const loader = new ImageLoader( this.manager );
  32988. loader.setCrossOrigin( this.crossOrigin );
  32989. loader.setPath( this.path );
  32990. loader.load( url, function ( image ) {
  32991. texture.image = image;
  32992. texture.needsUpdate = true;
  32993. if ( onLoad !== undefined ) {
  32994. onLoad( texture );
  32995. }
  32996. }, onProgress, onError );
  32997. return texture;
  32998. }
  32999. }
  33000. /**
  33001. * Abstract base class for lights - all other light types inherit the
  33002. * properties and methods described here.
  33003. *
  33004. * @abstract
  33005. * @augments Object3D
  33006. */
  33007. class Light extends Object3D {
  33008. /**
  33009. * Constructs a new light.
  33010. *
  33011. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33012. * @param {number} [intensity=1] - The light's strength/intensity.
  33013. */
  33014. constructor( color, intensity = 1 ) {
  33015. super();
  33016. /**
  33017. * This flag can be used for type testing.
  33018. *
  33019. * @type {boolean}
  33020. * @readonly
  33021. * @default true
  33022. */
  33023. this.isLight = true;
  33024. this.type = 'Light';
  33025. /**
  33026. * The light's color.
  33027. *
  33028. * @type {Color}
  33029. */
  33030. this.color = new Color( color );
  33031. /**
  33032. * The light's intensity.
  33033. *
  33034. * @type {number}
  33035. * @default 1
  33036. */
  33037. this.intensity = intensity;
  33038. }
  33039. /**
  33040. * Frees the GPU-related resources allocated by this instance. Call this
  33041. * method whenever this instance is no longer used in your app.
  33042. */
  33043. dispose() {
  33044. // Empty here in base class; some subclasses override.
  33045. }
  33046. copy( source, recursive ) {
  33047. super.copy( source, recursive );
  33048. this.color.copy( source.color );
  33049. this.intensity = source.intensity;
  33050. return this;
  33051. }
  33052. toJSON( meta ) {
  33053. const data = super.toJSON( meta );
  33054. data.object.color = this.color.getHex();
  33055. data.object.intensity = this.intensity;
  33056. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  33057. if ( this.distance !== undefined ) data.object.distance = this.distance;
  33058. if ( this.angle !== undefined ) data.object.angle = this.angle;
  33059. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33060. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33061. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33062. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33063. return data;
  33064. }
  33065. }
  33066. /**
  33067. * A light source positioned directly above the scene, with color fading from
  33068. * the sky color to the ground color.
  33069. *
  33070. * This light cannot be used to cast shadows.
  33071. *
  33072. * ```js
  33073. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33074. * scene.add( light );
  33075. * ```
  33076. *
  33077. * @augments Light
  33078. */
  33079. class HemisphereLight extends Light {
  33080. /**
  33081. * Constructs a new hemisphere light.
  33082. *
  33083. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33084. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33085. * @param {number} [intensity=1] - The light's strength/intensity.
  33086. */
  33087. constructor( skyColor, groundColor, intensity ) {
  33088. super( skyColor, intensity );
  33089. /**
  33090. * This flag can be used for type testing.
  33091. *
  33092. * @type {boolean}
  33093. * @readonly
  33094. * @default true
  33095. */
  33096. this.isHemisphereLight = true;
  33097. this.type = 'HemisphereLight';
  33098. this.position.copy( Object3D.DEFAULT_UP );
  33099. this.updateMatrix();
  33100. /**
  33101. * The light's ground color.
  33102. *
  33103. * @type {Color}
  33104. */
  33105. this.groundColor = new Color( groundColor );
  33106. }
  33107. copy( source, recursive ) {
  33108. super.copy( source, recursive );
  33109. this.groundColor.copy( source.groundColor );
  33110. return this;
  33111. }
  33112. }
  33113. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33114. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33115. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33116. /**
  33117. * Abstract base class for light shadow classes. These classes
  33118. * represent the shadow configuration for different light types.
  33119. *
  33120. * @abstract
  33121. */
  33122. class LightShadow {
  33123. /**
  33124. * Constructs a new light shadow.
  33125. *
  33126. * @param {Camera} camera - The light's view of the world.
  33127. */
  33128. constructor( camera ) {
  33129. /**
  33130. * The light's view of the world.
  33131. *
  33132. * @type {Camera}
  33133. */
  33134. this.camera = camera;
  33135. /**
  33136. * The intensity of the shadow. The default is `1`.
  33137. * Valid values are in the range `[0, 1]`.
  33138. *
  33139. * @type {number}
  33140. * @default 1
  33141. */
  33142. this.intensity = 1;
  33143. /**
  33144. * Shadow map bias, how much to add or subtract from the normalized depth
  33145. * when deciding whether a surface is in shadow.
  33146. *
  33147. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33148. * may help reduce artifacts in shadows.
  33149. *
  33150. * @type {number}
  33151. * @default 0
  33152. */
  33153. this.bias = 0;
  33154. /**
  33155. * Defines how much the position used to query the shadow map is offset along
  33156. * the object normal. The default is `0`. Increasing this value can be used to
  33157. * reduce shadow acne especially in large scenes where light shines onto
  33158. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33159. *
  33160. * @type {number}
  33161. * @default 0
  33162. */
  33163. this.normalBias = 0;
  33164. /**
  33165. * Setting this to values greater than 1 will blur the edges of the shadow.
  33166. * High values will cause unwanted banding effects in the shadows - a greater
  33167. * map size will allow for a higher value to be used here before these effects
  33168. * become visible.
  33169. *
  33170. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  33171. * and it is recommended to increase softness by decreasing the shadow map size instead.
  33172. *
  33173. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33174. *
  33175. * @type {number}
  33176. * @default 1
  33177. */
  33178. this.radius = 1;
  33179. /**
  33180. * The amount of samples to use when blurring a VSM shadow map.
  33181. *
  33182. * @type {number}
  33183. * @default 8
  33184. */
  33185. this.blurSamples = 8;
  33186. /**
  33187. * Defines the width and height of the shadow map. Higher values give better quality
  33188. * shadows at the cost of computation time. Values must be powers of two.
  33189. *
  33190. * @type {Vector2}
  33191. * @default (512,512)
  33192. */
  33193. this.mapSize = new Vector2( 512, 512 );
  33194. /**
  33195. * The type of shadow texture. The default is `UnsignedByteType`.
  33196. *
  33197. * @type {number}
  33198. * @default UnsignedByteType
  33199. */
  33200. this.mapType = UnsignedByteType;
  33201. /**
  33202. * The depth map generated using the internal camera; a location beyond a
  33203. * pixel's depth is in shadow. Computed internally during rendering.
  33204. *
  33205. * @type {?RenderTarget}
  33206. * @default null
  33207. */
  33208. this.map = null;
  33209. /**
  33210. * The distribution map generated using the internal camera; an occlusion is
  33211. * calculated based on the distribution of depths. Computed internally during
  33212. * rendering.
  33213. *
  33214. * @type {?RenderTarget}
  33215. * @default null
  33216. */
  33217. this.mapPass = null;
  33218. /**
  33219. * Model to shadow camera space, to compute location and depth in shadow map.
  33220. * This is computed internally during rendering.
  33221. *
  33222. * @type {Matrix4}
  33223. */
  33224. this.matrix = new Matrix4();
  33225. /**
  33226. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33227. * lighting / shadows, you may set this to `false`.
  33228. *
  33229. * @type {boolean}
  33230. * @default true
  33231. */
  33232. this.autoUpdate = true;
  33233. /**
  33234. * When set to `true`, shadow maps will be updated in the next `render` call.
  33235. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33236. * set this property to `true` and then make a render call to update the light's shadow.
  33237. *
  33238. * @type {boolean}
  33239. * @default false
  33240. */
  33241. this.needsUpdate = false;
  33242. this._frustum = new Frustum();
  33243. this._frameExtents = new Vector2( 1, 1 );
  33244. this._viewportCount = 1;
  33245. this._viewports = [
  33246. new Vector4( 0, 0, 1, 1 )
  33247. ];
  33248. }
  33249. /**
  33250. * Used internally by the renderer to get the number of viewports that need
  33251. * to be rendered for this shadow.
  33252. *
  33253. * @return {number} The viewport count.
  33254. */
  33255. getViewportCount() {
  33256. return this._viewportCount;
  33257. }
  33258. /**
  33259. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33260. *
  33261. * @return {Frustum} The shadow camera frustum.
  33262. */
  33263. getFrustum() {
  33264. return this._frustum;
  33265. }
  33266. /**
  33267. * Update the matrices for the camera and shadow, used internally by the renderer.
  33268. *
  33269. * @param {Light} light - The light for which the shadow is being rendered.
  33270. */
  33271. updateMatrices( light ) {
  33272. const shadowCamera = this.camera;
  33273. const shadowMatrix = this.matrix;
  33274. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33275. shadowCamera.position.copy( _lightPositionWorld$1 );
  33276. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33277. shadowCamera.lookAt( _lookTarget$1 );
  33278. shadowCamera.updateMatrixWorld();
  33279. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33280. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33281. if ( shadowCamera.reversedDepth ) {
  33282. shadowMatrix.set(
  33283. 0.5, 0.0, 0.0, 0.5,
  33284. 0.0, 0.5, 0.0, 0.5,
  33285. 0.0, 0.0, 1.0, 0.0,
  33286. 0.0, 0.0, 0.0, 1.0
  33287. );
  33288. } else {
  33289. shadowMatrix.set(
  33290. 0.5, 0.0, 0.0, 0.5,
  33291. 0.0, 0.5, 0.0, 0.5,
  33292. 0.0, 0.0, 0.5, 0.5,
  33293. 0.0, 0.0, 0.0, 1.0
  33294. );
  33295. }
  33296. shadowMatrix.multiply( _projScreenMatrix$1 );
  33297. }
  33298. /**
  33299. * Returns a viewport definition for the given viewport index.
  33300. *
  33301. * @param {number} viewportIndex - The viewport index.
  33302. * @return {Vector4} The viewport.
  33303. */
  33304. getViewport( viewportIndex ) {
  33305. return this._viewports[ viewportIndex ];
  33306. }
  33307. /**
  33308. * Returns the frame extends.
  33309. *
  33310. * @return {Vector2} The frame extends.
  33311. */
  33312. getFrameExtents() {
  33313. return this._frameExtents;
  33314. }
  33315. /**
  33316. * Frees the GPU-related resources allocated by this instance. Call this
  33317. * method whenever this instance is no longer used in your app.
  33318. */
  33319. dispose() {
  33320. if ( this.map ) {
  33321. this.map.dispose();
  33322. }
  33323. if ( this.mapPass ) {
  33324. this.mapPass.dispose();
  33325. }
  33326. }
  33327. /**
  33328. * Copies the values of the given light shadow instance to this instance.
  33329. *
  33330. * @param {LightShadow} source - The light shadow to copy.
  33331. * @return {LightShadow} A reference to this light shadow instance.
  33332. */
  33333. copy( source ) {
  33334. this.camera = source.camera.clone();
  33335. this.intensity = source.intensity;
  33336. this.bias = source.bias;
  33337. this.radius = source.radius;
  33338. this.autoUpdate = source.autoUpdate;
  33339. this.needsUpdate = source.needsUpdate;
  33340. this.normalBias = source.normalBias;
  33341. this.blurSamples = source.blurSamples;
  33342. this.mapSize.copy( source.mapSize );
  33343. return this;
  33344. }
  33345. /**
  33346. * Returns a new light shadow instance with copied values from this instance.
  33347. *
  33348. * @return {LightShadow} A clone of this instance.
  33349. */
  33350. clone() {
  33351. return new this.constructor().copy( this );
  33352. }
  33353. /**
  33354. * Serializes the light shadow into JSON.
  33355. *
  33356. * @return {Object} A JSON object representing the serialized light shadow.
  33357. * @see {@link ObjectLoader#parse}
  33358. */
  33359. toJSON() {
  33360. const object = {};
  33361. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33362. if ( this.bias !== 0 ) object.bias = this.bias;
  33363. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33364. if ( this.radius !== 1 ) object.radius = this.radius;
  33365. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33366. object.camera = this.camera.toJSON( false ).object;
  33367. delete object.camera.matrix;
  33368. return object;
  33369. }
  33370. }
  33371. /**
  33372. * Represents the shadow configuration of directional lights.
  33373. *
  33374. * @augments LightShadow
  33375. */
  33376. class SpotLightShadow extends LightShadow {
  33377. /**
  33378. * Constructs a new spot light shadow.
  33379. */
  33380. constructor() {
  33381. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33382. /**
  33383. * This flag can be used for type testing.
  33384. *
  33385. * @type {boolean}
  33386. * @readonly
  33387. * @default true
  33388. */
  33389. this.isSpotLightShadow = true;
  33390. /**
  33391. * Used to focus the shadow camera. The camera's field of view is set as a
  33392. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33393. *
  33394. * @type {number}
  33395. * @default 1
  33396. */
  33397. this.focus = 1;
  33398. /**
  33399. * Texture aspect ratio.
  33400. *
  33401. * @type {number}
  33402. * @default 1
  33403. */
  33404. this.aspect = 1;
  33405. }
  33406. updateMatrices( light ) {
  33407. const camera = this.camera;
  33408. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33409. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33410. const far = light.distance || camera.far;
  33411. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33412. camera.fov = fov;
  33413. camera.aspect = aspect;
  33414. camera.far = far;
  33415. camera.updateProjectionMatrix();
  33416. }
  33417. super.updateMatrices( light );
  33418. }
  33419. copy( source ) {
  33420. super.copy( source );
  33421. this.focus = source.focus;
  33422. return this;
  33423. }
  33424. }
  33425. /**
  33426. * This light gets emitted from a single point in one direction, along a cone
  33427. * that increases in size the further from the light it gets.
  33428. *
  33429. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33430. *
  33431. * ```js
  33432. * // white spotlight shining from the side, modulated by a texture
  33433. * const spotLight = new THREE.SpotLight( 0xffffff );
  33434. * spotLight.position.set( 100, 1000, 100 );
  33435. * spotLight.map = new THREE.TextureLoader().load( url );
  33436. *
  33437. * spotLight.castShadow = true;
  33438. * spotLight.shadow.mapSize.width = 1024;
  33439. * spotLight.shadow.mapSize.height = 1024;
  33440. * spotLight.shadow.camera.near = 500;
  33441. * spotLight.shadow.camera.far = 4000;
  33442. * spotLight.shadow.camera.fov = 30;s
  33443. * ```
  33444. *
  33445. * @augments Light
  33446. */
  33447. class SpotLight extends Light {
  33448. /**
  33449. * Constructs a new spot light.
  33450. *
  33451. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33452. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33453. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33454. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33455. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33456. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33457. */
  33458. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33459. super( color, intensity );
  33460. /**
  33461. * This flag can be used for type testing.
  33462. *
  33463. * @type {boolean}
  33464. * @readonly
  33465. * @default true
  33466. */
  33467. this.isSpotLight = true;
  33468. this.type = 'SpotLight';
  33469. this.position.copy( Object3D.DEFAULT_UP );
  33470. this.updateMatrix();
  33471. /**
  33472. * The spot light points from its position to the
  33473. * target's position.
  33474. *
  33475. * For the target's position to be changed to anything other
  33476. * than the default, it must be added to the scene.
  33477. *
  33478. * It is also possible to set the target to be another 3D object
  33479. * in the scene. The light will now track the target object.
  33480. *
  33481. * @type {Object3D}
  33482. */
  33483. this.target = new Object3D();
  33484. /**
  33485. * Maximum range of the light. `0` means no limit.
  33486. *
  33487. * @type {number}
  33488. * @default 0
  33489. */
  33490. this.distance = distance;
  33491. /**
  33492. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33493. *
  33494. * @type {number}
  33495. * @default Math.PI/3
  33496. */
  33497. this.angle = angle;
  33498. /**
  33499. * Percent of the spotlight cone that is attenuated due to penumbra.
  33500. * Value range is `[0,1]`.
  33501. *
  33502. * @type {number}
  33503. * @default 0
  33504. */
  33505. this.penumbra = penumbra;
  33506. /**
  33507. * The amount the light dims along the distance of the light. In context of
  33508. * physically-correct rendering the default value should not be changed.
  33509. *
  33510. * @type {number}
  33511. * @default 2
  33512. */
  33513. this.decay = decay;
  33514. /**
  33515. * A texture used to modulate the color of the light. The spot light
  33516. * color is mixed with the RGB value of this texture, with a ratio
  33517. * corresponding to its alpha value. The cookie-like masking effect is
  33518. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33519. *
  33520. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33521. *
  33522. * @type {?Texture}
  33523. * @default null
  33524. */
  33525. this.map = null;
  33526. /**
  33527. * This property holds the light's shadow configuration.
  33528. *
  33529. * @type {SpotLightShadow}
  33530. */
  33531. this.shadow = new SpotLightShadow();
  33532. }
  33533. /**
  33534. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33535. * Changing the power will also change the light's intensity.
  33536. *
  33537. * @type {number}
  33538. */
  33539. get power() {
  33540. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33541. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33542. return this.intensity * Math.PI;
  33543. }
  33544. set power( power ) {
  33545. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33546. this.intensity = power / Math.PI;
  33547. }
  33548. dispose() {
  33549. this.shadow.dispose();
  33550. }
  33551. copy( source, recursive ) {
  33552. super.copy( source, recursive );
  33553. this.distance = source.distance;
  33554. this.angle = source.angle;
  33555. this.penumbra = source.penumbra;
  33556. this.decay = source.decay;
  33557. this.target = source.target.clone();
  33558. this.shadow = source.shadow.clone();
  33559. return this;
  33560. }
  33561. }
  33562. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33563. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33564. const _lookTarget = /*@__PURE__*/ new Vector3();
  33565. /**
  33566. * Represents the shadow configuration of point lights.
  33567. *
  33568. * @augments LightShadow
  33569. */
  33570. class PointLightShadow extends LightShadow {
  33571. /**
  33572. * Constructs a new point light shadow.
  33573. */
  33574. constructor() {
  33575. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33576. /**
  33577. * This flag can be used for type testing.
  33578. *
  33579. * @type {boolean}
  33580. * @readonly
  33581. * @default true
  33582. */
  33583. this.isPointLightShadow = true;
  33584. this._frameExtents = new Vector2( 4, 2 );
  33585. this._viewportCount = 6;
  33586. this._viewports = [
  33587. // These viewports map a cube-map onto a 2D texture with the
  33588. // following orientation:
  33589. //
  33590. // xzXZ
  33591. // y Y
  33592. //
  33593. // X - Positive x direction
  33594. // x - Negative x direction
  33595. // Y - Positive y direction
  33596. // y - Negative y direction
  33597. // Z - Positive z direction
  33598. // z - Negative z direction
  33599. // positive X
  33600. new Vector4( 2, 1, 1, 1 ),
  33601. // negative X
  33602. new Vector4( 0, 1, 1, 1 ),
  33603. // positive Z
  33604. new Vector4( 3, 1, 1, 1 ),
  33605. // negative Z
  33606. new Vector4( 1, 1, 1, 1 ),
  33607. // positive Y
  33608. new Vector4( 3, 0, 1, 1 ),
  33609. // negative Y
  33610. new Vector4( 1, 0, 1, 1 )
  33611. ];
  33612. this._cubeDirections = [
  33613. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33614. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33615. ];
  33616. this._cubeUps = [
  33617. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33618. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33619. ];
  33620. }
  33621. /**
  33622. * Update the matrices for the camera and shadow, used internally by the renderer.
  33623. *
  33624. * @param {Light} light - The light for which the shadow is being rendered.
  33625. * @param {number} [viewportIndex=0] - The viewport index.
  33626. */
  33627. updateMatrices( light, viewportIndex = 0 ) {
  33628. const camera = this.camera;
  33629. const shadowMatrix = this.matrix;
  33630. const far = light.distance || camera.far;
  33631. if ( far !== camera.far ) {
  33632. camera.far = far;
  33633. camera.updateProjectionMatrix();
  33634. }
  33635. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33636. camera.position.copy( _lightPositionWorld );
  33637. _lookTarget.copy( camera.position );
  33638. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33639. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33640. camera.lookAt( _lookTarget );
  33641. camera.updateMatrixWorld();
  33642. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33643. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33644. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33645. }
  33646. }
  33647. /**
  33648. * A light that gets emitted from a single point in all directions. A common
  33649. * use case for this is to replicate the light emitted from a bare
  33650. * lightbulb.
  33651. *
  33652. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33653. *
  33654. * ```js
  33655. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33656. * light.position.set( 50, 50, 50 );
  33657. * scene.add( light );
  33658. * ```
  33659. *
  33660. * @augments Light
  33661. */
  33662. class PointLight extends Light {
  33663. /**
  33664. * Constructs a new point light.
  33665. *
  33666. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33667. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33668. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33669. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33670. */
  33671. constructor( color, intensity, distance = 0, decay = 2 ) {
  33672. super( color, intensity );
  33673. /**
  33674. * This flag can be used for type testing.
  33675. *
  33676. * @type {boolean}
  33677. * @readonly
  33678. * @default true
  33679. */
  33680. this.isPointLight = true;
  33681. this.type = 'PointLight';
  33682. /**
  33683. * When distance is zero, light will attenuate according to inverse-square
  33684. * law to infinite distance. When distance is non-zero, light will attenuate
  33685. * according to inverse-square law until near the distance cutoff, where it
  33686. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33687. * physically correct.
  33688. *
  33689. * @type {number}
  33690. * @default 0
  33691. */
  33692. this.distance = distance;
  33693. /**
  33694. * The amount the light dims along the distance of the light. In context of
  33695. * physically-correct rendering the default value should not be changed.
  33696. *
  33697. * @type {number}
  33698. * @default 2
  33699. */
  33700. this.decay = decay;
  33701. /**
  33702. * This property holds the light's shadow configuration.
  33703. *
  33704. * @type {PointLightShadow}
  33705. */
  33706. this.shadow = new PointLightShadow();
  33707. }
  33708. /**
  33709. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33710. * Changing the power will also change the light's intensity.
  33711. *
  33712. * @type {number}
  33713. */
  33714. get power() {
  33715. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33716. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33717. return this.intensity * 4 * Math.PI;
  33718. }
  33719. set power( power ) {
  33720. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33721. this.intensity = power / ( 4 * Math.PI );
  33722. }
  33723. dispose() {
  33724. this.shadow.dispose();
  33725. }
  33726. copy( source, recursive ) {
  33727. super.copy( source, recursive );
  33728. this.distance = source.distance;
  33729. this.decay = source.decay;
  33730. this.shadow = source.shadow.clone();
  33731. return this;
  33732. }
  33733. }
  33734. /**
  33735. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  33736. *
  33737. * In this projection mode, an object's size in the rendered image stays
  33738. * constant regardless of its distance from the camera. This can be useful
  33739. * for rendering 2D scenes and UI elements, amongst other things.
  33740. *
  33741. * ```js
  33742. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33743. * scene.add( camera );
  33744. * ```
  33745. *
  33746. * @augments Camera
  33747. */
  33748. class OrthographicCamera extends Camera {
  33749. /**
  33750. * Constructs a new orthographic camera.
  33751. *
  33752. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33753. * @param {number} [right=1] - The right plane of the camera's frustum.
  33754. * @param {number} [top=1] - The top plane of the camera's frustum.
  33755. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33756. * @param {number} [near=0.1] - The camera's near plane.
  33757. * @param {number} [far=2000] - The camera's far plane.
  33758. */
  33759. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33760. super();
  33761. /**
  33762. * This flag can be used for type testing.
  33763. *
  33764. * @type {boolean}
  33765. * @readonly
  33766. * @default true
  33767. */
  33768. this.isOrthographicCamera = true;
  33769. this.type = 'OrthographicCamera';
  33770. /**
  33771. * The zoom factor of the camera.
  33772. *
  33773. * @type {number}
  33774. * @default 1
  33775. */
  33776. this.zoom = 1;
  33777. /**
  33778. * Represents the frustum window specification. This property should not be edited
  33779. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33780. *
  33781. * @type {?Object}
  33782. * @default null
  33783. */
  33784. this.view = null;
  33785. /**
  33786. * The left plane of the camera's frustum.
  33787. *
  33788. * @type {number}
  33789. * @default -1
  33790. */
  33791. this.left = left;
  33792. /**
  33793. * The right plane of the camera's frustum.
  33794. *
  33795. * @type {number}
  33796. * @default 1
  33797. */
  33798. this.right = right;
  33799. /**
  33800. * The top plane of the camera's frustum.
  33801. *
  33802. * @type {number}
  33803. * @default 1
  33804. */
  33805. this.top = top;
  33806. /**
  33807. * The bottom plane of the camera's frustum.
  33808. *
  33809. * @type {number}
  33810. * @default -1
  33811. */
  33812. this.bottom = bottom;
  33813. /**
  33814. * The camera's near plane. The valid range is greater than `0`
  33815. * and less than the current value of {@link OrthographicCamera#far}.
  33816. *
  33817. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33818. * valid value for an orthographic camera's near plane.
  33819. *
  33820. * @type {number}
  33821. * @default 0.1
  33822. */
  33823. this.near = near;
  33824. /**
  33825. * The camera's far plane. Must be greater than the
  33826. * current value of {@link OrthographicCamera#near}.
  33827. *
  33828. * @type {number}
  33829. * @default 2000
  33830. */
  33831. this.far = far;
  33832. this.updateProjectionMatrix();
  33833. }
  33834. copy( source, recursive ) {
  33835. super.copy( source, recursive );
  33836. this.left = source.left;
  33837. this.right = source.right;
  33838. this.top = source.top;
  33839. this.bottom = source.bottom;
  33840. this.near = source.near;
  33841. this.far = source.far;
  33842. this.zoom = source.zoom;
  33843. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33844. return this;
  33845. }
  33846. /**
  33847. * Sets an offset in a larger frustum. This is useful for multi-window or
  33848. * multi-monitor/multi-machine setups.
  33849. *
  33850. * @param {number} fullWidth - The full width of multiview setup.
  33851. * @param {number} fullHeight - The full height of multiview setup.
  33852. * @param {number} x - The horizontal offset of the subcamera.
  33853. * @param {number} y - The vertical offset of the subcamera.
  33854. * @param {number} width - The width of subcamera.
  33855. * @param {number} height - The height of subcamera.
  33856. * @see {@link PerspectiveCamera#setViewOffset}
  33857. */
  33858. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33859. if ( this.view === null ) {
  33860. this.view = {
  33861. enabled: true,
  33862. fullWidth: 1,
  33863. fullHeight: 1,
  33864. offsetX: 0,
  33865. offsetY: 0,
  33866. width: 1,
  33867. height: 1
  33868. };
  33869. }
  33870. this.view.enabled = true;
  33871. this.view.fullWidth = fullWidth;
  33872. this.view.fullHeight = fullHeight;
  33873. this.view.offsetX = x;
  33874. this.view.offsetY = y;
  33875. this.view.width = width;
  33876. this.view.height = height;
  33877. this.updateProjectionMatrix();
  33878. }
  33879. /**
  33880. * Removes the view offset from the projection matrix.
  33881. */
  33882. clearViewOffset() {
  33883. if ( this.view !== null ) {
  33884. this.view.enabled = false;
  33885. }
  33886. this.updateProjectionMatrix();
  33887. }
  33888. /**
  33889. * Updates the camera's projection matrix. Must be called after any change of
  33890. * camera properties.
  33891. */
  33892. updateProjectionMatrix() {
  33893. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33894. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33895. const cx = ( this.right + this.left ) / 2;
  33896. const cy = ( this.top + this.bottom ) / 2;
  33897. let left = cx - dx;
  33898. let right = cx + dx;
  33899. let top = cy + dy;
  33900. let bottom = cy - dy;
  33901. if ( this.view !== null && this.view.enabled ) {
  33902. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33903. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33904. left += scaleW * this.view.offsetX;
  33905. right = left + scaleW * this.view.width;
  33906. top -= scaleH * this.view.offsetY;
  33907. bottom = top - scaleH * this.view.height;
  33908. }
  33909. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33910. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33911. }
  33912. toJSON( meta ) {
  33913. const data = super.toJSON( meta );
  33914. data.object.zoom = this.zoom;
  33915. data.object.left = this.left;
  33916. data.object.right = this.right;
  33917. data.object.top = this.top;
  33918. data.object.bottom = this.bottom;
  33919. data.object.near = this.near;
  33920. data.object.far = this.far;
  33921. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33922. return data;
  33923. }
  33924. }
  33925. /**
  33926. * Represents the shadow configuration of directional lights.
  33927. *
  33928. * @augments LightShadow
  33929. */
  33930. class DirectionalLightShadow extends LightShadow {
  33931. /**
  33932. * Constructs a new directional light shadow.
  33933. */
  33934. constructor() {
  33935. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33936. /**
  33937. * This flag can be used for type testing.
  33938. *
  33939. * @type {boolean}
  33940. * @readonly
  33941. * @default true
  33942. */
  33943. this.isDirectionalLightShadow = true;
  33944. }
  33945. }
  33946. /**
  33947. * A light that gets emitted in a specific direction. This light will behave
  33948. * as though it is infinitely far away and the rays produced from it are all
  33949. * parallel. The common use case for this is to simulate daylight; the sun is
  33950. * far enough away that its position can be considered to be infinite, and
  33951. * all light rays coming from it are parallel.
  33952. *
  33953. * A common point of confusion for directional lights is that setting the
  33954. * rotation has no effect. This is because three.js's DirectionalLight is the
  33955. * equivalent to what is often called a 'Target Direct Light' in other
  33956. * applications.
  33957. *
  33958. * This means that its direction is calculated as pointing from the light's
  33959. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33960. * (as opposed to a 'Free Direct Light' that just has a rotation
  33961. * component).
  33962. *
  33963. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33964. *
  33965. * ```js
  33966. * // White directional light at half intensity shining from the top.
  33967. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33968. * scene.add( directionalLight );
  33969. * ```
  33970. *
  33971. * @augments Light
  33972. */
  33973. class DirectionalLight extends Light {
  33974. /**
  33975. * Constructs a new directional light.
  33976. *
  33977. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33978. * @param {number} [intensity=1] - The light's strength/intensity.
  33979. */
  33980. constructor( color, intensity ) {
  33981. super( color, intensity );
  33982. /**
  33983. * This flag can be used for type testing.
  33984. *
  33985. * @type {boolean}
  33986. * @readonly
  33987. * @default true
  33988. */
  33989. this.isDirectionalLight = true;
  33990. this.type = 'DirectionalLight';
  33991. this.position.copy( Object3D.DEFAULT_UP );
  33992. this.updateMatrix();
  33993. /**
  33994. * The directional light points from its position to the
  33995. * target's position.
  33996. *
  33997. * For the target's position to be changed to anything other
  33998. * than the default, it must be added to the scene.
  33999. *
  34000. * It is also possible to set the target to be another 3D object
  34001. * in the scene. The light will now track the target object.
  34002. *
  34003. * @type {Object3D}
  34004. */
  34005. this.target = new Object3D();
  34006. /**
  34007. * This property holds the light's shadow configuration.
  34008. *
  34009. * @type {DirectionalLightShadow}
  34010. */
  34011. this.shadow = new DirectionalLightShadow();
  34012. }
  34013. dispose() {
  34014. this.shadow.dispose();
  34015. }
  34016. copy( source ) {
  34017. super.copy( source );
  34018. this.target = source.target.clone();
  34019. this.shadow = source.shadow.clone();
  34020. return this;
  34021. }
  34022. }
  34023. /**
  34024. * This light globally illuminates all objects in the scene equally.
  34025. *
  34026. * It cannot be used to cast shadows as it does not have a direction.
  34027. *
  34028. * ```js
  34029. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34030. * scene.add( light );
  34031. * ```
  34032. *
  34033. * @augments Light
  34034. */
  34035. class AmbientLight extends Light {
  34036. /**
  34037. * Constructs a new ambient light.
  34038. *
  34039. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34040. * @param {number} [intensity=1] - The light's strength/intensity.
  34041. */
  34042. constructor( color, intensity ) {
  34043. super( color, intensity );
  34044. /**
  34045. * This flag can be used for type testing.
  34046. *
  34047. * @type {boolean}
  34048. * @readonly
  34049. * @default true
  34050. */
  34051. this.isAmbientLight = true;
  34052. this.type = 'AmbientLight';
  34053. }
  34054. }
  34055. /**
  34056. * This class emits light uniformly across the face a rectangular plane.
  34057. * This light type can be used to simulate light sources such as bright
  34058. * windows or strip lighting.
  34059. *
  34060. * Important Notes:
  34061. *
  34062. * - There is no shadow support.
  34063. * - Only PBR materials are supported.
  34064. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34065. * into your app and init the uniforms/textures.
  34066. *
  34067. * ```js
  34068. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34069. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34070. *
  34071. * const intensity = 1; const width = 10; const height = 10;
  34072. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34073. * rectLight.position.set( 5, 5, 0 );
  34074. * rectLight.lookAt( 0, 0, 0 );
  34075. * scene.add( rectLight )
  34076. * ```
  34077. *
  34078. * @augments Light
  34079. */
  34080. class RectAreaLight extends Light {
  34081. /**
  34082. * Constructs a new area light.
  34083. *
  34084. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34085. * @param {number} [intensity=1] - The light's strength/intensity.
  34086. * @param {number} [width=10] - The width of the light.
  34087. * @param {number} [height=10] - The height of the light.
  34088. */
  34089. constructor( color, intensity, width = 10, height = 10 ) {
  34090. super( color, intensity );
  34091. /**
  34092. * This flag can be used for type testing.
  34093. *
  34094. * @type {boolean}
  34095. * @readonly
  34096. * @default true
  34097. */
  34098. this.isRectAreaLight = true;
  34099. this.type = 'RectAreaLight';
  34100. /**
  34101. * The width of the light.
  34102. *
  34103. * @type {number}
  34104. * @default 10
  34105. */
  34106. this.width = width;
  34107. /**
  34108. * The height of the light.
  34109. *
  34110. * @type {number}
  34111. * @default 10
  34112. */
  34113. this.height = height;
  34114. }
  34115. /**
  34116. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34117. * Changing the power will also change the light's intensity.
  34118. *
  34119. * @type {number}
  34120. */
  34121. get power() {
  34122. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34123. return this.intensity * this.width * this.height * Math.PI;
  34124. }
  34125. set power( power ) {
  34126. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34127. this.intensity = power / ( this.width * this.height * Math.PI );
  34128. }
  34129. copy( source ) {
  34130. super.copy( source );
  34131. this.width = source.width;
  34132. this.height = source.height;
  34133. return this;
  34134. }
  34135. toJSON( meta ) {
  34136. const data = super.toJSON( meta );
  34137. data.object.width = this.width;
  34138. data.object.height = this.height;
  34139. return data;
  34140. }
  34141. }
  34142. /**
  34143. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34144. * to encode lighting information.
  34145. *
  34146. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34147. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34148. */
  34149. class SphericalHarmonics3 {
  34150. /**
  34151. * Constructs a new spherical harmonics.
  34152. */
  34153. constructor() {
  34154. /**
  34155. * This flag can be used for type testing.
  34156. *
  34157. * @type {boolean}
  34158. * @readonly
  34159. * @default true
  34160. */
  34161. this.isSphericalHarmonics3 = true;
  34162. /**
  34163. * An array holding the (9) SH coefficients.
  34164. *
  34165. * @type {Array<Vector3>}
  34166. */
  34167. this.coefficients = [];
  34168. for ( let i = 0; i < 9; i ++ ) {
  34169. this.coefficients.push( new Vector3() );
  34170. }
  34171. }
  34172. /**
  34173. * Sets the given SH coefficients to this instance by copying
  34174. * the values.
  34175. *
  34176. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34177. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34178. */
  34179. set( coefficients ) {
  34180. for ( let i = 0; i < 9; i ++ ) {
  34181. this.coefficients[ i ].copy( coefficients[ i ] );
  34182. }
  34183. return this;
  34184. }
  34185. /**
  34186. * Sets all SH coefficients to `0`.
  34187. *
  34188. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34189. */
  34190. zero() {
  34191. for ( let i = 0; i < 9; i ++ ) {
  34192. this.coefficients[ i ].set( 0, 0, 0 );
  34193. }
  34194. return this;
  34195. }
  34196. /**
  34197. * Returns the radiance in the direction of the given normal.
  34198. *
  34199. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34200. * @param {Vector3} target - The target vector that is used to store the method's result.
  34201. * @return {Vector3} The radiance.
  34202. */
  34203. getAt( normal, target ) {
  34204. // normal is assumed to be unit length
  34205. const x = normal.x, y = normal.y, z = normal.z;
  34206. const coeff = this.coefficients;
  34207. // band 0
  34208. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34209. // band 1
  34210. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34211. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34212. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34213. // band 2
  34214. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34215. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34216. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34217. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34218. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34219. return target;
  34220. }
  34221. /**
  34222. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34223. * direction of the given normal.
  34224. *
  34225. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34226. * @param {Vector3} target - The target vector that is used to store the method's result.
  34227. * @return {Vector3} The irradiance.
  34228. */
  34229. getIrradianceAt( normal, target ) {
  34230. // normal is assumed to be unit length
  34231. const x = normal.x, y = normal.y, z = normal.z;
  34232. const coeff = this.coefficients;
  34233. // band 0
  34234. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34235. // band 1
  34236. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34237. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34238. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34239. // band 2
  34240. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34241. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34242. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34243. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34244. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34245. return target;
  34246. }
  34247. /**
  34248. * Adds the given SH to this instance.
  34249. *
  34250. * @param {SphericalHarmonics3} sh - The SH to add.
  34251. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34252. */
  34253. add( sh ) {
  34254. for ( let i = 0; i < 9; i ++ ) {
  34255. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34256. }
  34257. return this;
  34258. }
  34259. /**
  34260. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34261. * {@link SphericalHarmonics3#scale} at once.
  34262. *
  34263. * @param {SphericalHarmonics3} sh - The SH to add.
  34264. * @param {number} s - The scale factor.
  34265. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34266. */
  34267. addScaledSH( sh, s ) {
  34268. for ( let i = 0; i < 9; i ++ ) {
  34269. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34270. }
  34271. return this;
  34272. }
  34273. /**
  34274. * Scales this SH by the given scale factor.
  34275. *
  34276. * @param {number} s - The scale factor.
  34277. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34278. */
  34279. scale( s ) {
  34280. for ( let i = 0; i < 9; i ++ ) {
  34281. this.coefficients[ i ].multiplyScalar( s );
  34282. }
  34283. return this;
  34284. }
  34285. /**
  34286. * Linear interpolates between the given SH and this instance by the given
  34287. * alpha factor.
  34288. *
  34289. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34290. * @param {number} alpha - The alpha factor.
  34291. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34292. */
  34293. lerp( sh, alpha ) {
  34294. for ( let i = 0; i < 9; i ++ ) {
  34295. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34296. }
  34297. return this;
  34298. }
  34299. /**
  34300. * Returns `true` if this spherical harmonics is equal with the given one.
  34301. *
  34302. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34303. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34304. */
  34305. equals( sh ) {
  34306. for ( let i = 0; i < 9; i ++ ) {
  34307. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34308. return false;
  34309. }
  34310. }
  34311. return true;
  34312. }
  34313. /**
  34314. * Copies the values of the given spherical harmonics to this instance.
  34315. *
  34316. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34317. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34318. */
  34319. copy( sh ) {
  34320. return this.set( sh.coefficients );
  34321. }
  34322. /**
  34323. * Returns a new spherical harmonics with copied values from this instance.
  34324. *
  34325. * @return {SphericalHarmonics3} A clone of this instance.
  34326. */
  34327. clone() {
  34328. return new this.constructor().copy( this );
  34329. }
  34330. /**
  34331. * Sets the SH coefficients of this instance from the given array.
  34332. *
  34333. * @param {Array<number>} array - An array holding the SH coefficients.
  34334. * @param {number} [offset=0] - The array offset where to start copying.
  34335. * @return {SphericalHarmonics3} A clone of this instance.
  34336. */
  34337. fromArray( array, offset = 0 ) {
  34338. const coefficients = this.coefficients;
  34339. for ( let i = 0; i < 9; i ++ ) {
  34340. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34341. }
  34342. return this;
  34343. }
  34344. /**
  34345. * Returns an array with the SH coefficients, or copies them into the provided
  34346. * array. The coefficients are represented as numbers.
  34347. *
  34348. * @param {Array<number>} [array=[]] - The target array.
  34349. * @param {number} [offset=0] - The array offset where to start copying.
  34350. * @return {Array<number>} An array with flat SH coefficients.
  34351. */
  34352. toArray( array = [], offset = 0 ) {
  34353. const coefficients = this.coefficients;
  34354. for ( let i = 0; i < 9; i ++ ) {
  34355. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34356. }
  34357. return array;
  34358. }
  34359. /**
  34360. * Computes the SH basis for the given normal vector.
  34361. *
  34362. * @param {Vector3} normal - The normal.
  34363. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34364. */
  34365. static getBasisAt( normal, shBasis ) {
  34366. // normal is assumed to be unit length
  34367. const x = normal.x, y = normal.y, z = normal.z;
  34368. // band 0
  34369. shBasis[ 0 ] = 0.282095;
  34370. // band 1
  34371. shBasis[ 1 ] = 0.488603 * y;
  34372. shBasis[ 2 ] = 0.488603 * z;
  34373. shBasis[ 3 ] = 0.488603 * x;
  34374. // band 2
  34375. shBasis[ 4 ] = 1.092548 * x * y;
  34376. shBasis[ 5 ] = 1.092548 * y * z;
  34377. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34378. shBasis[ 7 ] = 1.092548 * x * z;
  34379. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34380. }
  34381. }
  34382. /**
  34383. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34384. * classical light sources (e.g. directional, point or spot lights), light
  34385. * probes do not emit light. Instead they store information about light
  34386. * passing through 3D space. During rendering, the light that hits a 3D
  34387. * object is approximated by using the data from the light probe.
  34388. *
  34389. * Light probes are usually created from (radiance) environment maps. The
  34390. * class {@link LightProbeGenerator} can be used to create light probes from
  34391. * cube textures or render targets. However, light estimation data could also
  34392. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34393. * augmented reality content that reacts to real world lighting.
  34394. *
  34395. * The current probe implementation in three.js supports so-called diffuse
  34396. * light probes. This type of light probe is functionally equivalent to an
  34397. * irradiance environment map.
  34398. *
  34399. * @augments Light
  34400. */
  34401. class LightProbe extends Light {
  34402. /**
  34403. * Constructs a new light probe.
  34404. *
  34405. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34406. * @param {number} [intensity=1] - The light's strength/intensity.
  34407. */
  34408. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34409. super( undefined, intensity );
  34410. /**
  34411. * This flag can be used for type testing.
  34412. *
  34413. * @type {boolean}
  34414. * @readonly
  34415. * @default true
  34416. */
  34417. this.isLightProbe = true;
  34418. /**
  34419. * A light probe uses spherical harmonics to encode lighting information.
  34420. *
  34421. * @type {SphericalHarmonics3}
  34422. */
  34423. this.sh = sh;
  34424. }
  34425. copy( source ) {
  34426. super.copy( source );
  34427. this.sh.copy( source.sh );
  34428. return this;
  34429. }
  34430. /**
  34431. * Deserializes the light prove from the given JSON.
  34432. *
  34433. * @param {Object} json - The JSON holding the serialized light probe.
  34434. * @return {LightProbe} A reference to this light probe.
  34435. */
  34436. fromJSON( json ) {
  34437. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34438. this.sh.fromArray( json.sh );
  34439. return this;
  34440. }
  34441. toJSON( meta ) {
  34442. const data = super.toJSON( meta );
  34443. data.object.sh = this.sh.toArray();
  34444. return data;
  34445. }
  34446. }
  34447. /**
  34448. * Class for loading geometries. The files are internally
  34449. * loaded via {@link FileLoader}.
  34450. *
  34451. * ```js
  34452. * const loader = new THREE.MaterialLoader();
  34453. * const material = await loader.loadAsync( 'material.json' );
  34454. * ```
  34455. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34456. *
  34457. * @augments Loader
  34458. */
  34459. class MaterialLoader extends Loader {
  34460. /**
  34461. * Constructs a new material loader.
  34462. *
  34463. * @param {LoadingManager} [manager] - The loading manager.
  34464. */
  34465. constructor( manager ) {
  34466. super( manager );
  34467. /**
  34468. * A dictionary holding textures used by the material.
  34469. *
  34470. * @type {Object<string,Texture>}
  34471. */
  34472. this.textures = {};
  34473. }
  34474. /**
  34475. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34476. *
  34477. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34478. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34479. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34480. * @param {onErrorCallback} onError - Executed when errors occur.
  34481. */
  34482. load( url, onLoad, onProgress, onError ) {
  34483. const scope = this;
  34484. const loader = new FileLoader( scope.manager );
  34485. loader.setPath( scope.path );
  34486. loader.setRequestHeader( scope.requestHeader );
  34487. loader.setWithCredentials( scope.withCredentials );
  34488. loader.load( url, function ( text ) {
  34489. try {
  34490. onLoad( scope.parse( JSON.parse( text ) ) );
  34491. } catch ( e ) {
  34492. if ( onError ) {
  34493. onError( e );
  34494. } else {
  34495. error( e );
  34496. }
  34497. scope.manager.itemError( url );
  34498. }
  34499. }, onProgress, onError );
  34500. }
  34501. /**
  34502. * Parses the given JSON object and returns a material.
  34503. *
  34504. * @param {Object} json - The serialized material.
  34505. * @return {Material} The parsed material.
  34506. */
  34507. parse( json ) {
  34508. const textures = this.textures;
  34509. function getTexture( name ) {
  34510. if ( textures[ name ] === undefined ) {
  34511. warn( 'MaterialLoader: Undefined texture', name );
  34512. }
  34513. return textures[ name ];
  34514. }
  34515. const material = this.createMaterialFromType( json.type );
  34516. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34517. if ( json.name !== undefined ) material.name = json.name;
  34518. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34519. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34520. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34521. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34522. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34523. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34524. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34525. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34526. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34527. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34528. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34529. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34530. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34531. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34532. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34533. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34534. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34535. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34536. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34537. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34538. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34539. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34540. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34541. if ( json.fog !== undefined ) material.fog = json.fog;
  34542. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34543. if ( json.blending !== undefined ) material.blending = json.blending;
  34544. if ( json.combine !== undefined ) material.combine = json.combine;
  34545. if ( json.side !== undefined ) material.side = json.side;
  34546. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34547. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34548. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34549. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34550. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34551. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34552. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34553. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34554. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34555. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34556. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34557. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34558. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34559. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34560. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34561. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34562. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34563. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34564. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34565. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34566. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34567. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34568. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34569. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34570. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34571. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34572. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34573. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34574. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34575. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34576. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34577. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34578. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34579. if ( json.scale !== undefined ) material.scale = json.scale;
  34580. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34581. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34582. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34583. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34584. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34585. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34586. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34587. if ( json.visible !== undefined ) material.visible = json.visible;
  34588. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34589. if ( json.userData !== undefined ) material.userData = json.userData;
  34590. if ( json.vertexColors !== undefined ) {
  34591. if ( typeof json.vertexColors === 'number' ) {
  34592. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34593. } else {
  34594. material.vertexColors = json.vertexColors;
  34595. }
  34596. }
  34597. // Shader Material
  34598. if ( json.uniforms !== undefined ) {
  34599. for ( const name in json.uniforms ) {
  34600. const uniform = json.uniforms[ name ];
  34601. material.uniforms[ name ] = {};
  34602. switch ( uniform.type ) {
  34603. case 't':
  34604. material.uniforms[ name ].value = getTexture( uniform.value );
  34605. break;
  34606. case 'c':
  34607. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34608. break;
  34609. case 'v2':
  34610. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34611. break;
  34612. case 'v3':
  34613. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34614. break;
  34615. case 'v4':
  34616. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34617. break;
  34618. case 'm3':
  34619. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34620. break;
  34621. case 'm4':
  34622. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34623. break;
  34624. default:
  34625. material.uniforms[ name ].value = uniform.value;
  34626. }
  34627. }
  34628. }
  34629. if ( json.defines !== undefined ) material.defines = json.defines;
  34630. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34631. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34632. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34633. if ( json.extensions !== undefined ) {
  34634. for ( const key in json.extensions ) {
  34635. material.extensions[ key ] = json.extensions[ key ];
  34636. }
  34637. }
  34638. if ( json.lights !== undefined ) material.lights = json.lights;
  34639. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34640. // for PointsMaterial
  34641. if ( json.size !== undefined ) material.size = json.size;
  34642. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34643. // maps
  34644. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34645. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34646. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34647. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34648. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34649. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34650. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34651. if ( json.normalScale !== undefined ) {
  34652. let normalScale = json.normalScale;
  34653. if ( Array.isArray( normalScale ) === false ) {
  34654. // Blender exporter used to export a scalar. See #7459
  34655. normalScale = [ normalScale, normalScale ];
  34656. }
  34657. material.normalScale = new Vector2().fromArray( normalScale );
  34658. }
  34659. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34660. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34661. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34662. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34663. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34664. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34665. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34666. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34667. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34668. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34669. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34670. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34671. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34672. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34673. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34674. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34675. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34676. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34677. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34678. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34679. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34680. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34681. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34682. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34683. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34684. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34685. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34686. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34687. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34688. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34689. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34690. return material;
  34691. }
  34692. /**
  34693. * Textures are not embedded in the material JSON so they have
  34694. * to be injected before the loading process starts.
  34695. *
  34696. * @param {Object} value - A dictionary holding textures for material properties.
  34697. * @return {MaterialLoader} A reference to this material loader.
  34698. */
  34699. setTextures( value ) {
  34700. this.textures = value;
  34701. return this;
  34702. }
  34703. /**
  34704. * Creates a material for the given type.
  34705. *
  34706. * @param {string} type - The material type.
  34707. * @return {Material} The new material.
  34708. */
  34709. createMaterialFromType( type ) {
  34710. return MaterialLoader.createMaterialFromType( type );
  34711. }
  34712. /**
  34713. * Creates a material for the given type.
  34714. *
  34715. * @static
  34716. * @param {string} type - The material type.
  34717. * @return {Material} The new material.
  34718. */
  34719. static createMaterialFromType( type ) {
  34720. const materialLib = {
  34721. ShadowMaterial,
  34722. SpriteMaterial,
  34723. RawShaderMaterial,
  34724. ShaderMaterial,
  34725. PointsMaterial,
  34726. MeshPhysicalMaterial,
  34727. MeshStandardMaterial,
  34728. MeshPhongMaterial,
  34729. MeshToonMaterial,
  34730. MeshNormalMaterial,
  34731. MeshLambertMaterial,
  34732. MeshDepthMaterial,
  34733. MeshDistanceMaterial,
  34734. MeshBasicMaterial,
  34735. MeshMatcapMaterial,
  34736. LineDashedMaterial,
  34737. LineBasicMaterial,
  34738. Material
  34739. };
  34740. return new materialLib[ type ]();
  34741. }
  34742. }
  34743. /**
  34744. * A class with loader utility functions.
  34745. */
  34746. class LoaderUtils {
  34747. /**
  34748. * Extracts the base URL from the given URL.
  34749. *
  34750. * @param {string} url -The URL to extract the base URL from.
  34751. * @return {string} The extracted base URL.
  34752. */
  34753. static extractUrlBase( url ) {
  34754. const index = url.lastIndexOf( '/' );
  34755. if ( index === -1 ) return './';
  34756. return url.slice( 0, index + 1 );
  34757. }
  34758. /**
  34759. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34760. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34761. * string.
  34762. *
  34763. * @param {string} url -The URL to resolve.
  34764. * @param {string} path - The base path for relative URLs to be resolved against.
  34765. * @return {string} The resolved URL.
  34766. */
  34767. static resolveURL( url, path ) {
  34768. // Invalid URL
  34769. if ( typeof url !== 'string' || url === '' ) return '';
  34770. // Host Relative URL
  34771. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34772. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34773. }
  34774. // Absolute URL http://,https://,//
  34775. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34776. // Data URI
  34777. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34778. // Blob URL
  34779. if ( /^blob:.*$/i.test( url ) ) return url;
  34780. // Relative URL
  34781. return path + url;
  34782. }
  34783. }
  34784. /**
  34785. * An instanced version of a geometry.
  34786. */
  34787. class InstancedBufferGeometry extends BufferGeometry {
  34788. /**
  34789. * Constructs a new instanced buffer geometry.
  34790. */
  34791. constructor() {
  34792. super();
  34793. /**
  34794. * This flag can be used for type testing.
  34795. *
  34796. * @type {boolean}
  34797. * @readonly
  34798. * @default true
  34799. */
  34800. this.isInstancedBufferGeometry = true;
  34801. this.type = 'InstancedBufferGeometry';
  34802. /**
  34803. * The instance count.
  34804. *
  34805. * @type {number}
  34806. * @default Infinity
  34807. */
  34808. this.instanceCount = Infinity;
  34809. }
  34810. copy( source ) {
  34811. super.copy( source );
  34812. this.instanceCount = source.instanceCount;
  34813. return this;
  34814. }
  34815. toJSON() {
  34816. const data = super.toJSON();
  34817. data.instanceCount = this.instanceCount;
  34818. data.isInstancedBufferGeometry = true;
  34819. return data;
  34820. }
  34821. }
  34822. /**
  34823. * Class for loading geometries. The files are internally
  34824. * loaded via {@link FileLoader}.
  34825. *
  34826. * ```js
  34827. * const loader = new THREE.BufferGeometryLoader();
  34828. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34829. *
  34830. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34831. * const object = new THREE.Mesh( geometry, material );
  34832. * scene.add( object );
  34833. * ```
  34834. *
  34835. * @augments Loader
  34836. */
  34837. class BufferGeometryLoader extends Loader {
  34838. /**
  34839. * Constructs a new geometry loader.
  34840. *
  34841. * @param {LoadingManager} [manager] - The loading manager.
  34842. */
  34843. constructor( manager ) {
  34844. super( manager );
  34845. }
  34846. /**
  34847. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34848. *
  34849. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34850. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34851. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34852. * @param {onErrorCallback} onError - Executed when errors occur.
  34853. */
  34854. load( url, onLoad, onProgress, onError ) {
  34855. const scope = this;
  34856. const loader = new FileLoader( scope.manager );
  34857. loader.setPath( scope.path );
  34858. loader.setRequestHeader( scope.requestHeader );
  34859. loader.setWithCredentials( scope.withCredentials );
  34860. loader.load( url, function ( text ) {
  34861. try {
  34862. onLoad( scope.parse( JSON.parse( text ) ) );
  34863. } catch ( e ) {
  34864. if ( onError ) {
  34865. onError( e );
  34866. } else {
  34867. error( e );
  34868. }
  34869. scope.manager.itemError( url );
  34870. }
  34871. }, onProgress, onError );
  34872. }
  34873. /**
  34874. * Parses the given JSON object and returns a geometry.
  34875. *
  34876. * @param {Object} json - The serialized geometry.
  34877. * @return {BufferGeometry} The parsed geometry.
  34878. */
  34879. parse( json ) {
  34880. const interleavedBufferMap = {};
  34881. const arrayBufferMap = {};
  34882. function getInterleavedBuffer( json, uuid ) {
  34883. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34884. const interleavedBuffers = json.interleavedBuffers;
  34885. const interleavedBuffer = interleavedBuffers[ uuid ];
  34886. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34887. const array = getTypedArray( interleavedBuffer.type, buffer );
  34888. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34889. ib.uuid = interleavedBuffer.uuid;
  34890. interleavedBufferMap[ uuid ] = ib;
  34891. return ib;
  34892. }
  34893. function getArrayBuffer( json, uuid ) {
  34894. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34895. const arrayBuffers = json.arrayBuffers;
  34896. const arrayBuffer = arrayBuffers[ uuid ];
  34897. const ab = new Uint32Array( arrayBuffer ).buffer;
  34898. arrayBufferMap[ uuid ] = ab;
  34899. return ab;
  34900. }
  34901. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34902. const index = json.data.index;
  34903. if ( index !== undefined ) {
  34904. const typedArray = getTypedArray( index.type, index.array );
  34905. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34906. }
  34907. const attributes = json.data.attributes;
  34908. for ( const key in attributes ) {
  34909. const attribute = attributes[ key ];
  34910. let bufferAttribute;
  34911. if ( attribute.isInterleavedBufferAttribute ) {
  34912. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34913. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34914. } else {
  34915. const typedArray = getTypedArray( attribute.type, attribute.array );
  34916. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34917. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34918. }
  34919. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34920. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34921. geometry.setAttribute( key, bufferAttribute );
  34922. }
  34923. const morphAttributes = json.data.morphAttributes;
  34924. if ( morphAttributes ) {
  34925. for ( const key in morphAttributes ) {
  34926. const attributeArray = morphAttributes[ key ];
  34927. const array = [];
  34928. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34929. const attribute = attributeArray[ i ];
  34930. let bufferAttribute;
  34931. if ( attribute.isInterleavedBufferAttribute ) {
  34932. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34933. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34934. } else {
  34935. const typedArray = getTypedArray( attribute.type, attribute.array );
  34936. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34937. }
  34938. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34939. array.push( bufferAttribute );
  34940. }
  34941. geometry.morphAttributes[ key ] = array;
  34942. }
  34943. }
  34944. const morphTargetsRelative = json.data.morphTargetsRelative;
  34945. if ( morphTargetsRelative ) {
  34946. geometry.morphTargetsRelative = true;
  34947. }
  34948. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34949. if ( groups !== undefined ) {
  34950. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34951. const group = groups[ i ];
  34952. geometry.addGroup( group.start, group.count, group.materialIndex );
  34953. }
  34954. }
  34955. const boundingSphere = json.data.boundingSphere;
  34956. if ( boundingSphere !== undefined ) {
  34957. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34958. }
  34959. if ( json.name ) geometry.name = json.name;
  34960. if ( json.userData ) geometry.userData = json.userData;
  34961. return geometry;
  34962. }
  34963. }
  34964. /**
  34965. * A loader for loading a JSON resource in the [JSON Object/Scene format]{@link https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4}.
  34966. * The files are internally loaded via {@link FileLoader}.
  34967. *
  34968. * ```js
  34969. * const loader = new THREE.ObjectLoader();
  34970. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34971. * scene.add( obj );
  34972. *
  34973. * // Alternatively, to parse a previously loaded JSON structure
  34974. * const object = await loader.parseAsync( a_json_object );
  34975. * scene.add( object );
  34976. * ```
  34977. *
  34978. * @augments Loader
  34979. */
  34980. class ObjectLoader extends Loader {
  34981. /**
  34982. * Constructs a new object loader.
  34983. *
  34984. * @param {LoadingManager} [manager] - The loading manager.
  34985. */
  34986. constructor( manager ) {
  34987. super( manager );
  34988. }
  34989. /**
  34990. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34991. *
  34992. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34993. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34994. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34995. * @param {onErrorCallback} onError - Executed when errors occur.
  34996. */
  34997. load( url, onLoad, onProgress, onError ) {
  34998. const scope = this;
  34999. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35000. this.resourcePath = this.resourcePath || path;
  35001. const loader = new FileLoader( this.manager );
  35002. loader.setPath( this.path );
  35003. loader.setRequestHeader( this.requestHeader );
  35004. loader.setWithCredentials( this.withCredentials );
  35005. loader.load( url, function ( text ) {
  35006. let json = null;
  35007. try {
  35008. json = JSON.parse( text );
  35009. } catch ( error ) {
  35010. if ( onError !== undefined ) onError( error );
  35011. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35012. return;
  35013. }
  35014. const metadata = json.metadata;
  35015. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35016. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35017. error( 'ObjectLoader: Can\'t load ' + url );
  35018. return;
  35019. }
  35020. scope.parse( json, onLoad );
  35021. }, onProgress, onError );
  35022. }
  35023. /**
  35024. * Async version of {@link ObjectLoader#load}.
  35025. *
  35026. * @async
  35027. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35028. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35029. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35030. */
  35031. async loadAsync( url, onProgress ) {
  35032. const scope = this;
  35033. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35034. this.resourcePath = this.resourcePath || path;
  35035. const loader = new FileLoader( this.manager );
  35036. loader.setPath( this.path );
  35037. loader.setRequestHeader( this.requestHeader );
  35038. loader.setWithCredentials( this.withCredentials );
  35039. const text = await loader.loadAsync( url, onProgress );
  35040. const json = JSON.parse( text );
  35041. const metadata = json.metadata;
  35042. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35043. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35044. }
  35045. return await scope.parseAsync( json );
  35046. }
  35047. /**
  35048. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35049. * but can also be used directly to parse a previously loaded JSON structure.
  35050. *
  35051. * @param {Object} json - The serialized 3D object.
  35052. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35053. * @return {Object3D} The parsed 3D object.
  35054. */
  35055. parse( json, onLoad ) {
  35056. const animations = this.parseAnimations( json.animations );
  35057. const shapes = this.parseShapes( json.shapes );
  35058. const geometries = this.parseGeometries( json.geometries, shapes );
  35059. const images = this.parseImages( json.images, function () {
  35060. if ( onLoad !== undefined ) onLoad( object );
  35061. } );
  35062. const textures = this.parseTextures( json.textures, images );
  35063. const materials = this.parseMaterials( json.materials, textures );
  35064. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35065. const skeletons = this.parseSkeletons( json.skeletons, object );
  35066. this.bindSkeletons( object, skeletons );
  35067. this.bindLightTargets( object );
  35068. //
  35069. if ( onLoad !== undefined ) {
  35070. let hasImages = false;
  35071. for ( const uuid in images ) {
  35072. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35073. hasImages = true;
  35074. break;
  35075. }
  35076. }
  35077. if ( hasImages === false ) onLoad( object );
  35078. }
  35079. return object;
  35080. }
  35081. /**
  35082. * Async version of {@link ObjectLoader#parse}.
  35083. *
  35084. * @param {Object} json - The serialized 3D object.
  35085. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35086. */
  35087. async parseAsync( json ) {
  35088. const animations = this.parseAnimations( json.animations );
  35089. const shapes = this.parseShapes( json.shapes );
  35090. const geometries = this.parseGeometries( json.geometries, shapes );
  35091. const images = await this.parseImagesAsync( json.images );
  35092. const textures = this.parseTextures( json.textures, images );
  35093. const materials = this.parseMaterials( json.materials, textures );
  35094. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35095. const skeletons = this.parseSkeletons( json.skeletons, object );
  35096. this.bindSkeletons( object, skeletons );
  35097. this.bindLightTargets( object );
  35098. return object;
  35099. }
  35100. // internals
  35101. parseShapes( json ) {
  35102. const shapes = {};
  35103. if ( json !== undefined ) {
  35104. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35105. const shape = new Shape().fromJSON( json[ i ] );
  35106. shapes[ shape.uuid ] = shape;
  35107. }
  35108. }
  35109. return shapes;
  35110. }
  35111. parseSkeletons( json, object ) {
  35112. const skeletons = {};
  35113. const bones = {};
  35114. // generate bone lookup table
  35115. object.traverse( function ( child ) {
  35116. if ( child.isBone ) bones[ child.uuid ] = child;
  35117. } );
  35118. // create skeletons
  35119. if ( json !== undefined ) {
  35120. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35121. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35122. skeletons[ skeleton.uuid ] = skeleton;
  35123. }
  35124. }
  35125. return skeletons;
  35126. }
  35127. parseGeometries( json, shapes ) {
  35128. const geometries = {};
  35129. if ( json !== undefined ) {
  35130. const bufferGeometryLoader = new BufferGeometryLoader();
  35131. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35132. let geometry;
  35133. const data = json[ i ];
  35134. switch ( data.type ) {
  35135. case 'BufferGeometry':
  35136. case 'InstancedBufferGeometry':
  35137. geometry = bufferGeometryLoader.parse( data );
  35138. break;
  35139. default:
  35140. if ( data.type in Geometries ) {
  35141. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35142. } else {
  35143. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35144. }
  35145. }
  35146. geometry.uuid = data.uuid;
  35147. if ( data.name !== undefined ) geometry.name = data.name;
  35148. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35149. geometries[ data.uuid ] = geometry;
  35150. }
  35151. }
  35152. return geometries;
  35153. }
  35154. parseMaterials( json, textures ) {
  35155. const cache = {}; // MultiMaterial
  35156. const materials = {};
  35157. if ( json !== undefined ) {
  35158. const loader = new MaterialLoader();
  35159. loader.setTextures( textures );
  35160. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35161. const data = json[ i ];
  35162. if ( cache[ data.uuid ] === undefined ) {
  35163. cache[ data.uuid ] = loader.parse( data );
  35164. }
  35165. materials[ data.uuid ] = cache[ data.uuid ];
  35166. }
  35167. }
  35168. return materials;
  35169. }
  35170. parseAnimations( json ) {
  35171. const animations = {};
  35172. if ( json !== undefined ) {
  35173. for ( let i = 0; i < json.length; i ++ ) {
  35174. const data = json[ i ];
  35175. const clip = AnimationClip.parse( data );
  35176. animations[ clip.uuid ] = clip;
  35177. }
  35178. }
  35179. return animations;
  35180. }
  35181. parseImages( json, onLoad ) {
  35182. const scope = this;
  35183. const images = {};
  35184. let loader;
  35185. function loadImage( url ) {
  35186. scope.manager.itemStart( url );
  35187. return loader.load( url, function () {
  35188. scope.manager.itemEnd( url );
  35189. }, undefined, function () {
  35190. scope.manager.itemError( url );
  35191. scope.manager.itemEnd( url );
  35192. } );
  35193. }
  35194. function deserializeImage( image ) {
  35195. if ( typeof image === 'string' ) {
  35196. const url = image;
  35197. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35198. return loadImage( path );
  35199. } else {
  35200. if ( image.data ) {
  35201. return {
  35202. data: getTypedArray( image.type, image.data ),
  35203. width: image.width,
  35204. height: image.height
  35205. };
  35206. } else {
  35207. return null;
  35208. }
  35209. }
  35210. }
  35211. if ( json !== undefined && json.length > 0 ) {
  35212. const manager = new LoadingManager( onLoad );
  35213. loader = new ImageLoader( manager );
  35214. loader.setCrossOrigin( this.crossOrigin );
  35215. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35216. const image = json[ i ];
  35217. const url = image.url;
  35218. if ( Array.isArray( url ) ) {
  35219. // load array of images e.g CubeTexture
  35220. const imageArray = [];
  35221. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35222. const currentUrl = url[ j ];
  35223. const deserializedImage = deserializeImage( currentUrl );
  35224. if ( deserializedImage !== null ) {
  35225. if ( deserializedImage instanceof HTMLImageElement ) {
  35226. imageArray.push( deserializedImage );
  35227. } else {
  35228. // special case: handle array of data textures for cube textures
  35229. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35230. }
  35231. }
  35232. }
  35233. images[ image.uuid ] = new Source( imageArray );
  35234. } else {
  35235. // load single image
  35236. const deserializedImage = deserializeImage( image.url );
  35237. images[ image.uuid ] = new Source( deserializedImage );
  35238. }
  35239. }
  35240. }
  35241. return images;
  35242. }
  35243. async parseImagesAsync( json ) {
  35244. const scope = this;
  35245. const images = {};
  35246. let loader;
  35247. async function deserializeImage( image ) {
  35248. if ( typeof image === 'string' ) {
  35249. const url = image;
  35250. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35251. return await loader.loadAsync( path );
  35252. } else {
  35253. if ( image.data ) {
  35254. return {
  35255. data: getTypedArray( image.type, image.data ),
  35256. width: image.width,
  35257. height: image.height
  35258. };
  35259. } else {
  35260. return null;
  35261. }
  35262. }
  35263. }
  35264. if ( json !== undefined && json.length > 0 ) {
  35265. loader = new ImageLoader( this.manager );
  35266. loader.setCrossOrigin( this.crossOrigin );
  35267. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35268. const image = json[ i ];
  35269. const url = image.url;
  35270. if ( Array.isArray( url ) ) {
  35271. // load array of images e.g CubeTexture
  35272. const imageArray = [];
  35273. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35274. const currentUrl = url[ j ];
  35275. const deserializedImage = await deserializeImage( currentUrl );
  35276. if ( deserializedImage !== null ) {
  35277. if ( deserializedImage instanceof HTMLImageElement ) {
  35278. imageArray.push( deserializedImage );
  35279. } else {
  35280. // special case: handle array of data textures for cube textures
  35281. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35282. }
  35283. }
  35284. }
  35285. images[ image.uuid ] = new Source( imageArray );
  35286. } else {
  35287. // load single image
  35288. const deserializedImage = await deserializeImage( image.url );
  35289. images[ image.uuid ] = new Source( deserializedImage );
  35290. }
  35291. }
  35292. }
  35293. return images;
  35294. }
  35295. parseTextures( json, images ) {
  35296. function parseConstant( value, type ) {
  35297. if ( typeof value === 'number' ) return value;
  35298. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35299. return type[ value ];
  35300. }
  35301. const textures = {};
  35302. if ( json !== undefined ) {
  35303. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35304. const data = json[ i ];
  35305. if ( data.image === undefined ) {
  35306. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35307. }
  35308. if ( images[ data.image ] === undefined ) {
  35309. warn( 'ObjectLoader: Undefined image', data.image );
  35310. }
  35311. const source = images[ data.image ];
  35312. const image = source.data;
  35313. let texture;
  35314. if ( Array.isArray( image ) ) {
  35315. texture = new CubeTexture();
  35316. if ( image.length === 6 ) texture.needsUpdate = true;
  35317. } else {
  35318. if ( image && image.data ) {
  35319. texture = new DataTexture();
  35320. } else {
  35321. texture = new Texture();
  35322. }
  35323. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35324. }
  35325. texture.source = source;
  35326. texture.uuid = data.uuid;
  35327. if ( data.name !== undefined ) texture.name = data.name;
  35328. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35329. if ( data.channel !== undefined ) texture.channel = data.channel;
  35330. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35331. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35332. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35333. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35334. if ( data.wrap !== undefined ) {
  35335. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35336. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35337. }
  35338. if ( data.format !== undefined ) texture.format = data.format;
  35339. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35340. if ( data.type !== undefined ) texture.type = data.type;
  35341. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35342. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35343. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35344. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35345. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35346. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35347. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35348. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35349. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35350. if ( data.userData !== undefined ) texture.userData = data.userData;
  35351. textures[ data.uuid ] = texture;
  35352. }
  35353. }
  35354. return textures;
  35355. }
  35356. parseObject( data, geometries, materials, textures, animations ) {
  35357. let object;
  35358. function getGeometry( name ) {
  35359. if ( geometries[ name ] === undefined ) {
  35360. warn( 'ObjectLoader: Undefined geometry', name );
  35361. }
  35362. return geometries[ name ];
  35363. }
  35364. function getMaterial( name ) {
  35365. if ( name === undefined ) return undefined;
  35366. if ( Array.isArray( name ) ) {
  35367. const array = [];
  35368. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35369. const uuid = name[ i ];
  35370. if ( materials[ uuid ] === undefined ) {
  35371. warn( 'ObjectLoader: Undefined material', uuid );
  35372. }
  35373. array.push( materials[ uuid ] );
  35374. }
  35375. return array;
  35376. }
  35377. if ( materials[ name ] === undefined ) {
  35378. warn( 'ObjectLoader: Undefined material', name );
  35379. }
  35380. return materials[ name ];
  35381. }
  35382. function getTexture( uuid ) {
  35383. if ( textures[ uuid ] === undefined ) {
  35384. warn( 'ObjectLoader: Undefined texture', uuid );
  35385. }
  35386. return textures[ uuid ];
  35387. }
  35388. let geometry, material;
  35389. switch ( data.type ) {
  35390. case 'Scene':
  35391. object = new Scene();
  35392. if ( data.background !== undefined ) {
  35393. if ( Number.isInteger( data.background ) ) {
  35394. object.background = new Color( data.background );
  35395. } else {
  35396. object.background = getTexture( data.background );
  35397. }
  35398. }
  35399. if ( data.environment !== undefined ) {
  35400. object.environment = getTexture( data.environment );
  35401. }
  35402. if ( data.fog !== undefined ) {
  35403. if ( data.fog.type === 'Fog' ) {
  35404. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35405. } else if ( data.fog.type === 'FogExp2' ) {
  35406. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35407. }
  35408. if ( data.fog.name !== '' ) {
  35409. object.fog.name = data.fog.name;
  35410. }
  35411. }
  35412. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35413. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35414. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35415. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35416. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35417. break;
  35418. case 'PerspectiveCamera':
  35419. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35420. if ( data.focus !== undefined ) object.focus = data.focus;
  35421. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35422. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35423. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35424. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35425. break;
  35426. case 'OrthographicCamera':
  35427. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35428. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35429. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35430. break;
  35431. case 'AmbientLight':
  35432. object = new AmbientLight( data.color, data.intensity );
  35433. break;
  35434. case 'DirectionalLight':
  35435. object = new DirectionalLight( data.color, data.intensity );
  35436. object.target = data.target || '';
  35437. break;
  35438. case 'PointLight':
  35439. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35440. break;
  35441. case 'RectAreaLight':
  35442. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35443. break;
  35444. case 'SpotLight':
  35445. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35446. object.target = data.target || '';
  35447. break;
  35448. case 'HemisphereLight':
  35449. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35450. break;
  35451. case 'LightProbe':
  35452. object = new LightProbe().fromJSON( data );
  35453. break;
  35454. case 'SkinnedMesh':
  35455. geometry = getGeometry( data.geometry );
  35456. material = getMaterial( data.material );
  35457. object = new SkinnedMesh( geometry, material );
  35458. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35459. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35460. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35461. break;
  35462. case 'Mesh':
  35463. geometry = getGeometry( data.geometry );
  35464. material = getMaterial( data.material );
  35465. object = new Mesh( geometry, material );
  35466. break;
  35467. case 'InstancedMesh':
  35468. geometry = getGeometry( data.geometry );
  35469. material = getMaterial( data.material );
  35470. const count = data.count;
  35471. const instanceMatrix = data.instanceMatrix;
  35472. const instanceColor = data.instanceColor;
  35473. object = new InstancedMesh( geometry, material, count );
  35474. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35475. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35476. break;
  35477. case 'BatchedMesh':
  35478. geometry = getGeometry( data.geometry );
  35479. material = getMaterial( data.material );
  35480. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35481. object.geometry = geometry;
  35482. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35483. object.sortObjects = data.sortObjects;
  35484. object._drawRanges = data.drawRanges;
  35485. object._reservedRanges = data.reservedRanges;
  35486. object._geometryInfo = data.geometryInfo.map( info => {
  35487. let box = null;
  35488. let sphere = null;
  35489. if ( info.boundingBox !== undefined ) {
  35490. box = new Box3().fromJSON( info.boundingBox );
  35491. }
  35492. if ( info.boundingSphere !== undefined ) {
  35493. sphere = new Sphere().fromJSON( info.boundingSphere );
  35494. }
  35495. return {
  35496. ...info,
  35497. boundingBox: box,
  35498. boundingSphere: sphere
  35499. };
  35500. } );
  35501. object._instanceInfo = data.instanceInfo;
  35502. object._availableInstanceIds = data._availableInstanceIds;
  35503. object._availableGeometryIds = data._availableGeometryIds;
  35504. object._nextIndexStart = data.nextIndexStart;
  35505. object._nextVertexStart = data.nextVertexStart;
  35506. object._geometryCount = data.geometryCount;
  35507. object._maxInstanceCount = data.maxInstanceCount;
  35508. object._maxVertexCount = data.maxVertexCount;
  35509. object._maxIndexCount = data.maxIndexCount;
  35510. object._geometryInitialized = data.geometryInitialized;
  35511. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35512. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35513. if ( data.colorsTexture !== undefined ) {
  35514. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35515. }
  35516. if ( data.boundingSphere !== undefined ) {
  35517. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35518. }
  35519. if ( data.boundingBox !== undefined ) {
  35520. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35521. }
  35522. break;
  35523. case 'LOD':
  35524. object = new LOD();
  35525. break;
  35526. case 'Line':
  35527. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35528. break;
  35529. case 'LineLoop':
  35530. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35531. break;
  35532. case 'LineSegments':
  35533. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35534. break;
  35535. case 'PointCloud':
  35536. case 'Points':
  35537. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35538. break;
  35539. case 'Sprite':
  35540. object = new Sprite( getMaterial( data.material ) );
  35541. break;
  35542. case 'Group':
  35543. object = new Group();
  35544. break;
  35545. case 'Bone':
  35546. object = new Bone();
  35547. break;
  35548. default:
  35549. object = new Object3D();
  35550. }
  35551. object.uuid = data.uuid;
  35552. if ( data.name !== undefined ) object.name = data.name;
  35553. if ( data.matrix !== undefined ) {
  35554. object.matrix.fromArray( data.matrix );
  35555. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35556. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35557. } else {
  35558. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35559. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35560. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35561. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35562. }
  35563. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35564. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35565. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35566. if ( data.shadow ) {
  35567. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35568. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35569. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35570. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35571. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35572. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35573. }
  35574. if ( data.visible !== undefined ) object.visible = data.visible;
  35575. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35576. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35577. if ( data.userData !== undefined ) object.userData = data.userData;
  35578. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35579. if ( data.children !== undefined ) {
  35580. const children = data.children;
  35581. for ( let i = 0; i < children.length; i ++ ) {
  35582. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35583. }
  35584. }
  35585. if ( data.animations !== undefined ) {
  35586. const objectAnimations = data.animations;
  35587. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35588. const uuid = objectAnimations[ i ];
  35589. object.animations.push( animations[ uuid ] );
  35590. }
  35591. }
  35592. if ( data.type === 'LOD' ) {
  35593. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35594. const levels = data.levels;
  35595. for ( let l = 0; l < levels.length; l ++ ) {
  35596. const level = levels[ l ];
  35597. const child = object.getObjectByProperty( 'uuid', level.object );
  35598. if ( child !== undefined ) {
  35599. object.addLevel( child, level.distance, level.hysteresis );
  35600. }
  35601. }
  35602. }
  35603. return object;
  35604. }
  35605. bindSkeletons( object, skeletons ) {
  35606. if ( Object.keys( skeletons ).length === 0 ) return;
  35607. object.traverse( function ( child ) {
  35608. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35609. const skeleton = skeletons[ child.skeleton ];
  35610. if ( skeleton === undefined ) {
  35611. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35612. } else {
  35613. child.bind( skeleton, child.bindMatrix );
  35614. }
  35615. }
  35616. } );
  35617. }
  35618. bindLightTargets( object ) {
  35619. object.traverse( function ( child ) {
  35620. if ( child.isDirectionalLight || child.isSpotLight ) {
  35621. const uuid = child.target;
  35622. const target = object.getObjectByProperty( 'uuid', uuid );
  35623. if ( target !== undefined ) {
  35624. child.target = target;
  35625. } else {
  35626. child.target = new Object3D();
  35627. }
  35628. }
  35629. } );
  35630. }
  35631. }
  35632. const TEXTURE_MAPPING = {
  35633. UVMapping: UVMapping,
  35634. CubeReflectionMapping: CubeReflectionMapping,
  35635. CubeRefractionMapping: CubeRefractionMapping,
  35636. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35637. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35638. CubeUVReflectionMapping: CubeUVReflectionMapping
  35639. };
  35640. const TEXTURE_WRAPPING = {
  35641. RepeatWrapping: RepeatWrapping,
  35642. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35643. MirroredRepeatWrapping: MirroredRepeatWrapping
  35644. };
  35645. const TEXTURE_FILTER = {
  35646. NearestFilter: NearestFilter,
  35647. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35648. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35649. LinearFilter: LinearFilter,
  35650. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35651. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35652. };
  35653. const _errorMap = new WeakMap();
  35654. /**
  35655. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  35656. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35657. * textures for rendering.
  35658. *
  35659. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35660. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35661. *
  35662. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35663. *
  35664. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35665. *
  35666. * ```js
  35667. * const loader = new THREE.ImageBitmapLoader();
  35668. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35669. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35670. *
  35671. * const texture = new THREE.Texture( imageBitmap );
  35672. * texture.needsUpdate = true;
  35673. * ```
  35674. *
  35675. * @augments Loader
  35676. */
  35677. class ImageBitmapLoader extends Loader {
  35678. /**
  35679. * Constructs a new image bitmap loader.
  35680. *
  35681. * @param {LoadingManager} [manager] - The loading manager.
  35682. */
  35683. constructor( manager ) {
  35684. super( manager );
  35685. /**
  35686. * This flag can be used for type testing.
  35687. *
  35688. * @type {boolean}
  35689. * @readonly
  35690. * @default true
  35691. */
  35692. this.isImageBitmapLoader = true;
  35693. if ( typeof createImageBitmap === 'undefined' ) {
  35694. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35695. }
  35696. if ( typeof fetch === 'undefined' ) {
  35697. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35698. }
  35699. /**
  35700. * Represents the loader options.
  35701. *
  35702. * @type {Object}
  35703. * @default {premultiplyAlpha:'none'}
  35704. */
  35705. this.options = { premultiplyAlpha: 'none' };
  35706. /**
  35707. * Used for aborting requests.
  35708. *
  35709. * @private
  35710. * @type {AbortController}
  35711. */
  35712. this._abortController = new AbortController();
  35713. }
  35714. /**
  35715. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35716. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  35717. *
  35718. * @param {Object} options - The loader options to set.
  35719. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35720. */
  35721. setOptions( options ) {
  35722. this.options = options;
  35723. return this;
  35724. }
  35725. /**
  35726. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35727. *
  35728. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35729. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35730. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35731. * @param {onErrorCallback} onError - Executed when errors occur.
  35732. * @return {ImageBitmap|undefined} The image bitmap.
  35733. */
  35734. load( url, onLoad, onProgress, onError ) {
  35735. if ( url === undefined ) url = '';
  35736. if ( this.path !== undefined ) url = this.path + url;
  35737. url = this.manager.resolveURL( url );
  35738. const scope = this;
  35739. const cached = Cache.get( `image-bitmap:${url}` );
  35740. if ( cached !== undefined ) {
  35741. scope.manager.itemStart( url );
  35742. // If cached is a promise, wait for it to resolve
  35743. if ( cached.then ) {
  35744. cached.then( imageBitmap => {
  35745. // check if there is an error for the cached promise
  35746. if ( _errorMap.has( cached ) === true ) {
  35747. if ( onError ) onError( _errorMap.get( cached ) );
  35748. scope.manager.itemError( url );
  35749. scope.manager.itemEnd( url );
  35750. } else {
  35751. if ( onLoad ) onLoad( imageBitmap );
  35752. scope.manager.itemEnd( url );
  35753. return imageBitmap;
  35754. }
  35755. } );
  35756. return;
  35757. }
  35758. // If cached is not a promise (i.e., it's already an imageBitmap)
  35759. setTimeout( function () {
  35760. if ( onLoad ) onLoad( cached );
  35761. scope.manager.itemEnd( url );
  35762. }, 0 );
  35763. return cached;
  35764. }
  35765. const fetchOptions = {};
  35766. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35767. fetchOptions.headers = this.requestHeader;
  35768. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35769. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35770. return res.blob();
  35771. } ).then( function ( blob ) {
  35772. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35773. } ).then( function ( imageBitmap ) {
  35774. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35775. if ( onLoad ) onLoad( imageBitmap );
  35776. scope.manager.itemEnd( url );
  35777. return imageBitmap;
  35778. } ).catch( function ( e ) {
  35779. if ( onError ) onError( e );
  35780. _errorMap.set( promise, e );
  35781. Cache.remove( `image-bitmap:${url}` );
  35782. scope.manager.itemError( url );
  35783. scope.manager.itemEnd( url );
  35784. } );
  35785. Cache.add( `image-bitmap:${url}`, promise );
  35786. scope.manager.itemStart( url );
  35787. }
  35788. /**
  35789. * Aborts ongoing fetch requests.
  35790. *
  35791. * @return {ImageBitmapLoader} A reference to this instance.
  35792. */
  35793. abort() {
  35794. this._abortController.abort();
  35795. this._abortController = new AbortController();
  35796. return this;
  35797. }
  35798. }
  35799. let _context;
  35800. /**
  35801. * Manages the global audio context in the engine.
  35802. *
  35803. * @hideconstructor
  35804. */
  35805. class AudioContext {
  35806. /**
  35807. * Returns the global native audio context.
  35808. *
  35809. * @return {AudioContext} The native audio context.
  35810. */
  35811. static getContext() {
  35812. if ( _context === undefined ) {
  35813. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35814. }
  35815. return _context;
  35816. }
  35817. /**
  35818. * Allows to set the global native audio context from outside.
  35819. *
  35820. * @param {AudioContext} value - The native context to set.
  35821. */
  35822. static setContext( value ) {
  35823. _context = value;
  35824. }
  35825. }
  35826. /**
  35827. * Class for loading audio buffers. Audios are internally
  35828. * loaded via {@link FileLoader}.
  35829. *
  35830. * ```js
  35831. * const audioListener = new THREE.AudioListener();
  35832. * const ambientSound = new THREE.Audio( audioListener );
  35833. *
  35834. * const loader = new THREE.AudioLoader();
  35835. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35836. *
  35837. * ambientSound.setBuffer( audioBuffer );
  35838. * ambientSound.play();
  35839. * ```
  35840. *
  35841. * @augments Loader
  35842. */
  35843. class AudioLoader extends Loader {
  35844. /**
  35845. * Constructs a new audio loader.
  35846. *
  35847. * @param {LoadingManager} [manager] - The loading manager.
  35848. */
  35849. constructor( manager ) {
  35850. super( manager );
  35851. }
  35852. /**
  35853. * Starts loading from the given URL and passes the loaded audio buffer
  35854. * to the `onLoad()` callback.
  35855. *
  35856. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35857. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35858. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35859. * @param {onErrorCallback} onError - Executed when errors occur.
  35860. */
  35861. load( url, onLoad, onProgress, onError ) {
  35862. const scope = this;
  35863. const loader = new FileLoader( this.manager );
  35864. loader.setResponseType( 'arraybuffer' );
  35865. loader.setPath( this.path );
  35866. loader.setRequestHeader( this.requestHeader );
  35867. loader.setWithCredentials( this.withCredentials );
  35868. loader.load( url, function ( buffer ) {
  35869. try {
  35870. // Create a copy of the buffer. The `decodeAudioData` method
  35871. // detaches the buffer when complete, preventing reuse.
  35872. const bufferCopy = buffer.slice( 0 );
  35873. const context = AudioContext.getContext();
  35874. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35875. onLoad( audioBuffer );
  35876. } ).catch( handleError );
  35877. } catch ( e ) {
  35878. handleError( e );
  35879. }
  35880. }, onProgress, onError );
  35881. function handleError( e ) {
  35882. if ( onError ) {
  35883. onError( e );
  35884. } else {
  35885. error( e );
  35886. }
  35887. scope.manager.itemError( url );
  35888. }
  35889. }
  35890. }
  35891. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35892. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35893. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35894. /**
  35895. * A special type of camera that uses two perspective cameras with
  35896. * stereoscopic projection. Can be used for rendering stereo effects
  35897. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35898. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35899. */
  35900. class StereoCamera {
  35901. /**
  35902. * Constructs a new stereo camera.
  35903. */
  35904. constructor() {
  35905. /**
  35906. * The type property is used for detecting the object type
  35907. * in context of serialization/deserialization.
  35908. *
  35909. * @type {string}
  35910. * @readonly
  35911. */
  35912. this.type = 'StereoCamera';
  35913. /**
  35914. * The aspect.
  35915. *
  35916. * @type {number}
  35917. * @default 1
  35918. */
  35919. this.aspect = 1;
  35920. /**
  35921. * The eye separation which represents the distance
  35922. * between the left and right camera.
  35923. *
  35924. * @type {number}
  35925. * @default 0.064
  35926. */
  35927. this.eyeSep = 0.064;
  35928. /**
  35929. * The camera representing the left eye. This is added to layer `1` so objects to be
  35930. * rendered by the left camera must also be added to this layer.
  35931. *
  35932. * @type {PerspectiveCamera}
  35933. */
  35934. this.cameraL = new PerspectiveCamera();
  35935. this.cameraL.layers.enable( 1 );
  35936. this.cameraL.matrixAutoUpdate = false;
  35937. /**
  35938. * The camera representing the right eye. This is added to layer `2` so objects to be
  35939. * rendered by the right camera must also be added to this layer.
  35940. *
  35941. * @type {PerspectiveCamera}
  35942. */
  35943. this.cameraR = new PerspectiveCamera();
  35944. this.cameraR.layers.enable( 2 );
  35945. this.cameraR.matrixAutoUpdate = false;
  35946. this._cache = {
  35947. focus: null,
  35948. fov: null,
  35949. aspect: null,
  35950. near: null,
  35951. far: null,
  35952. zoom: null,
  35953. eyeSep: null
  35954. };
  35955. }
  35956. /**
  35957. * Updates the stereo camera based on the given perspective camera.
  35958. *
  35959. * @param {PerspectiveCamera} camera - The perspective camera.
  35960. */
  35961. update( camera ) {
  35962. const cache = this._cache;
  35963. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35964. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35965. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35966. if ( needsUpdate ) {
  35967. cache.focus = camera.focus;
  35968. cache.fov = camera.fov;
  35969. cache.aspect = camera.aspect * this.aspect;
  35970. cache.near = camera.near;
  35971. cache.far = camera.far;
  35972. cache.zoom = camera.zoom;
  35973. cache.eyeSep = this.eyeSep;
  35974. // Off-axis stereoscopic effect based on
  35975. // http://paulbourke.net/stereographics/stereorender/
  35976. _projectionMatrix.copy( camera.projectionMatrix );
  35977. const eyeSepHalf = cache.eyeSep / 2;
  35978. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35979. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35980. let xmin, xmax;
  35981. // translate xOffset
  35982. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35983. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35984. // for left eye
  35985. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35986. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35987. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35988. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35989. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35990. // for right eye
  35991. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35992. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35993. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35994. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35995. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35996. }
  35997. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35998. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35999. }
  36000. }
  36001. /**
  36002. * This type of camera can be used in order to efficiently render a scene with a
  36003. * predefined set of cameras. This is an important performance aspect for
  36004. * rendering VR scenes.
  36005. *
  36006. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36007. * to define for each sub camera the `viewport` property which determines the
  36008. * part of the viewport that is rendered with this camera.
  36009. *
  36010. * @augments PerspectiveCamera
  36011. */
  36012. class ArrayCamera extends PerspectiveCamera {
  36013. /**
  36014. * Constructs a new array camera.
  36015. *
  36016. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36017. */
  36018. constructor( array = [] ) {
  36019. super();
  36020. /**
  36021. * This flag can be used for type testing.
  36022. *
  36023. * @type {boolean}
  36024. * @readonly
  36025. * @default true
  36026. */
  36027. this.isArrayCamera = true;
  36028. /**
  36029. * Whether this camera is used with multiview rendering or not.
  36030. *
  36031. * @type {boolean}
  36032. * @readonly
  36033. * @default false
  36034. */
  36035. this.isMultiViewCamera = false;
  36036. /**
  36037. * An array of perspective sub cameras.
  36038. *
  36039. * @type {Array<PerspectiveCamera>}
  36040. */
  36041. this.cameras = array;
  36042. }
  36043. }
  36044. /**
  36045. * Class for keeping track of time.
  36046. */
  36047. class Clock {
  36048. /**
  36049. * Constructs a new clock.
  36050. *
  36051. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36052. * `getDelta()` is called for the first time.
  36053. */
  36054. constructor( autoStart = true ) {
  36055. /**
  36056. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36057. * for the first time.
  36058. *
  36059. * @type {boolean}
  36060. * @default true
  36061. */
  36062. this.autoStart = autoStart;
  36063. /**
  36064. * Holds the time at which the clock's `start()` method was last called.
  36065. *
  36066. * @type {number}
  36067. * @default 0
  36068. */
  36069. this.startTime = 0;
  36070. /**
  36071. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36072. * `getDelta()` methods were last called.
  36073. *
  36074. * @type {number}
  36075. * @default 0
  36076. */
  36077. this.oldTime = 0;
  36078. /**
  36079. * Keeps track of the total time that the clock has been running.
  36080. *
  36081. * @type {number}
  36082. * @default 0
  36083. */
  36084. this.elapsedTime = 0;
  36085. /**
  36086. * Whether the clock is running or not.
  36087. *
  36088. * @type {boolean}
  36089. * @default true
  36090. */
  36091. this.running = false;
  36092. }
  36093. /**
  36094. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36095. * called by the class.
  36096. */
  36097. start() {
  36098. this.startTime = performance.now();
  36099. this.oldTime = this.startTime;
  36100. this.elapsedTime = 0;
  36101. this.running = true;
  36102. }
  36103. /**
  36104. * Stops the clock.
  36105. */
  36106. stop() {
  36107. this.getElapsedTime();
  36108. this.running = false;
  36109. this.autoStart = false;
  36110. }
  36111. /**
  36112. * Returns the elapsed time in seconds.
  36113. *
  36114. * @return {number} The elapsed time.
  36115. */
  36116. getElapsedTime() {
  36117. this.getDelta();
  36118. return this.elapsedTime;
  36119. }
  36120. /**
  36121. * Returns the delta time in seconds.
  36122. *
  36123. * @return {number} The delta time.
  36124. */
  36125. getDelta() {
  36126. let diff = 0;
  36127. if ( this.autoStart && ! this.running ) {
  36128. this.start();
  36129. return 0;
  36130. }
  36131. if ( this.running ) {
  36132. const newTime = performance.now();
  36133. diff = ( newTime - this.oldTime ) / 1000;
  36134. this.oldTime = newTime;
  36135. this.elapsedTime += diff;
  36136. }
  36137. return diff;
  36138. }
  36139. }
  36140. const _position$1 = /*@__PURE__*/ new Vector3();
  36141. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36142. const _scale$1 = /*@__PURE__*/ new Vector3();
  36143. const _forward = /*@__PURE__*/ new Vector3();
  36144. const _up = /*@__PURE__*/ new Vector3();
  36145. /**
  36146. * The class represents a virtual listener of the all positional and non-positional audio effects
  36147. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36148. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36149. *
  36150. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36151. * camera represents the 3D transformation of the listener.
  36152. *
  36153. * @augments Object3D
  36154. */
  36155. class AudioListener extends Object3D {
  36156. /**
  36157. * Constructs a new audio listener.
  36158. */
  36159. constructor() {
  36160. super();
  36161. this.type = 'AudioListener';
  36162. /**
  36163. * The native audio context.
  36164. *
  36165. * @type {AudioContext}
  36166. * @readonly
  36167. */
  36168. this.context = AudioContext.getContext();
  36169. /**
  36170. * The gain node used for volume control.
  36171. *
  36172. * @type {GainNode}
  36173. * @readonly
  36174. */
  36175. this.gain = this.context.createGain();
  36176. this.gain.connect( this.context.destination );
  36177. /**
  36178. * An optional filter.
  36179. *
  36180. * Defined via {@link AudioListener#setFilter}.
  36181. *
  36182. * @type {?AudioNode}
  36183. * @default null
  36184. * @readonly
  36185. */
  36186. this.filter = null;
  36187. /**
  36188. * Time delta values required for `linearRampToValueAtTime()` usage.
  36189. *
  36190. * @type {number}
  36191. * @default 0
  36192. * @readonly
  36193. */
  36194. this.timeDelta = 0;
  36195. // private
  36196. this._clock = new Clock();
  36197. }
  36198. /**
  36199. * Returns the listener's input node.
  36200. *
  36201. * This method is used by other audio nodes to connect to this listener.
  36202. *
  36203. * @return {GainNode} The input node.
  36204. */
  36205. getInput() {
  36206. return this.gain;
  36207. }
  36208. /**
  36209. * Removes the current filter from this listener.
  36210. *
  36211. * @return {AudioListener} A reference to this listener.
  36212. */
  36213. removeFilter() {
  36214. if ( this.filter !== null ) {
  36215. this.gain.disconnect( this.filter );
  36216. this.filter.disconnect( this.context.destination );
  36217. this.gain.connect( this.context.destination );
  36218. this.filter = null;
  36219. }
  36220. return this;
  36221. }
  36222. /**
  36223. * Returns the current set filter.
  36224. *
  36225. * @return {?AudioNode} The filter.
  36226. */
  36227. getFilter() {
  36228. return this.filter;
  36229. }
  36230. /**
  36231. * Sets the given filter to this listener.
  36232. *
  36233. * @param {AudioNode} value - The filter to set.
  36234. * @return {AudioListener} A reference to this listener.
  36235. */
  36236. setFilter( value ) {
  36237. if ( this.filter !== null ) {
  36238. this.gain.disconnect( this.filter );
  36239. this.filter.disconnect( this.context.destination );
  36240. } else {
  36241. this.gain.disconnect( this.context.destination );
  36242. }
  36243. this.filter = value;
  36244. this.gain.connect( this.filter );
  36245. this.filter.connect( this.context.destination );
  36246. return this;
  36247. }
  36248. /**
  36249. * Returns the applications master volume.
  36250. *
  36251. * @return {number} The master volume.
  36252. */
  36253. getMasterVolume() {
  36254. return this.gain.gain.value;
  36255. }
  36256. /**
  36257. * Sets the applications master volume. This volume setting affects
  36258. * all audio nodes in the scene.
  36259. *
  36260. * @param {number} value - The master volume to set.
  36261. * @return {AudioListener} A reference to this listener.
  36262. */
  36263. setMasterVolume( value ) {
  36264. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36265. return this;
  36266. }
  36267. updateMatrixWorld( force ) {
  36268. super.updateMatrixWorld( force );
  36269. const listener = this.context.listener;
  36270. this.timeDelta = this._clock.getDelta();
  36271. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36272. // the initial forward and up directions must be orthogonal
  36273. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36274. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36275. if ( listener.positionX ) {
  36276. // code path for Chrome (see #14393)
  36277. const endTime = this.context.currentTime + this.timeDelta;
  36278. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36279. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36280. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36281. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36282. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36283. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36284. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36285. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36286. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36287. } else {
  36288. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36289. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36290. }
  36291. }
  36292. }
  36293. /**
  36294. * Represents a non-positional ( global ) audio object.
  36295. *
  36296. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  36297. *
  36298. * ```js
  36299. * // create an AudioListener and add it to the camera
  36300. * const listener = new THREE.AudioListener();
  36301. * camera.add( listener );
  36302. *
  36303. * // create a global audio source
  36304. * const sound = new THREE.Audio( listener );
  36305. *
  36306. * // load a sound and set it as the Audio object's buffer
  36307. * const audioLoader = new THREE.AudioLoader();
  36308. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36309. * sound.setBuffer( buffer );
  36310. * sound.setLoop( true );
  36311. * sound.setVolume( 0.5 );
  36312. * sound.play();
  36313. * });
  36314. * ```
  36315. *
  36316. * @augments Object3D
  36317. */
  36318. class Audio extends Object3D {
  36319. /**
  36320. * Constructs a new audio.
  36321. *
  36322. * @param {AudioListener} listener - The global audio listener.
  36323. */
  36324. constructor( listener ) {
  36325. super();
  36326. this.type = 'Audio';
  36327. /**
  36328. * The global audio listener.
  36329. *
  36330. * @type {AudioListener}
  36331. * @readonly
  36332. */
  36333. this.listener = listener;
  36334. /**
  36335. * The audio context.
  36336. *
  36337. * @type {AudioContext}
  36338. * @readonly
  36339. */
  36340. this.context = listener.context;
  36341. /**
  36342. * The gain node used for volume control.
  36343. *
  36344. * @type {GainNode}
  36345. * @readonly
  36346. */
  36347. this.gain = this.context.createGain();
  36348. this.gain.connect( listener.getInput() );
  36349. /**
  36350. * Whether to start playback automatically or not.
  36351. *
  36352. * @type {boolean}
  36353. * @default false
  36354. */
  36355. this.autoplay = false;
  36356. /**
  36357. * A reference to an audio buffer.
  36358. *
  36359. * Defined via {@link Audio#setBuffer}.
  36360. *
  36361. * @type {?AudioBuffer}
  36362. * @default null
  36363. * @readonly
  36364. */
  36365. this.buffer = null;
  36366. /**
  36367. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36368. * +/- 1200 is an octave.
  36369. *
  36370. * Defined via {@link Audio#setDetune}.
  36371. *
  36372. * @type {number}
  36373. * @default 0
  36374. * @readonly
  36375. */
  36376. this.detune = 0;
  36377. /**
  36378. * Whether the audio should loop or not.
  36379. *
  36380. * Defined via {@link Audio#setLoop}.
  36381. *
  36382. * @type {boolean}
  36383. * @default false
  36384. * @readonly
  36385. */
  36386. this.loop = false;
  36387. /**
  36388. * Defines where in the audio buffer the replay should
  36389. * start, in seconds.
  36390. *
  36391. * @type {number}
  36392. * @default 0
  36393. */
  36394. this.loopStart = 0;
  36395. /**
  36396. * Defines where in the audio buffer the replay should
  36397. * stop, in seconds.
  36398. *
  36399. * @type {number}
  36400. * @default 0
  36401. */
  36402. this.loopEnd = 0;
  36403. /**
  36404. * An offset to the time within the audio buffer the playback
  36405. * should begin, in seconds.
  36406. *
  36407. * @type {number}
  36408. * @default 0
  36409. */
  36410. this.offset = 0;
  36411. /**
  36412. * Overrides the default duration of the audio.
  36413. *
  36414. * @type {undefined|number}
  36415. * @default undefined
  36416. */
  36417. this.duration = undefined;
  36418. /**
  36419. * The playback speed.
  36420. *
  36421. * Defined via {@link Audio#setPlaybackRate}.
  36422. *
  36423. * @type {number}
  36424. * @readonly
  36425. * @default 1
  36426. */
  36427. this.playbackRate = 1;
  36428. /**
  36429. * Indicates whether the audio is playing or not.
  36430. *
  36431. * This flag will be automatically set when using {@link Audio#play},
  36432. * {@link Audio#pause}, {@link Audio#stop}.
  36433. *
  36434. * @type {boolean}
  36435. * @readonly
  36436. * @default false
  36437. */
  36438. this.isPlaying = false;
  36439. /**
  36440. * Indicates whether the audio playback can be controlled
  36441. * with method like {@link Audio#play} or {@link Audio#pause}.
  36442. *
  36443. * This flag will be automatically set when audio sources are
  36444. * defined.
  36445. *
  36446. * @type {boolean}
  36447. * @readonly
  36448. * @default true
  36449. */
  36450. this.hasPlaybackControl = true;
  36451. /**
  36452. * Holds a reference to the current audio source.
  36453. *
  36454. * The property is automatically by one of the `set*()` methods.
  36455. *
  36456. * @type {?AudioNode}
  36457. * @readonly
  36458. * @default null
  36459. */
  36460. this.source = null;
  36461. /**
  36462. * Defines the source type.
  36463. *
  36464. * The property is automatically by one of the `set*()` methods.
  36465. *
  36466. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36467. * @readonly
  36468. * @default 'empty'
  36469. */
  36470. this.sourceType = 'empty';
  36471. this._startedAt = 0;
  36472. this._progress = 0;
  36473. this._connected = false;
  36474. /**
  36475. * Can be used to apply a variety of low-order filters to create
  36476. * more complex sound effects e.g. via `BiquadFilterNode`.
  36477. *
  36478. * The property is automatically set by {@link Audio#setFilters}.
  36479. *
  36480. * @type {Array<AudioNode>}
  36481. * @readonly
  36482. */
  36483. this.filters = [];
  36484. }
  36485. /**
  36486. * Returns the output audio node.
  36487. *
  36488. * @return {GainNode} The output node.
  36489. */
  36490. getOutput() {
  36491. return this.gain;
  36492. }
  36493. /**
  36494. * Sets the given audio node as the source of this instance.
  36495. *
  36496. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36497. *
  36498. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36499. * @return {Audio} A reference to this instance.
  36500. */
  36501. setNodeSource( audioNode ) {
  36502. this.hasPlaybackControl = false;
  36503. this.sourceType = 'audioNode';
  36504. this.source = audioNode;
  36505. this.connect();
  36506. return this;
  36507. }
  36508. /**
  36509. * Sets the given media element as the source of this instance.
  36510. *
  36511. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36512. *
  36513. * @param {HTMLMediaElement} mediaElement - The media element.
  36514. * @return {Audio} A reference to this instance.
  36515. */
  36516. setMediaElementSource( mediaElement ) {
  36517. this.hasPlaybackControl = false;
  36518. this.sourceType = 'mediaNode';
  36519. this.source = this.context.createMediaElementSource( mediaElement );
  36520. this.connect();
  36521. return this;
  36522. }
  36523. /**
  36524. * Sets the given media stream as the source of this instance.
  36525. *
  36526. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36527. *
  36528. * @param {MediaStream} mediaStream - The media stream.
  36529. * @return {Audio} A reference to this instance.
  36530. */
  36531. setMediaStreamSource( mediaStream ) {
  36532. this.hasPlaybackControl = false;
  36533. this.sourceType = 'mediaStreamNode';
  36534. this.source = this.context.createMediaStreamSource( mediaStream );
  36535. this.connect();
  36536. return this;
  36537. }
  36538. /**
  36539. * Sets the given audio buffer as the source of this instance.
  36540. *
  36541. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36542. *
  36543. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36544. * @return {Audio} A reference to this instance.
  36545. */
  36546. setBuffer( audioBuffer ) {
  36547. this.buffer = audioBuffer;
  36548. this.sourceType = 'buffer';
  36549. if ( this.autoplay ) this.play();
  36550. return this;
  36551. }
  36552. /**
  36553. * Starts the playback of the audio.
  36554. *
  36555. * Can only be used with compatible audio sources that allow playback control.
  36556. *
  36557. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36558. * @return {Audio|undefined} A reference to this instance.
  36559. */
  36560. play( delay = 0 ) {
  36561. if ( this.isPlaying === true ) {
  36562. warn( 'Audio: Audio is already playing.' );
  36563. return;
  36564. }
  36565. if ( this.hasPlaybackControl === false ) {
  36566. warn( 'Audio: this Audio has no playback control.' );
  36567. return;
  36568. }
  36569. this._startedAt = this.context.currentTime + delay;
  36570. const source = this.context.createBufferSource();
  36571. source.buffer = this.buffer;
  36572. source.loop = this.loop;
  36573. source.loopStart = this.loopStart;
  36574. source.loopEnd = this.loopEnd;
  36575. source.onended = this.onEnded.bind( this );
  36576. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36577. this.isPlaying = true;
  36578. this.source = source;
  36579. this.setDetune( this.detune );
  36580. this.setPlaybackRate( this.playbackRate );
  36581. return this.connect();
  36582. }
  36583. /**
  36584. * Pauses the playback of the audio.
  36585. *
  36586. * Can only be used with compatible audio sources that allow playback control.
  36587. *
  36588. * @return {Audio|undefined} A reference to this instance.
  36589. */
  36590. pause() {
  36591. if ( this.hasPlaybackControl === false ) {
  36592. warn( 'Audio: this Audio has no playback control.' );
  36593. return;
  36594. }
  36595. if ( this.isPlaying === true ) {
  36596. // update current progress
  36597. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36598. if ( this.loop === true ) {
  36599. // ensure _progress does not exceed duration with looped audios
  36600. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36601. }
  36602. this.source.stop();
  36603. this.source.onended = null;
  36604. this.isPlaying = false;
  36605. }
  36606. return this;
  36607. }
  36608. /**
  36609. * Stops the playback of the audio.
  36610. *
  36611. * Can only be used with compatible audio sources that allow playback control.
  36612. *
  36613. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36614. * @return {Audio|undefined} A reference to this instance.
  36615. */
  36616. stop( delay = 0 ) {
  36617. if ( this.hasPlaybackControl === false ) {
  36618. warn( 'Audio: this Audio has no playback control.' );
  36619. return;
  36620. }
  36621. this._progress = 0;
  36622. if ( this.source !== null ) {
  36623. this.source.stop( this.context.currentTime + delay );
  36624. this.source.onended = null;
  36625. }
  36626. this.isPlaying = false;
  36627. return this;
  36628. }
  36629. /**
  36630. * Connects to the audio source. This is used internally on
  36631. * initialisation and when setting / removing filters.
  36632. *
  36633. * @return {Audio} A reference to this instance.
  36634. */
  36635. connect() {
  36636. if ( this.filters.length > 0 ) {
  36637. this.source.connect( this.filters[ 0 ] );
  36638. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36639. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36640. }
  36641. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36642. } else {
  36643. this.source.connect( this.getOutput() );
  36644. }
  36645. this._connected = true;
  36646. return this;
  36647. }
  36648. /**
  36649. * Disconnects to the audio source. This is used internally on
  36650. * initialisation and when setting / removing filters.
  36651. *
  36652. * @return {Audio|undefined} A reference to this instance.
  36653. */
  36654. disconnect() {
  36655. if ( this._connected === false ) {
  36656. return;
  36657. }
  36658. if ( this.filters.length > 0 ) {
  36659. this.source.disconnect( this.filters[ 0 ] );
  36660. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36661. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36662. }
  36663. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36664. } else {
  36665. this.source.disconnect( this.getOutput() );
  36666. }
  36667. this._connected = false;
  36668. return this;
  36669. }
  36670. /**
  36671. * Returns the current set filters.
  36672. *
  36673. * @return {Array<AudioNode>} The list of filters.
  36674. */
  36675. getFilters() {
  36676. return this.filters;
  36677. }
  36678. /**
  36679. * Sets an array of filters and connects them with the audio source.
  36680. *
  36681. * @param {Array<AudioNode>} [value] - A list of filters.
  36682. * @return {Audio} A reference to this instance.
  36683. */
  36684. setFilters( value ) {
  36685. if ( ! value ) value = [];
  36686. if ( this._connected === true ) {
  36687. this.disconnect();
  36688. this.filters = value.slice();
  36689. this.connect();
  36690. } else {
  36691. this.filters = value.slice();
  36692. }
  36693. return this;
  36694. }
  36695. /**
  36696. * Defines the detuning of oscillation in cents.
  36697. *
  36698. * @param {number} value - The detuning of oscillation in cents.
  36699. * @return {Audio} A reference to this instance.
  36700. */
  36701. setDetune( value ) {
  36702. this.detune = value;
  36703. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36704. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36705. }
  36706. return this;
  36707. }
  36708. /**
  36709. * Returns the detuning of oscillation in cents.
  36710. *
  36711. * @return {number} The detuning of oscillation in cents.
  36712. */
  36713. getDetune() {
  36714. return this.detune;
  36715. }
  36716. /**
  36717. * Returns the first filter in the list of filters.
  36718. *
  36719. * @return {AudioNode|undefined} The first filter in the list of filters.
  36720. */
  36721. getFilter() {
  36722. return this.getFilters()[ 0 ];
  36723. }
  36724. /**
  36725. * Applies a single filter node to the audio.
  36726. *
  36727. * @param {AudioNode} [filter] - The filter to set.
  36728. * @return {Audio} A reference to this instance.
  36729. */
  36730. setFilter( filter ) {
  36731. return this.setFilters( filter ? [ filter ] : [] );
  36732. }
  36733. /**
  36734. * Sets the playback rate.
  36735. *
  36736. * Can only be used with compatible audio sources that allow playback control.
  36737. *
  36738. * @param {number} [value] - The playback rate to set.
  36739. * @return {Audio|undefined} A reference to this instance.
  36740. */
  36741. setPlaybackRate( value ) {
  36742. if ( this.hasPlaybackControl === false ) {
  36743. warn( 'Audio: this Audio has no playback control.' );
  36744. return;
  36745. }
  36746. this.playbackRate = value;
  36747. if ( this.isPlaying === true ) {
  36748. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36749. }
  36750. return this;
  36751. }
  36752. /**
  36753. * Returns the current playback rate.
  36754. * @return {number} The playback rate.
  36755. */
  36756. getPlaybackRate() {
  36757. return this.playbackRate;
  36758. }
  36759. /**
  36760. * Automatically called when playback finished.
  36761. */
  36762. onEnded() {
  36763. this.isPlaying = false;
  36764. this._progress = 0;
  36765. }
  36766. /**
  36767. * Returns the loop flag.
  36768. *
  36769. * Can only be used with compatible audio sources that allow playback control.
  36770. *
  36771. * @return {boolean} Whether the audio should loop or not.
  36772. */
  36773. getLoop() {
  36774. if ( this.hasPlaybackControl === false ) {
  36775. warn( 'Audio: this Audio has no playback control.' );
  36776. return false;
  36777. }
  36778. return this.loop;
  36779. }
  36780. /**
  36781. * Sets the loop flag.
  36782. *
  36783. * Can only be used with compatible audio sources that allow playback control.
  36784. *
  36785. * @param {boolean} value - Whether the audio should loop or not.
  36786. * @return {Audio|undefined} A reference to this instance.
  36787. */
  36788. setLoop( value ) {
  36789. if ( this.hasPlaybackControl === false ) {
  36790. warn( 'Audio: this Audio has no playback control.' );
  36791. return;
  36792. }
  36793. this.loop = value;
  36794. if ( this.isPlaying === true ) {
  36795. this.source.loop = this.loop;
  36796. }
  36797. return this;
  36798. }
  36799. /**
  36800. * Sets the loop start value which defines where in the audio buffer the replay should
  36801. * start, in seconds.
  36802. *
  36803. * @param {number} value - The loop start value.
  36804. * @return {Audio} A reference to this instance.
  36805. */
  36806. setLoopStart( value ) {
  36807. this.loopStart = value;
  36808. return this;
  36809. }
  36810. /**
  36811. * Sets the loop end value which defines where in the audio buffer the replay should
  36812. * stop, in seconds.
  36813. *
  36814. * @param {number} value - The loop end value.
  36815. * @return {Audio} A reference to this instance.
  36816. */
  36817. setLoopEnd( value ) {
  36818. this.loopEnd = value;
  36819. return this;
  36820. }
  36821. /**
  36822. * Returns the volume.
  36823. *
  36824. * @return {number} The volume.
  36825. */
  36826. getVolume() {
  36827. return this.gain.gain.value;
  36828. }
  36829. /**
  36830. * Sets the volume.
  36831. *
  36832. * @param {number} value - The volume to set.
  36833. * @return {Audio} A reference to this instance.
  36834. */
  36835. setVolume( value ) {
  36836. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36837. return this;
  36838. }
  36839. copy( source, recursive ) {
  36840. super.copy( source, recursive );
  36841. if ( source.sourceType !== 'buffer' ) {
  36842. warn( 'Audio: Audio source type cannot be copied.' );
  36843. return this;
  36844. }
  36845. this.autoplay = source.autoplay;
  36846. this.buffer = source.buffer;
  36847. this.detune = source.detune;
  36848. this.loop = source.loop;
  36849. this.loopStart = source.loopStart;
  36850. this.loopEnd = source.loopEnd;
  36851. this.offset = source.offset;
  36852. this.duration = source.duration;
  36853. this.playbackRate = source.playbackRate;
  36854. this.hasPlaybackControl = source.hasPlaybackControl;
  36855. this.sourceType = source.sourceType;
  36856. this.filters = source.filters.slice();
  36857. return this;
  36858. }
  36859. clone( recursive ) {
  36860. return new this.constructor( this.listener ).copy( this, recursive );
  36861. }
  36862. }
  36863. const _position = /*@__PURE__*/ new Vector3();
  36864. const _quaternion = /*@__PURE__*/ new Quaternion();
  36865. const _scale = /*@__PURE__*/ new Vector3();
  36866. const _orientation = /*@__PURE__*/ new Vector3();
  36867. /**
  36868. * Represents a positional audio object.
  36869. *
  36870. * ```js
  36871. * // create an AudioListener and add it to the camera
  36872. * const listener = new THREE.AudioListener();
  36873. * camera.add( listener );
  36874. *
  36875. * // create the PositionalAudio object (passing in the listener)
  36876. * const sound = new THREE.PositionalAudio( listener );
  36877. *
  36878. * // load a sound and set it as the PositionalAudio object's buffer
  36879. * const audioLoader = new THREE.AudioLoader();
  36880. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36881. * sound.setBuffer( buffer );
  36882. * sound.setRefDistance( 20 );
  36883. * sound.play();
  36884. * });
  36885. *
  36886. * // create an object for the sound to play from
  36887. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36888. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36889. * const mesh = new THREE.Mesh( sphere, material );
  36890. * scene.add( mesh );
  36891. *
  36892. * // finally add the sound to the mesh
  36893. * mesh.add( sound );
  36894. *
  36895. * @augments Audio
  36896. */
  36897. class PositionalAudio extends Audio {
  36898. /**
  36899. * Constructs a positional audio.
  36900. *
  36901. * @param {AudioListener} listener - The global audio listener.
  36902. */
  36903. constructor( listener ) {
  36904. super( listener );
  36905. /**
  36906. * The panner node represents the location, direction, and behavior of an audio
  36907. * source in 3D space.
  36908. *
  36909. * @type {PannerNode}
  36910. * @readonly
  36911. */
  36912. this.panner = this.context.createPanner();
  36913. this.panner.panningModel = 'HRTF';
  36914. this.panner.connect( this.gain );
  36915. }
  36916. connect() {
  36917. super.connect();
  36918. this.panner.connect( this.gain );
  36919. return this;
  36920. }
  36921. disconnect() {
  36922. super.disconnect();
  36923. this.panner.disconnect( this.gain );
  36924. return this;
  36925. }
  36926. getOutput() {
  36927. return this.panner;
  36928. }
  36929. /**
  36930. * Returns the current reference distance.
  36931. *
  36932. * @return {number} The reference distance.
  36933. */
  36934. getRefDistance() {
  36935. return this.panner.refDistance;
  36936. }
  36937. /**
  36938. * Defines the reference distance for reducing volume as the audio source moves
  36939. * further from the listener – i.e. the distance at which the volume reduction
  36940. * starts taking effect.
  36941. *
  36942. * @param {number} value - The reference distance to set.
  36943. * @return {PositionalAudio} A reference to this instance.
  36944. */
  36945. setRefDistance( value ) {
  36946. this.panner.refDistance = value;
  36947. return this;
  36948. }
  36949. /**
  36950. * Returns the current rolloff factor.
  36951. *
  36952. * @return {number} The rolloff factor.
  36953. */
  36954. getRolloffFactor() {
  36955. return this.panner.rolloffFactor;
  36956. }
  36957. /**
  36958. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36959. *
  36960. * @param {number} value - The rolloff factor.
  36961. * @return {PositionalAudio} A reference to this instance.
  36962. */
  36963. setRolloffFactor( value ) {
  36964. this.panner.rolloffFactor = value;
  36965. return this;
  36966. }
  36967. /**
  36968. * Returns the current distance model.
  36969. *
  36970. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36971. */
  36972. getDistanceModel() {
  36973. return this.panner.distanceModel;
  36974. }
  36975. /**
  36976. * Defines which algorithm to use to reduce the volume of the audio source
  36977. * as it moves away from the listener.
  36978. *
  36979. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36980. * for more details.
  36981. *
  36982. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36983. * @return {PositionalAudio} A reference to this instance.
  36984. */
  36985. setDistanceModel( value ) {
  36986. this.panner.distanceModel = value;
  36987. return this;
  36988. }
  36989. /**
  36990. * Returns the current max distance.
  36991. *
  36992. * @return {number} The max distance.
  36993. */
  36994. getMaxDistance() {
  36995. return this.panner.maxDistance;
  36996. }
  36997. /**
  36998. * Defines the maximum distance between the audio source and the listener,
  36999. * after which the volume is not reduced any further.
  37000. *
  37001. * This value is used only by the `linear` distance model.
  37002. *
  37003. * @param {number} value - The max distance.
  37004. * @return {PositionalAudio} A reference to this instance.
  37005. */
  37006. setMaxDistance( value ) {
  37007. this.panner.maxDistance = value;
  37008. return this;
  37009. }
  37010. /**
  37011. * Sets the directional cone in which the audio can be listened.
  37012. *
  37013. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37014. * @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.
  37015. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37016. * @return {PositionalAudio} A reference to this instance.
  37017. */
  37018. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37019. this.panner.coneInnerAngle = coneInnerAngle;
  37020. this.panner.coneOuterAngle = coneOuterAngle;
  37021. this.panner.coneOuterGain = coneOuterGain;
  37022. return this;
  37023. }
  37024. updateMatrixWorld( force ) {
  37025. super.updateMatrixWorld( force );
  37026. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37027. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37028. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37029. const panner = this.panner;
  37030. if ( panner.positionX ) {
  37031. // code path for Chrome and Firefox (see #14393)
  37032. const endTime = this.context.currentTime + this.listener.timeDelta;
  37033. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37034. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37035. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37036. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37037. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37038. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37039. } else {
  37040. panner.setPosition( _position.x, _position.y, _position.z );
  37041. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37042. }
  37043. }
  37044. }
  37045. /**
  37046. * This class can be used to analyse audio data.
  37047. *
  37048. * ```js
  37049. * // create an AudioListener and add it to the camera
  37050. * const listener = new THREE.AudioListener();
  37051. * camera.add( listener );
  37052. *
  37053. * // create an Audio source
  37054. * const sound = new THREE.Audio( listener );
  37055. *
  37056. * // load a sound and set it as the Audio object's buffer
  37057. * const audioLoader = new THREE.AudioLoader();
  37058. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37059. * sound.setBuffer( buffer );
  37060. * sound.setLoop(true);
  37061. * sound.setVolume(0.5);
  37062. * sound.play();
  37063. * });
  37064. *
  37065. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37066. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37067. *
  37068. * // get the average frequency of the sound
  37069. * const data = analyser.getAverageFrequency();
  37070. * ```
  37071. */
  37072. class AudioAnalyser {
  37073. /**
  37074. * Constructs a new audio analyzer.
  37075. *
  37076. * @param {Audio} audio - The audio to analyze.
  37077. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37078. */
  37079. constructor( audio, fftSize = 2048 ) {
  37080. /**
  37081. * The global audio listener.
  37082. *
  37083. * @type {AnalyserNode}
  37084. */
  37085. this.analyser = audio.context.createAnalyser();
  37086. this.analyser.fftSize = fftSize;
  37087. /**
  37088. * Holds the analyzed data.
  37089. *
  37090. * @type {Uint8Array}
  37091. */
  37092. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37093. audio.getOutput().connect( this.analyser );
  37094. }
  37095. /**
  37096. * Returns an array with frequency data of the audio.
  37097. *
  37098. * Each item in the array represents the decibel value for a specific frequency.
  37099. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37100. * For example, for 48000 sample rate, the last item of the array will represent
  37101. * the decibel value for 24000 Hz.
  37102. *
  37103. * @return {Uint8Array} The frequency data.
  37104. */
  37105. getFrequencyData() {
  37106. this.analyser.getByteFrequencyData( this.data );
  37107. return this.data;
  37108. }
  37109. /**
  37110. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37111. *
  37112. * @return {number} The average frequency.
  37113. */
  37114. getAverageFrequency() {
  37115. let value = 0;
  37116. const data = this.getFrequencyData();
  37117. for ( let i = 0; i < data.length; i ++ ) {
  37118. value += data[ i ];
  37119. }
  37120. return value / data.length;
  37121. }
  37122. }
  37123. /**
  37124. * Buffered scene graph property that allows weighted accumulation; used internally.
  37125. */
  37126. class PropertyMixer {
  37127. /**
  37128. * Constructs a new property mixer.
  37129. *
  37130. * @param {PropertyBinding} binding - The property binding.
  37131. * @param {string} typeName - The keyframe track type name.
  37132. * @param {number} valueSize - The keyframe track value size.
  37133. */
  37134. constructor( binding, typeName, valueSize ) {
  37135. /**
  37136. * The property binding.
  37137. *
  37138. * @type {PropertyBinding}
  37139. */
  37140. this.binding = binding;
  37141. /**
  37142. * The keyframe track value size.
  37143. *
  37144. * @type {number}
  37145. */
  37146. this.valueSize = valueSize;
  37147. let mixFunction,
  37148. mixFunctionAdditive,
  37149. setIdentity;
  37150. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37151. //
  37152. // interpolators can use .buffer as their .result
  37153. // the data then goes to 'incoming'
  37154. //
  37155. // 'accu0' and 'accu1' are used frame-interleaved for
  37156. // the cumulative result and are compared to detect
  37157. // changes
  37158. //
  37159. // 'orig' stores the original state of the property
  37160. //
  37161. // 'add' is used for additive cumulative results
  37162. //
  37163. // 'work' is optional and is only present for quaternion types. It is used
  37164. // to store intermediate quaternion multiplication results
  37165. switch ( typeName ) {
  37166. case 'quaternion':
  37167. mixFunction = this._slerp;
  37168. mixFunctionAdditive = this._slerpAdditive;
  37169. setIdentity = this._setAdditiveIdentityQuaternion;
  37170. this.buffer = new Float64Array( valueSize * 6 );
  37171. this._workIndex = 5;
  37172. break;
  37173. case 'string':
  37174. case 'bool':
  37175. mixFunction = this._select;
  37176. // Use the regular mix function and for additive on these types,
  37177. // additive is not relevant for non-numeric types
  37178. mixFunctionAdditive = this._select;
  37179. setIdentity = this._setAdditiveIdentityOther;
  37180. this.buffer = new Array( valueSize * 5 );
  37181. break;
  37182. default:
  37183. mixFunction = this._lerp;
  37184. mixFunctionAdditive = this._lerpAdditive;
  37185. setIdentity = this._setAdditiveIdentityNumeric;
  37186. this.buffer = new Float64Array( valueSize * 5 );
  37187. }
  37188. this._mixBufferRegion = mixFunction;
  37189. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37190. this._setIdentity = setIdentity;
  37191. this._origIndex = 3;
  37192. this._addIndex = 4;
  37193. /**
  37194. * TODO
  37195. *
  37196. * @type {number}
  37197. * @default 0
  37198. */
  37199. this.cumulativeWeight = 0;
  37200. /**
  37201. * TODO
  37202. *
  37203. * @type {number}
  37204. * @default 0
  37205. */
  37206. this.cumulativeWeightAdditive = 0;
  37207. /**
  37208. * TODO
  37209. *
  37210. * @type {number}
  37211. * @default 0
  37212. */
  37213. this.useCount = 0;
  37214. /**
  37215. * TODO
  37216. *
  37217. * @type {number}
  37218. * @default 0
  37219. */
  37220. this.referenceCount = 0;
  37221. }
  37222. /**
  37223. * Accumulates data in the `incoming` region into `accu<i>`.
  37224. *
  37225. * @param {number} accuIndex - The accumulation index.
  37226. * @param {number} weight - The weight.
  37227. */
  37228. accumulate( accuIndex, weight ) {
  37229. // note: happily accumulating nothing when weight = 0, the caller knows
  37230. // the weight and shouldn't have made the call in the first place
  37231. const buffer = this.buffer,
  37232. stride = this.valueSize,
  37233. offset = accuIndex * stride + stride;
  37234. let currentWeight = this.cumulativeWeight;
  37235. if ( currentWeight === 0 ) {
  37236. // accuN := incoming * weight
  37237. for ( let i = 0; i !== stride; ++ i ) {
  37238. buffer[ offset + i ] = buffer[ i ];
  37239. }
  37240. currentWeight = weight;
  37241. } else {
  37242. // accuN := accuN + incoming * weight
  37243. currentWeight += weight;
  37244. const mix = weight / currentWeight;
  37245. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37246. }
  37247. this.cumulativeWeight = currentWeight;
  37248. }
  37249. /**
  37250. * Accumulates data in the `incoming` region into `add`.
  37251. *
  37252. * @param {number} weight - The weight.
  37253. */
  37254. accumulateAdditive( weight ) {
  37255. const buffer = this.buffer,
  37256. stride = this.valueSize,
  37257. offset = stride * this._addIndex;
  37258. if ( this.cumulativeWeightAdditive === 0 ) {
  37259. // add = identity
  37260. this._setIdentity();
  37261. }
  37262. // add := add + incoming * weight
  37263. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37264. this.cumulativeWeightAdditive += weight;
  37265. }
  37266. /**
  37267. * Applies the state of `accu<i>` to the binding when accus differ.
  37268. *
  37269. * @param {number} accuIndex - The accumulation index.
  37270. */
  37271. apply( accuIndex ) {
  37272. const stride = this.valueSize,
  37273. buffer = this.buffer,
  37274. offset = accuIndex * stride + stride,
  37275. weight = this.cumulativeWeight,
  37276. weightAdditive = this.cumulativeWeightAdditive,
  37277. binding = this.binding;
  37278. this.cumulativeWeight = 0;
  37279. this.cumulativeWeightAdditive = 0;
  37280. if ( weight < 1 ) {
  37281. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37282. const originalValueOffset = stride * this._origIndex;
  37283. this._mixBufferRegion(
  37284. buffer, offset, originalValueOffset, 1 - weight, stride );
  37285. }
  37286. if ( weightAdditive > 0 ) {
  37287. // accuN := accuN + additive accuN
  37288. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37289. }
  37290. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37291. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37292. // value has changed -> update scene graph
  37293. binding.setValue( buffer, offset );
  37294. break;
  37295. }
  37296. }
  37297. }
  37298. /**
  37299. * Remembers the state of the bound property and copy it to both accus.
  37300. */
  37301. saveOriginalState() {
  37302. const binding = this.binding;
  37303. const buffer = this.buffer,
  37304. stride = this.valueSize,
  37305. originalValueOffset = stride * this._origIndex;
  37306. binding.getValue( buffer, originalValueOffset );
  37307. // accu[0..1] := orig -- initially detect changes against the original
  37308. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37309. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37310. }
  37311. // Add to identity for additive
  37312. this._setIdentity();
  37313. this.cumulativeWeight = 0;
  37314. this.cumulativeWeightAdditive = 0;
  37315. }
  37316. /**
  37317. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37318. */
  37319. restoreOriginalState() {
  37320. const originalValueOffset = this.valueSize * 3;
  37321. this.binding.setValue( this.buffer, originalValueOffset );
  37322. }
  37323. // internals
  37324. _setAdditiveIdentityNumeric() {
  37325. const startIndex = this._addIndex * this.valueSize;
  37326. const endIndex = startIndex + this.valueSize;
  37327. for ( let i = startIndex; i < endIndex; i ++ ) {
  37328. this.buffer[ i ] = 0;
  37329. }
  37330. }
  37331. _setAdditiveIdentityQuaternion() {
  37332. this._setAdditiveIdentityNumeric();
  37333. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37334. }
  37335. _setAdditiveIdentityOther() {
  37336. const startIndex = this._origIndex * this.valueSize;
  37337. const targetIndex = this._addIndex * this.valueSize;
  37338. for ( let i = 0; i < this.valueSize; i ++ ) {
  37339. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37340. }
  37341. }
  37342. // mix functions
  37343. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37344. if ( t >= 0.5 ) {
  37345. for ( let i = 0; i !== stride; ++ i ) {
  37346. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37347. }
  37348. }
  37349. }
  37350. _slerp( buffer, dstOffset, srcOffset, t ) {
  37351. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37352. }
  37353. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37354. const workOffset = this._workIndex * stride;
  37355. // Store result in intermediate buffer offset
  37356. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37357. // Slerp to the intermediate result
  37358. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37359. }
  37360. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37361. const s = 1 - t;
  37362. for ( let i = 0; i !== stride; ++ i ) {
  37363. const j = dstOffset + i;
  37364. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37365. }
  37366. }
  37367. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37368. for ( let i = 0; i !== stride; ++ i ) {
  37369. const j = dstOffset + i;
  37370. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37371. }
  37372. }
  37373. }
  37374. // Characters [].:/ are reserved for track binding syntax.
  37375. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37376. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37377. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37378. // only latin characters, and the unicode \p{L} is not yet supported. So
  37379. // instead, we exclude reserved characters and match everything else.
  37380. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37381. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37382. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37383. // be matched to parse the rest of the track name.
  37384. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37385. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37386. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37387. // Object on target node, and accessor. May not contain reserved
  37388. // characters. Accessor may contain any character except closing bracket.
  37389. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37390. // Property and accessor. May not contain reserved characters. Accessor may
  37391. // contain any non-bracket characters.
  37392. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37393. const _trackRe = new RegExp( ''
  37394. + '^'
  37395. + _directoryRe
  37396. + _nodeRe
  37397. + _objectRe
  37398. + _propertyRe
  37399. + '$'
  37400. );
  37401. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37402. class Composite {
  37403. constructor( targetGroup, path, optionalParsedPath ) {
  37404. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37405. this._targetGroup = targetGroup;
  37406. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37407. }
  37408. getValue( array, offset ) {
  37409. this.bind(); // bind all binding
  37410. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37411. binding = this._bindings[ firstValidIndex ];
  37412. // and only call .getValue on the first
  37413. if ( binding !== undefined ) binding.getValue( array, offset );
  37414. }
  37415. setValue( array, offset ) {
  37416. const bindings = this._bindings;
  37417. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37418. bindings[ i ].setValue( array, offset );
  37419. }
  37420. }
  37421. bind() {
  37422. const bindings = this._bindings;
  37423. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37424. bindings[ i ].bind();
  37425. }
  37426. }
  37427. unbind() {
  37428. const bindings = this._bindings;
  37429. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37430. bindings[ i ].unbind();
  37431. }
  37432. }
  37433. }
  37434. // Note: This class uses a State pattern on a per-method basis:
  37435. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37436. // prototype version of these methods with one that represents
  37437. // the bound state. When the property is not found, the methods
  37438. // become no-ops.
  37439. /**
  37440. * This holds a reference to a real property in the scene graph; used internally.
  37441. */
  37442. class PropertyBinding {
  37443. /**
  37444. * Constructs a new property binding.
  37445. *
  37446. * @param {Object} rootNode - The root node.
  37447. * @param {string} path - The path.
  37448. * @param {?Object} [parsedPath] - The parsed path.
  37449. */
  37450. constructor( rootNode, path, parsedPath ) {
  37451. /**
  37452. * The object path to the animated property.
  37453. *
  37454. * @type {string}
  37455. */
  37456. this.path = path;
  37457. /**
  37458. * An object holding information about the path.
  37459. *
  37460. * @type {Object}
  37461. */
  37462. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37463. /**
  37464. * The object owns the animated property.
  37465. *
  37466. * @type {?Object}
  37467. */
  37468. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37469. /**
  37470. * The root node.
  37471. *
  37472. * @type {Object3D|Skeleton}
  37473. */
  37474. this.rootNode = rootNode;
  37475. // initial state of these methods that calls 'bind'
  37476. this.getValue = this._getValue_unbound;
  37477. this.setValue = this._setValue_unbound;
  37478. }
  37479. /**
  37480. * Factory method for creating a property binding from the given parameters.
  37481. *
  37482. * @static
  37483. * @param {Object} root - The root node.
  37484. * @param {string} path - The path.
  37485. * @param {?Object} [parsedPath] - The parsed path.
  37486. * @return {PropertyBinding|Composite} The created property binding or composite.
  37487. */
  37488. static create( root, path, parsedPath ) {
  37489. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37490. return new PropertyBinding( root, path, parsedPath );
  37491. } else {
  37492. return new PropertyBinding.Composite( root, path, parsedPath );
  37493. }
  37494. }
  37495. /**
  37496. * Replaces spaces with underscores and removes unsupported characters from
  37497. * node names, to ensure compatibility with parseTrackName().
  37498. *
  37499. * @param {string} name - Node name to be sanitized.
  37500. * @return {string} The sanitized node name.
  37501. */
  37502. static sanitizeNodeName( name ) {
  37503. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37504. }
  37505. /**
  37506. * Parses the given track name (an object path to an animated property) and
  37507. * returns an object with information about the path. Matches strings in the following forms:
  37508. *
  37509. * - nodeName.property
  37510. * - nodeName.property[accessor]
  37511. * - nodeName.material.property[accessor]
  37512. * - uuid.property[accessor]
  37513. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37514. * - parentName/nodeName.property
  37515. * - parentName/parentName/nodeName.property[index]
  37516. * - .bone[Armature.DEF_cog].position
  37517. * - scene:helium_balloon_model:helium_balloon_model.position
  37518. *
  37519. * @static
  37520. * @param {string} trackName - The track name to parse.
  37521. * @return {Object} The parsed track name as an object.
  37522. */
  37523. static parseTrackName( trackName ) {
  37524. const matches = _trackRe.exec( trackName );
  37525. if ( matches === null ) {
  37526. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37527. }
  37528. const results = {
  37529. // directoryName: matches[ 1 ], // (tschw) currently unused
  37530. nodeName: matches[ 2 ],
  37531. objectName: matches[ 3 ],
  37532. objectIndex: matches[ 4 ],
  37533. propertyName: matches[ 5 ], // required
  37534. propertyIndex: matches[ 6 ]
  37535. };
  37536. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37537. if ( lastDot !== undefined && lastDot !== -1 ) {
  37538. const objectName = results.nodeName.substring( lastDot + 1 );
  37539. // Object names must be checked against an allowlist. Otherwise, there
  37540. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37541. // 'bar' could be the objectName, or part of a nodeName (which can
  37542. // include '.' characters).
  37543. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37544. results.nodeName = results.nodeName.substring( 0, lastDot );
  37545. results.objectName = objectName;
  37546. }
  37547. }
  37548. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37549. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37550. }
  37551. return results;
  37552. }
  37553. /**
  37554. * Searches for a node in the hierarchy of the given root object by the given
  37555. * node name.
  37556. *
  37557. * @static
  37558. * @param {Object} root - The root object.
  37559. * @param {string|number} nodeName - The name of the node.
  37560. * @return {?Object} The found node. Returns `null` if no object was found.
  37561. */
  37562. static findNode( root, nodeName ) {
  37563. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37564. return root;
  37565. }
  37566. // search into skeleton bones.
  37567. if ( root.skeleton ) {
  37568. const bone = root.skeleton.getBoneByName( nodeName );
  37569. if ( bone !== undefined ) {
  37570. return bone;
  37571. }
  37572. }
  37573. // search into node subtree.
  37574. if ( root.children ) {
  37575. const searchNodeSubtree = function ( children ) {
  37576. for ( let i = 0; i < children.length; i ++ ) {
  37577. const childNode = children[ i ];
  37578. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37579. return childNode;
  37580. }
  37581. const result = searchNodeSubtree( childNode.children );
  37582. if ( result ) return result;
  37583. }
  37584. return null;
  37585. };
  37586. const subTreeNode = searchNodeSubtree( root.children );
  37587. if ( subTreeNode ) {
  37588. return subTreeNode;
  37589. }
  37590. }
  37591. return null;
  37592. }
  37593. // these are used to "bind" a nonexistent property
  37594. _getValue_unavailable() {}
  37595. _setValue_unavailable() {}
  37596. // Getters
  37597. _getValue_direct( buffer, offset ) {
  37598. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37599. }
  37600. _getValue_array( buffer, offset ) {
  37601. const source = this.resolvedProperty;
  37602. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37603. buffer[ offset ++ ] = source[ i ];
  37604. }
  37605. }
  37606. _getValue_arrayElement( buffer, offset ) {
  37607. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37608. }
  37609. _getValue_toArray( buffer, offset ) {
  37610. this.resolvedProperty.toArray( buffer, offset );
  37611. }
  37612. // Direct
  37613. _setValue_direct( buffer, offset ) {
  37614. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37615. }
  37616. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37617. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37618. this.targetObject.needsUpdate = true;
  37619. }
  37620. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37621. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37622. this.targetObject.matrixWorldNeedsUpdate = true;
  37623. }
  37624. // EntireArray
  37625. _setValue_array( buffer, offset ) {
  37626. const dest = this.resolvedProperty;
  37627. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37628. dest[ i ] = buffer[ offset ++ ];
  37629. }
  37630. }
  37631. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37632. const dest = this.resolvedProperty;
  37633. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37634. dest[ i ] = buffer[ offset ++ ];
  37635. }
  37636. this.targetObject.needsUpdate = true;
  37637. }
  37638. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37639. const dest = this.resolvedProperty;
  37640. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37641. dest[ i ] = buffer[ offset ++ ];
  37642. }
  37643. this.targetObject.matrixWorldNeedsUpdate = true;
  37644. }
  37645. // ArrayElement
  37646. _setValue_arrayElement( buffer, offset ) {
  37647. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37648. }
  37649. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37650. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37651. this.targetObject.needsUpdate = true;
  37652. }
  37653. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37654. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37655. this.targetObject.matrixWorldNeedsUpdate = true;
  37656. }
  37657. // HasToFromArray
  37658. _setValue_fromArray( buffer, offset ) {
  37659. this.resolvedProperty.fromArray( buffer, offset );
  37660. }
  37661. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37662. this.resolvedProperty.fromArray( buffer, offset );
  37663. this.targetObject.needsUpdate = true;
  37664. }
  37665. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37666. this.resolvedProperty.fromArray( buffer, offset );
  37667. this.targetObject.matrixWorldNeedsUpdate = true;
  37668. }
  37669. _getValue_unbound( targetArray, offset ) {
  37670. this.bind();
  37671. this.getValue( targetArray, offset );
  37672. }
  37673. _setValue_unbound( sourceArray, offset ) {
  37674. this.bind();
  37675. this.setValue( sourceArray, offset );
  37676. }
  37677. /**
  37678. * Creates a getter / setter pair for the property tracked by this binding.
  37679. */
  37680. bind() {
  37681. let targetObject = this.node;
  37682. const parsedPath = this.parsedPath;
  37683. const objectName = parsedPath.objectName;
  37684. const propertyName = parsedPath.propertyName;
  37685. let propertyIndex = parsedPath.propertyIndex;
  37686. if ( ! targetObject ) {
  37687. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37688. this.node = targetObject;
  37689. }
  37690. // set fail state so we can just 'return' on error
  37691. this.getValue = this._getValue_unavailable;
  37692. this.setValue = this._setValue_unavailable;
  37693. // ensure there is a value node
  37694. if ( ! targetObject ) {
  37695. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37696. return;
  37697. }
  37698. if ( objectName ) {
  37699. let objectIndex = parsedPath.objectIndex;
  37700. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37701. switch ( objectName ) {
  37702. case 'materials':
  37703. if ( ! targetObject.material ) {
  37704. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37705. return;
  37706. }
  37707. if ( ! targetObject.material.materials ) {
  37708. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37709. return;
  37710. }
  37711. targetObject = targetObject.material.materials;
  37712. break;
  37713. case 'bones':
  37714. if ( ! targetObject.skeleton ) {
  37715. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37716. return;
  37717. }
  37718. // potential future optimization: skip this if propertyIndex is already an integer
  37719. // and convert the integer string to a true integer.
  37720. targetObject = targetObject.skeleton.bones;
  37721. // support resolving morphTarget names into indices.
  37722. for ( let i = 0; i < targetObject.length; i ++ ) {
  37723. if ( targetObject[ i ].name === objectIndex ) {
  37724. objectIndex = i;
  37725. break;
  37726. }
  37727. }
  37728. break;
  37729. case 'map':
  37730. if ( 'map' in targetObject ) {
  37731. targetObject = targetObject.map;
  37732. break;
  37733. }
  37734. if ( ! targetObject.material ) {
  37735. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37736. return;
  37737. }
  37738. if ( ! targetObject.material.map ) {
  37739. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37740. return;
  37741. }
  37742. targetObject = targetObject.material.map;
  37743. break;
  37744. default:
  37745. if ( targetObject[ objectName ] === undefined ) {
  37746. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37747. return;
  37748. }
  37749. targetObject = targetObject[ objectName ];
  37750. }
  37751. if ( objectIndex !== undefined ) {
  37752. if ( targetObject[ objectIndex ] === undefined ) {
  37753. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37754. return;
  37755. }
  37756. targetObject = targetObject[ objectIndex ];
  37757. }
  37758. }
  37759. // resolve property
  37760. const nodeProperty = targetObject[ propertyName ];
  37761. if ( nodeProperty === undefined ) {
  37762. const nodeName = parsedPath.nodeName;
  37763. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37764. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37765. return;
  37766. }
  37767. // determine versioning scheme
  37768. let versioning = this.Versioning.None;
  37769. this.targetObject = targetObject;
  37770. if ( targetObject.isMaterial === true ) {
  37771. versioning = this.Versioning.NeedsUpdate;
  37772. } else if ( targetObject.isObject3D === true ) {
  37773. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37774. }
  37775. // determine how the property gets bound
  37776. let bindingType = this.BindingType.Direct;
  37777. if ( propertyIndex !== undefined ) {
  37778. // access a sub element of the property array (only primitives are supported right now)
  37779. if ( propertyName === 'morphTargetInfluences' ) {
  37780. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37781. // support resolving morphTarget names into indices.
  37782. if ( ! targetObject.geometry ) {
  37783. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37784. return;
  37785. }
  37786. if ( ! targetObject.geometry.morphAttributes ) {
  37787. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37788. return;
  37789. }
  37790. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37791. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37792. }
  37793. }
  37794. bindingType = this.BindingType.ArrayElement;
  37795. this.resolvedProperty = nodeProperty;
  37796. this.propertyIndex = propertyIndex;
  37797. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37798. // must use copy for Object3D.Euler/Quaternion
  37799. bindingType = this.BindingType.HasFromToArray;
  37800. this.resolvedProperty = nodeProperty;
  37801. } else if ( Array.isArray( nodeProperty ) ) {
  37802. bindingType = this.BindingType.EntireArray;
  37803. this.resolvedProperty = nodeProperty;
  37804. } else {
  37805. this.propertyName = propertyName;
  37806. }
  37807. // select getter / setter
  37808. this.getValue = this.GetterByBindingType[ bindingType ];
  37809. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37810. }
  37811. /**
  37812. * Unbinds the property.
  37813. */
  37814. unbind() {
  37815. this.node = null;
  37816. // back to the prototype version of getValue / setValue
  37817. // note: avoiding to mutate the shape of 'this' via 'delete'
  37818. this.getValue = this._getValue_unbound;
  37819. this.setValue = this._setValue_unbound;
  37820. }
  37821. }
  37822. PropertyBinding.Composite = Composite;
  37823. PropertyBinding.prototype.BindingType = {
  37824. Direct: 0,
  37825. EntireArray: 1,
  37826. ArrayElement: 2,
  37827. HasFromToArray: 3
  37828. };
  37829. PropertyBinding.prototype.Versioning = {
  37830. None: 0,
  37831. NeedsUpdate: 1,
  37832. MatrixWorldNeedsUpdate: 2
  37833. };
  37834. PropertyBinding.prototype.GetterByBindingType = [
  37835. PropertyBinding.prototype._getValue_direct,
  37836. PropertyBinding.prototype._getValue_array,
  37837. PropertyBinding.prototype._getValue_arrayElement,
  37838. PropertyBinding.prototype._getValue_toArray,
  37839. ];
  37840. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37841. [
  37842. // Direct
  37843. PropertyBinding.prototype._setValue_direct,
  37844. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37845. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37846. ], [
  37847. // EntireArray
  37848. PropertyBinding.prototype._setValue_array,
  37849. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37850. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37851. ], [
  37852. // ArrayElement
  37853. PropertyBinding.prototype._setValue_arrayElement,
  37854. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37855. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37856. ], [
  37857. // HasToFromArray
  37858. PropertyBinding.prototype._setValue_fromArray,
  37859. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37860. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37861. ]
  37862. ];
  37863. /**
  37864. * A group of objects that receives a shared animation state.
  37865. *
  37866. * Usage:
  37867. *
  37868. * - Add objects you would otherwise pass as 'root' to the
  37869. * constructor or the .clipAction method of AnimationMixer.
  37870. * - Instead pass this object as 'root'.
  37871. * - You can also add and remove objects later when the mixer is running.
  37872. *
  37873. * Note:
  37874. *
  37875. * - Objects of this class appear as one object to the mixer,
  37876. * so cache control of the individual objects must be done on the group.
  37877. *
  37878. * Limitation:
  37879. *
  37880. * - The animated properties must be compatible among the all objects in the group.
  37881. * - A single property can either be controlled through a target group or directly, but not both.
  37882. */
  37883. class AnimationObjectGroup {
  37884. /**
  37885. * Constructs a new animation group.
  37886. *
  37887. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37888. */
  37889. constructor() {
  37890. /**
  37891. * This flag can be used for type testing.
  37892. *
  37893. * @type {boolean}
  37894. * @readonly
  37895. * @default true
  37896. */
  37897. this.isAnimationObjectGroup = true;
  37898. /**
  37899. * The UUID of the 3D object.
  37900. *
  37901. * @type {string}
  37902. * @readonly
  37903. */
  37904. this.uuid = generateUUID();
  37905. // cached objects followed by the active ones
  37906. this._objects = Array.prototype.slice.call( arguments );
  37907. this.nCachedObjects_ = 0; // threshold
  37908. // note: read by PropertyBinding.Composite
  37909. const indices = {};
  37910. this._indicesByUUID = indices; // for bookkeeping
  37911. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37912. indices[ arguments[ i ].uuid ] = i;
  37913. }
  37914. this._paths = []; // inside: string
  37915. this._parsedPaths = []; // inside: { we don't care, here }
  37916. this._bindings = []; // inside: Array< PropertyBinding >
  37917. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37918. const scope = this;
  37919. this.stats = {
  37920. objects: {
  37921. get total() {
  37922. return scope._objects.length;
  37923. },
  37924. get inUse() {
  37925. return this.total - scope.nCachedObjects_;
  37926. }
  37927. },
  37928. get bindingsPerObject() {
  37929. return scope._bindings.length;
  37930. }
  37931. };
  37932. }
  37933. /**
  37934. * Adds an arbitrary number of objects to this animation group.
  37935. *
  37936. * @param {...Object3D} arguments - The 3D objects to add.
  37937. */
  37938. add() {
  37939. const objects = this._objects,
  37940. indicesByUUID = this._indicesByUUID,
  37941. paths = this._paths,
  37942. parsedPaths = this._parsedPaths,
  37943. bindings = this._bindings,
  37944. nBindings = bindings.length;
  37945. let knownObject = undefined,
  37946. nObjects = objects.length,
  37947. nCachedObjects = this.nCachedObjects_;
  37948. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37949. const object = arguments[ i ],
  37950. uuid = object.uuid;
  37951. let index = indicesByUUID[ uuid ];
  37952. if ( index === undefined ) {
  37953. // unknown object -> add it to the ACTIVE region
  37954. index = nObjects ++;
  37955. indicesByUUID[ uuid ] = index;
  37956. objects.push( object );
  37957. // accounting is done, now do the same for all bindings
  37958. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37959. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37960. }
  37961. } else if ( index < nCachedObjects ) {
  37962. knownObject = objects[ index ];
  37963. // move existing object to the ACTIVE region
  37964. const firstActiveIndex = -- nCachedObjects,
  37965. lastCachedObject = objects[ firstActiveIndex ];
  37966. indicesByUUID[ lastCachedObject.uuid ] = index;
  37967. objects[ index ] = lastCachedObject;
  37968. indicesByUUID[ uuid ] = firstActiveIndex;
  37969. objects[ firstActiveIndex ] = object;
  37970. // accounting is done, now do the same for all bindings
  37971. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37972. const bindingsForPath = bindings[ j ],
  37973. lastCached = bindingsForPath[ firstActiveIndex ];
  37974. let binding = bindingsForPath[ index ];
  37975. bindingsForPath[ index ] = lastCached;
  37976. if ( binding === undefined ) {
  37977. // since we do not bother to create new bindings
  37978. // for objects that are cached, the binding may
  37979. // or may not exist
  37980. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37981. }
  37982. bindingsForPath[ firstActiveIndex ] = binding;
  37983. }
  37984. } else if ( objects[ index ] !== knownObject ) {
  37985. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  37986. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37987. } // else the object is already where we want it to be
  37988. } // for arguments
  37989. this.nCachedObjects_ = nCachedObjects;
  37990. }
  37991. /**
  37992. * Removes an arbitrary number of objects to this animation group
  37993. *
  37994. * @param {...Object3D} arguments - The 3D objects to remove.
  37995. */
  37996. remove() {
  37997. const objects = this._objects,
  37998. indicesByUUID = this._indicesByUUID,
  37999. bindings = this._bindings,
  38000. nBindings = bindings.length;
  38001. let nCachedObjects = this.nCachedObjects_;
  38002. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38003. const object = arguments[ i ],
  38004. uuid = object.uuid,
  38005. index = indicesByUUID[ uuid ];
  38006. if ( index !== undefined && index >= nCachedObjects ) {
  38007. // move existing object into the CACHED region
  38008. const lastCachedIndex = nCachedObjects ++,
  38009. firstActiveObject = objects[ lastCachedIndex ];
  38010. indicesByUUID[ firstActiveObject.uuid ] = index;
  38011. objects[ index ] = firstActiveObject;
  38012. indicesByUUID[ uuid ] = lastCachedIndex;
  38013. objects[ lastCachedIndex ] = object;
  38014. // accounting is done, now do the same for all bindings
  38015. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38016. const bindingsForPath = bindings[ j ],
  38017. firstActive = bindingsForPath[ lastCachedIndex ],
  38018. binding = bindingsForPath[ index ];
  38019. bindingsForPath[ index ] = firstActive;
  38020. bindingsForPath[ lastCachedIndex ] = binding;
  38021. }
  38022. }
  38023. } // for arguments
  38024. this.nCachedObjects_ = nCachedObjects;
  38025. }
  38026. /**
  38027. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38028. *
  38029. * @param {...Object3D} arguments - The 3D objects to uncache.
  38030. */
  38031. uncache() {
  38032. const objects = this._objects,
  38033. indicesByUUID = this._indicesByUUID,
  38034. bindings = this._bindings,
  38035. nBindings = bindings.length;
  38036. let nCachedObjects = this.nCachedObjects_,
  38037. nObjects = objects.length;
  38038. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38039. const object = arguments[ i ],
  38040. uuid = object.uuid,
  38041. index = indicesByUUID[ uuid ];
  38042. if ( index !== undefined ) {
  38043. delete indicesByUUID[ uuid ];
  38044. if ( index < nCachedObjects ) {
  38045. // object is cached, shrink the CACHED region
  38046. const firstActiveIndex = -- nCachedObjects,
  38047. lastCachedObject = objects[ firstActiveIndex ],
  38048. lastIndex = -- nObjects,
  38049. lastObject = objects[ lastIndex ];
  38050. // last cached object takes this object's place
  38051. indicesByUUID[ lastCachedObject.uuid ] = index;
  38052. objects[ index ] = lastCachedObject;
  38053. // last object goes to the activated slot and pop
  38054. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38055. objects[ firstActiveIndex ] = lastObject;
  38056. objects.pop();
  38057. // accounting is done, now do the same for all bindings
  38058. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38059. const bindingsForPath = bindings[ j ],
  38060. lastCached = bindingsForPath[ firstActiveIndex ],
  38061. last = bindingsForPath[ lastIndex ];
  38062. bindingsForPath[ index ] = lastCached;
  38063. bindingsForPath[ firstActiveIndex ] = last;
  38064. bindingsForPath.pop();
  38065. }
  38066. } else {
  38067. // object is active, just swap with the last and pop
  38068. const lastIndex = -- nObjects,
  38069. lastObject = objects[ lastIndex ];
  38070. if ( lastIndex > 0 ) {
  38071. indicesByUUID[ lastObject.uuid ] = index;
  38072. }
  38073. objects[ index ] = lastObject;
  38074. objects.pop();
  38075. // accounting is done, now do the same for all bindings
  38076. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38077. const bindingsForPath = bindings[ j ];
  38078. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38079. bindingsForPath.pop();
  38080. }
  38081. } // cached or active
  38082. } // if object is known
  38083. } // for arguments
  38084. this.nCachedObjects_ = nCachedObjects;
  38085. }
  38086. // Internal interface used by befriended PropertyBinding.Composite:
  38087. subscribe_( path, parsedPath ) {
  38088. // returns an array of bindings for the given path that is changed
  38089. // according to the contained objects in the group
  38090. const indicesByPath = this._bindingsIndicesByPath;
  38091. let index = indicesByPath[ path ];
  38092. const bindings = this._bindings;
  38093. if ( index !== undefined ) return bindings[ index ];
  38094. const paths = this._paths,
  38095. parsedPaths = this._parsedPaths,
  38096. objects = this._objects,
  38097. nObjects = objects.length,
  38098. nCachedObjects = this.nCachedObjects_,
  38099. bindingsForPath = new Array( nObjects );
  38100. index = bindings.length;
  38101. indicesByPath[ path ] = index;
  38102. paths.push( path );
  38103. parsedPaths.push( parsedPath );
  38104. bindings.push( bindingsForPath );
  38105. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38106. const object = objects[ i ];
  38107. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38108. }
  38109. return bindingsForPath;
  38110. }
  38111. unsubscribe_( path ) {
  38112. // tells the group to forget about a property path and no longer
  38113. // update the array previously obtained with 'subscribe_'
  38114. const indicesByPath = this._bindingsIndicesByPath,
  38115. index = indicesByPath[ path ];
  38116. if ( index !== undefined ) {
  38117. const paths = this._paths,
  38118. parsedPaths = this._parsedPaths,
  38119. bindings = this._bindings,
  38120. lastBindingsIndex = bindings.length - 1,
  38121. lastBindings = bindings[ lastBindingsIndex ],
  38122. lastBindingsPath = path[ lastBindingsIndex ];
  38123. indicesByPath[ lastBindingsPath ] = index;
  38124. bindings[ index ] = lastBindings;
  38125. bindings.pop();
  38126. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38127. parsedPaths.pop();
  38128. paths[ index ] = paths[ lastBindingsIndex ];
  38129. paths.pop();
  38130. }
  38131. }
  38132. }
  38133. /**
  38134. * An instance of `AnimationAction` schedules the playback of an animation which is
  38135. * stored in {@link AnimationClip}.
  38136. */
  38137. class AnimationAction {
  38138. /**
  38139. * Constructs a new animation action.
  38140. *
  38141. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38142. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38143. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38144. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38145. */
  38146. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38147. this._mixer = mixer;
  38148. this._clip = clip;
  38149. this._localRoot = localRoot;
  38150. /**
  38151. * Defines how the animation is blended/combined when two or more animations
  38152. * are simultaneously played.
  38153. *
  38154. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38155. */
  38156. this.blendMode = blendMode;
  38157. const tracks = clip.tracks,
  38158. nTracks = tracks.length,
  38159. interpolants = new Array( nTracks );
  38160. const interpolantSettings = {
  38161. endingStart: ZeroCurvatureEnding,
  38162. endingEnd: ZeroCurvatureEnding
  38163. };
  38164. for ( let i = 0; i !== nTracks; ++ i ) {
  38165. const interpolant = tracks[ i ].createInterpolant( null );
  38166. interpolants[ i ] = interpolant;
  38167. interpolant.settings = interpolantSettings;
  38168. }
  38169. this._interpolantSettings = interpolantSettings;
  38170. this._interpolants = interpolants; // bound by the mixer
  38171. // inside: PropertyMixer (managed by the mixer)
  38172. this._propertyBindings = new Array( nTracks );
  38173. this._cacheIndex = null; // for the memory manager
  38174. this._byClipCacheIndex = null; // for the memory manager
  38175. this._timeScaleInterpolant = null;
  38176. this._weightInterpolant = null;
  38177. /**
  38178. * The loop mode, set via {@link AnimationAction#setLoop}.
  38179. *
  38180. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38181. * @default LoopRepeat
  38182. */
  38183. this.loop = LoopRepeat;
  38184. this._loopCount = -1;
  38185. // global mixer time when the action is to be started
  38186. // it's set back to 'null' upon start of the action
  38187. this._startTime = null;
  38188. /**
  38189. * The local time of this action (in seconds, starting with `0`).
  38190. *
  38191. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38192. * loop state).
  38193. *
  38194. * @type {number}
  38195. * @default Infinity
  38196. */
  38197. this.time = 0;
  38198. /**
  38199. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38200. * animation to pause. Negative values cause the animation to play backwards.
  38201. *
  38202. * @type {number}
  38203. * @default 1
  38204. */
  38205. this.timeScale = 1;
  38206. this._effectiveTimeScale = 1;
  38207. /**
  38208. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38209. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38210. * several actions.
  38211. *
  38212. * @type {number}
  38213. * @default 1
  38214. */
  38215. this.weight = 1;
  38216. this._effectiveWeight = 1;
  38217. /**
  38218. * The number of repetitions of the performed clip over the course of this action.
  38219. * Can be set via {@link AnimationAction#setLoop}.
  38220. *
  38221. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38222. * `THREE:LoopOnce`.
  38223. *
  38224. * @type {number}
  38225. * @default Infinity
  38226. */
  38227. this.repetitions = Infinity;
  38228. /**
  38229. * If set to `true`, the playback of the action is paused.
  38230. *
  38231. * @type {boolean}
  38232. * @default false
  38233. */
  38234. this.paused = false;
  38235. /**
  38236. * If set to `false`, the action is disabled so it has no impact.
  38237. *
  38238. * When the action is re-enabled, the animation continues from its current
  38239. * time (setting `enabled` to `false` doesn't reset the action).
  38240. *
  38241. * @type {boolean}
  38242. * @default true
  38243. */
  38244. this.enabled = true;
  38245. /**
  38246. * If set to true the animation will automatically be paused on its last frame.
  38247. *
  38248. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38249. * to `false` when the last loop of the action has finished, so that this action has
  38250. * no further impact.
  38251. *
  38252. * Note: This member has no impact if the action is interrupted (it
  38253. * has only an effect if its last loop has really finished).
  38254. *
  38255. * @type {boolean}
  38256. * @default false
  38257. */
  38258. this.clampWhenFinished = false;
  38259. /**
  38260. * Enables smooth interpolation without separate clips for start, loop and end.
  38261. *
  38262. * @type {boolean}
  38263. * @default true
  38264. */
  38265. this.zeroSlopeAtStart = true;
  38266. /**
  38267. * Enables smooth interpolation without separate clips for start, loop and end.
  38268. *
  38269. * @type {boolean}
  38270. * @default true
  38271. */
  38272. this.zeroSlopeAtEnd = true;
  38273. }
  38274. /**
  38275. * Starts the playback of the animation.
  38276. *
  38277. * @return {AnimationAction} A reference to this animation action.
  38278. */
  38279. play() {
  38280. this._mixer._activateAction( this );
  38281. return this;
  38282. }
  38283. /**
  38284. * Stops the playback of the animation.
  38285. *
  38286. * @return {AnimationAction} A reference to this animation action.
  38287. */
  38288. stop() {
  38289. this._mixer._deactivateAction( this );
  38290. return this.reset();
  38291. }
  38292. /**
  38293. * Resets the playback of the animation.
  38294. *
  38295. * @return {AnimationAction} A reference to this animation action.
  38296. */
  38297. reset() {
  38298. this.paused = false;
  38299. this.enabled = true;
  38300. this.time = 0; // restart clip
  38301. this._loopCount = -1;// forget previous loops
  38302. this._startTime = null;// forget scheduling
  38303. return this.stopFading().stopWarping();
  38304. }
  38305. /**
  38306. * Returns `true` if the animation is running.
  38307. *
  38308. * @return {boolean} Whether the animation is running or not.
  38309. */
  38310. isRunning() {
  38311. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38312. this._startTime === null && this._mixer._isActiveAction( this );
  38313. }
  38314. /**
  38315. * Returns `true` when {@link AnimationAction#play} has been called.
  38316. *
  38317. * @return {boolean} Whether the animation is scheduled or not.
  38318. */
  38319. isScheduled() {
  38320. return this._mixer._isActiveAction( this );
  38321. }
  38322. /**
  38323. * Defines the time when the animation should start.
  38324. *
  38325. * @param {number} time - The start time in seconds.
  38326. * @return {AnimationAction} A reference to this animation action.
  38327. */
  38328. startAt( time ) {
  38329. this._startTime = time;
  38330. return this;
  38331. }
  38332. /**
  38333. * Configures the loop settings for this action.
  38334. *
  38335. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38336. * @param {number} repetitions - The number of repetitions.
  38337. * @return {AnimationAction} A reference to this animation action.
  38338. */
  38339. setLoop( mode, repetitions ) {
  38340. this.loop = mode;
  38341. this.repetitions = repetitions;
  38342. return this;
  38343. }
  38344. /**
  38345. * Sets the effective weight of this action.
  38346. *
  38347. * An action has no effect and thus an effective weight of zero when the
  38348. * action is disabled.
  38349. *
  38350. * @param {number} weight - The weight to set.
  38351. * @return {AnimationAction} A reference to this animation action.
  38352. */
  38353. setEffectiveWeight( weight ) {
  38354. this.weight = weight;
  38355. // note: same logic as when updated at runtime
  38356. this._effectiveWeight = this.enabled ? weight : 0;
  38357. return this.stopFading();
  38358. }
  38359. /**
  38360. * Returns the effective weight of this action.
  38361. *
  38362. * @return {number} The effective weight.
  38363. */
  38364. getEffectiveWeight() {
  38365. return this._effectiveWeight;
  38366. }
  38367. /**
  38368. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38369. * within the passed time interval.
  38370. *
  38371. * @param {number} duration - The duration of the fade.
  38372. * @return {AnimationAction} A reference to this animation action.
  38373. */
  38374. fadeIn( duration ) {
  38375. return this._scheduleFading( duration, 0, 1 );
  38376. }
  38377. /**
  38378. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38379. * within the passed time interval.
  38380. *
  38381. * @param {number} duration - The duration of the fade.
  38382. * @return {AnimationAction} A reference to this animation action.
  38383. */
  38384. fadeOut( duration ) {
  38385. return this._scheduleFading( duration, 1, 0 );
  38386. }
  38387. /**
  38388. * Causes this action to fade in and the given action to fade out,
  38389. * within the passed time interval.
  38390. *
  38391. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38392. * @param {number} duration - The duration of the fade.
  38393. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38394. * @return {AnimationAction} A reference to this animation action.
  38395. */
  38396. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38397. fadeOutAction.fadeOut( duration );
  38398. this.fadeIn( duration );
  38399. if ( warp === true ) {
  38400. const fadeInDuration = this._clip.duration,
  38401. fadeOutDuration = fadeOutAction._clip.duration,
  38402. startEndRatio = fadeOutDuration / fadeInDuration,
  38403. endStartRatio = fadeInDuration / fadeOutDuration;
  38404. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38405. this.warp( endStartRatio, 1.0, duration );
  38406. }
  38407. return this;
  38408. }
  38409. /**
  38410. * Causes this action to fade out and the given action to fade in,
  38411. * within the passed time interval.
  38412. *
  38413. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38414. * @param {number} duration - The duration of the fade.
  38415. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38416. * @return {AnimationAction} A reference to this animation action.
  38417. */
  38418. crossFadeTo( fadeInAction, duration, warp = false ) {
  38419. return fadeInAction.crossFadeFrom( this, duration, warp );
  38420. }
  38421. /**
  38422. * Stops any fading which is applied to this action.
  38423. *
  38424. * @return {AnimationAction} A reference to this animation action.
  38425. */
  38426. stopFading() {
  38427. const weightInterpolant = this._weightInterpolant;
  38428. if ( weightInterpolant !== null ) {
  38429. this._weightInterpolant = null;
  38430. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38431. }
  38432. return this;
  38433. }
  38434. /**
  38435. * Sets the effective time scale of this action.
  38436. *
  38437. * An action has no effect and thus an effective time scale of zero when the
  38438. * action is paused.
  38439. *
  38440. * @param {number} timeScale - The time scale to set.
  38441. * @return {AnimationAction} A reference to this animation action.
  38442. */
  38443. setEffectiveTimeScale( timeScale ) {
  38444. this.timeScale = timeScale;
  38445. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38446. return this.stopWarping();
  38447. }
  38448. /**
  38449. * Returns the effective time scale of this action.
  38450. *
  38451. * @return {number} The effective time scale.
  38452. */
  38453. getEffectiveTimeScale() {
  38454. return this._effectiveTimeScale;
  38455. }
  38456. /**
  38457. * Sets the duration for a single loop of this action.
  38458. *
  38459. * @param {number} duration - The duration to set.
  38460. * @return {AnimationAction} A reference to this animation action.
  38461. */
  38462. setDuration( duration ) {
  38463. this.timeScale = this._clip.duration / duration;
  38464. return this.stopWarping();
  38465. }
  38466. /**
  38467. * Synchronizes this action with the passed other action.
  38468. *
  38469. * @param {AnimationAction} action - The action to sync with.
  38470. * @return {AnimationAction} A reference to this animation action.
  38471. */
  38472. syncWith( action ) {
  38473. this.time = action.time;
  38474. this.timeScale = action.timeScale;
  38475. return this.stopWarping();
  38476. }
  38477. /**
  38478. * Decelerates this animation's speed to `0` within the passed time interval.
  38479. *
  38480. * @param {number} duration - The duration.
  38481. * @return {AnimationAction} A reference to this animation action.
  38482. */
  38483. halt( duration ) {
  38484. return this.warp( this._effectiveTimeScale, 0, duration );
  38485. }
  38486. /**
  38487. * Changes the playback speed, within the passed time interval, by modifying
  38488. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38489. * `endTimeScale`.
  38490. *
  38491. * @param {number} startTimeScale - The start time scale.
  38492. * @param {number} endTimeScale - The end time scale.
  38493. * @param {number} duration - The duration.
  38494. * @return {AnimationAction} A reference to this animation action.
  38495. */
  38496. warp( startTimeScale, endTimeScale, duration ) {
  38497. const mixer = this._mixer,
  38498. now = mixer.time,
  38499. timeScale = this.timeScale;
  38500. let interpolant = this._timeScaleInterpolant;
  38501. if ( interpolant === null ) {
  38502. interpolant = mixer._lendControlInterpolant();
  38503. this._timeScaleInterpolant = interpolant;
  38504. }
  38505. const times = interpolant.parameterPositions,
  38506. values = interpolant.sampleValues;
  38507. times[ 0 ] = now;
  38508. times[ 1 ] = now + duration;
  38509. values[ 0 ] = startTimeScale / timeScale;
  38510. values[ 1 ] = endTimeScale / timeScale;
  38511. return this;
  38512. }
  38513. /**
  38514. * Stops any scheduled warping which is applied to this action.
  38515. *
  38516. * @return {AnimationAction} A reference to this animation action.
  38517. */
  38518. stopWarping() {
  38519. const timeScaleInterpolant = this._timeScaleInterpolant;
  38520. if ( timeScaleInterpolant !== null ) {
  38521. this._timeScaleInterpolant = null;
  38522. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38523. }
  38524. return this;
  38525. }
  38526. /**
  38527. * Returns the animation mixer of this animation action.
  38528. *
  38529. * @return {AnimationMixer} The animation mixer.
  38530. */
  38531. getMixer() {
  38532. return this._mixer;
  38533. }
  38534. /**
  38535. * Returns the animation clip of this animation action.
  38536. *
  38537. * @return {AnimationClip} The animation clip.
  38538. */
  38539. getClip() {
  38540. return this._clip;
  38541. }
  38542. /**
  38543. * Returns the root object of this animation action.
  38544. *
  38545. * @return {Object3D} The root object.
  38546. */
  38547. getRoot() {
  38548. return this._localRoot || this._mixer._root;
  38549. }
  38550. // Interna
  38551. _update( time, deltaTime, timeDirection, accuIndex ) {
  38552. // called by the mixer
  38553. if ( ! this.enabled ) {
  38554. // call ._updateWeight() to update ._effectiveWeight
  38555. this._updateWeight( time );
  38556. return;
  38557. }
  38558. const startTime = this._startTime;
  38559. if ( startTime !== null ) {
  38560. // check for scheduled start of action
  38561. const timeRunning = ( time - startTime ) * timeDirection;
  38562. if ( timeRunning < 0 || timeDirection === 0 ) {
  38563. deltaTime = 0;
  38564. } else {
  38565. this._startTime = null; // unschedule
  38566. deltaTime = timeDirection * timeRunning;
  38567. }
  38568. }
  38569. // apply time scale and advance time
  38570. deltaTime *= this._updateTimeScale( time );
  38571. const clipTime = this._updateTime( deltaTime );
  38572. // note: _updateTime may disable the action resulting in
  38573. // an effective weight of 0
  38574. const weight = this._updateWeight( time );
  38575. if ( weight > 0 ) {
  38576. const interpolants = this._interpolants;
  38577. const propertyMixers = this._propertyBindings;
  38578. switch ( this.blendMode ) {
  38579. case AdditiveAnimationBlendMode:
  38580. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38581. interpolants[ j ].evaluate( clipTime );
  38582. propertyMixers[ j ].accumulateAdditive( weight );
  38583. }
  38584. break;
  38585. case NormalAnimationBlendMode:
  38586. default:
  38587. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38588. interpolants[ j ].evaluate( clipTime );
  38589. propertyMixers[ j ].accumulate( accuIndex, weight );
  38590. }
  38591. }
  38592. }
  38593. }
  38594. _updateWeight( time ) {
  38595. let weight = 0;
  38596. if ( this.enabled ) {
  38597. weight = this.weight;
  38598. const interpolant = this._weightInterpolant;
  38599. if ( interpolant !== null ) {
  38600. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38601. weight *= interpolantValue;
  38602. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38603. this.stopFading();
  38604. if ( interpolantValue === 0 ) {
  38605. // faded out, disable
  38606. this.enabled = false;
  38607. }
  38608. }
  38609. }
  38610. }
  38611. this._effectiveWeight = weight;
  38612. return weight;
  38613. }
  38614. _updateTimeScale( time ) {
  38615. let timeScale = 0;
  38616. if ( ! this.paused ) {
  38617. timeScale = this.timeScale;
  38618. const interpolant = this._timeScaleInterpolant;
  38619. if ( interpolant !== null ) {
  38620. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38621. timeScale *= interpolantValue;
  38622. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38623. this.stopWarping();
  38624. if ( timeScale === 0 ) {
  38625. // motion has halted, pause
  38626. this.paused = true;
  38627. } else {
  38628. // warp done - apply final time scale
  38629. this.timeScale = timeScale;
  38630. }
  38631. }
  38632. }
  38633. }
  38634. this._effectiveTimeScale = timeScale;
  38635. return timeScale;
  38636. }
  38637. _updateTime( deltaTime ) {
  38638. const duration = this._clip.duration;
  38639. const loop = this.loop;
  38640. let time = this.time + deltaTime;
  38641. let loopCount = this._loopCount;
  38642. const pingPong = ( loop === LoopPingPong );
  38643. if ( deltaTime === 0 ) {
  38644. if ( loopCount === -1 ) return time;
  38645. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38646. }
  38647. if ( loop === LoopOnce ) {
  38648. if ( loopCount === -1 ) {
  38649. // just started
  38650. this._loopCount = 0;
  38651. this._setEndings( true, true, false );
  38652. }
  38653. handle_stop: {
  38654. if ( time >= duration ) {
  38655. time = duration;
  38656. } else if ( time < 0 ) {
  38657. time = 0;
  38658. } else {
  38659. this.time = time;
  38660. break handle_stop;
  38661. }
  38662. if ( this.clampWhenFinished ) this.paused = true;
  38663. else this.enabled = false;
  38664. this.time = time;
  38665. this._mixer.dispatchEvent( {
  38666. type: 'finished', action: this,
  38667. direction: deltaTime < 0 ? -1 : 1
  38668. } );
  38669. }
  38670. } else { // repetitive Repeat or PingPong
  38671. if ( loopCount === -1 ) {
  38672. // just started
  38673. if ( deltaTime >= 0 ) {
  38674. loopCount = 0;
  38675. this._setEndings( true, this.repetitions === 0, pingPong );
  38676. } else {
  38677. // when looping in reverse direction, the initial
  38678. // transition through zero counts as a repetition,
  38679. // so leave loopCount at -1
  38680. this._setEndings( this.repetitions === 0, true, pingPong );
  38681. }
  38682. }
  38683. if ( time >= duration || time < 0 ) {
  38684. // wrap around
  38685. const loopDelta = Math.floor( time / duration ); // signed
  38686. time -= duration * loopDelta;
  38687. loopCount += Math.abs( loopDelta );
  38688. const pending = this.repetitions - loopCount;
  38689. if ( pending <= 0 ) {
  38690. // have to stop (switch state, clamp time, fire event)
  38691. if ( this.clampWhenFinished ) this.paused = true;
  38692. else this.enabled = false;
  38693. time = deltaTime > 0 ? duration : 0;
  38694. this.time = time;
  38695. this._mixer.dispatchEvent( {
  38696. type: 'finished', action: this,
  38697. direction: deltaTime > 0 ? 1 : -1
  38698. } );
  38699. } else {
  38700. // keep running
  38701. if ( pending === 1 ) {
  38702. // entering the last round
  38703. const atStart = deltaTime < 0;
  38704. this._setEndings( atStart, ! atStart, pingPong );
  38705. } else {
  38706. this._setEndings( false, false, pingPong );
  38707. }
  38708. this._loopCount = loopCount;
  38709. this.time = time;
  38710. this._mixer.dispatchEvent( {
  38711. type: 'loop', action: this, loopDelta: loopDelta
  38712. } );
  38713. }
  38714. } else {
  38715. this.time = time;
  38716. }
  38717. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38718. // invert time for the "pong round"
  38719. return duration - time;
  38720. }
  38721. }
  38722. return time;
  38723. }
  38724. _setEndings( atStart, atEnd, pingPong ) {
  38725. const settings = this._interpolantSettings;
  38726. if ( pingPong ) {
  38727. settings.endingStart = ZeroSlopeEnding;
  38728. settings.endingEnd = ZeroSlopeEnding;
  38729. } else {
  38730. // assuming for LoopOnce atStart == atEnd == true
  38731. if ( atStart ) {
  38732. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38733. } else {
  38734. settings.endingStart = WrapAroundEnding;
  38735. }
  38736. if ( atEnd ) {
  38737. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38738. } else {
  38739. settings.endingEnd = WrapAroundEnding;
  38740. }
  38741. }
  38742. }
  38743. _scheduleFading( duration, weightNow, weightThen ) {
  38744. const mixer = this._mixer, now = mixer.time;
  38745. let interpolant = this._weightInterpolant;
  38746. if ( interpolant === null ) {
  38747. interpolant = mixer._lendControlInterpolant();
  38748. this._weightInterpolant = interpolant;
  38749. }
  38750. const times = interpolant.parameterPositions,
  38751. values = interpolant.sampleValues;
  38752. times[ 0 ] = now;
  38753. values[ 0 ] = weightNow;
  38754. times[ 1 ] = now + duration;
  38755. values[ 1 ] = weightThen;
  38756. return this;
  38757. }
  38758. }
  38759. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38760. /**
  38761. * `AnimationMixer` is a player for animations on a particular object in
  38762. * the scene. When multiple objects in the scene are animated independently,
  38763. * one `AnimationMixer` may be used for each object.
  38764. */
  38765. class AnimationMixer extends EventDispatcher {
  38766. /**
  38767. * Constructs a new animation mixer.
  38768. *
  38769. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38770. */
  38771. constructor( root ) {
  38772. super();
  38773. this._root = root;
  38774. this._initMemoryManager();
  38775. this._accuIndex = 0;
  38776. /**
  38777. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38778. *
  38779. * @type {number}
  38780. * @default 0
  38781. */
  38782. this.time = 0;
  38783. /**
  38784. * A scaling factor for the global time.
  38785. *
  38786. * Note: Setting this member to `0` and later back to `1` is a
  38787. * possibility to pause/unpause all actions that are controlled by this
  38788. * mixer.
  38789. *
  38790. * @type {number}
  38791. * @default 1
  38792. */
  38793. this.timeScale = 1.0;
  38794. }
  38795. _bindAction( action, prototypeAction ) {
  38796. const root = action._localRoot || this._root,
  38797. tracks = action._clip.tracks,
  38798. nTracks = tracks.length,
  38799. bindings = action._propertyBindings,
  38800. interpolants = action._interpolants,
  38801. rootUuid = root.uuid,
  38802. bindingsByRoot = this._bindingsByRootAndName;
  38803. let bindingsByName = bindingsByRoot[ rootUuid ];
  38804. if ( bindingsByName === undefined ) {
  38805. bindingsByName = {};
  38806. bindingsByRoot[ rootUuid ] = bindingsByName;
  38807. }
  38808. for ( let i = 0; i !== nTracks; ++ i ) {
  38809. const track = tracks[ i ],
  38810. trackName = track.name;
  38811. let binding = bindingsByName[ trackName ];
  38812. if ( binding !== undefined ) {
  38813. ++ binding.referenceCount;
  38814. bindings[ i ] = binding;
  38815. } else {
  38816. binding = bindings[ i ];
  38817. if ( binding !== undefined ) {
  38818. // existing binding, make sure the cache knows
  38819. if ( binding._cacheIndex === null ) {
  38820. ++ binding.referenceCount;
  38821. this._addInactiveBinding( binding, rootUuid, trackName );
  38822. }
  38823. continue;
  38824. }
  38825. const path = prototypeAction && prototypeAction.
  38826. _propertyBindings[ i ].binding.parsedPath;
  38827. binding = new PropertyMixer(
  38828. PropertyBinding.create( root, trackName, path ),
  38829. track.ValueTypeName, track.getValueSize() );
  38830. ++ binding.referenceCount;
  38831. this._addInactiveBinding( binding, rootUuid, trackName );
  38832. bindings[ i ] = binding;
  38833. }
  38834. interpolants[ i ].resultBuffer = binding.buffer;
  38835. }
  38836. }
  38837. _activateAction( action ) {
  38838. if ( ! this._isActiveAction( action ) ) {
  38839. if ( action._cacheIndex === null ) {
  38840. // this action has been forgotten by the cache, but the user
  38841. // appears to be still using it -> rebind
  38842. const rootUuid = ( action._localRoot || this._root ).uuid,
  38843. clipUuid = action._clip.uuid,
  38844. actionsForClip = this._actionsByClip[ clipUuid ];
  38845. this._bindAction( action,
  38846. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38847. this._addInactiveAction( action, clipUuid, rootUuid );
  38848. }
  38849. const bindings = action._propertyBindings;
  38850. // increment reference counts / sort out state
  38851. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38852. const binding = bindings[ i ];
  38853. if ( binding.useCount ++ === 0 ) {
  38854. this._lendBinding( binding );
  38855. binding.saveOriginalState();
  38856. }
  38857. }
  38858. this._lendAction( action );
  38859. }
  38860. }
  38861. _deactivateAction( action ) {
  38862. if ( this._isActiveAction( action ) ) {
  38863. const bindings = action._propertyBindings;
  38864. // decrement reference counts / sort out state
  38865. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38866. const binding = bindings[ i ];
  38867. if ( -- binding.useCount === 0 ) {
  38868. binding.restoreOriginalState();
  38869. this._takeBackBinding( binding );
  38870. }
  38871. }
  38872. this._takeBackAction( action );
  38873. }
  38874. }
  38875. // Memory manager
  38876. _initMemoryManager() {
  38877. this._actions = []; // 'nActiveActions' followed by inactive ones
  38878. this._nActiveActions = 0;
  38879. this._actionsByClip = {};
  38880. // inside:
  38881. // {
  38882. // knownActions: Array< AnimationAction > - used as prototypes
  38883. // actionByRoot: AnimationAction - lookup
  38884. // }
  38885. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38886. this._nActiveBindings = 0;
  38887. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38888. this._controlInterpolants = []; // same game as above
  38889. this._nActiveControlInterpolants = 0;
  38890. const scope = this;
  38891. this.stats = {
  38892. actions: {
  38893. get total() {
  38894. return scope._actions.length;
  38895. },
  38896. get inUse() {
  38897. return scope._nActiveActions;
  38898. }
  38899. },
  38900. bindings: {
  38901. get total() {
  38902. return scope._bindings.length;
  38903. },
  38904. get inUse() {
  38905. return scope._nActiveBindings;
  38906. }
  38907. },
  38908. controlInterpolants: {
  38909. get total() {
  38910. return scope._controlInterpolants.length;
  38911. },
  38912. get inUse() {
  38913. return scope._nActiveControlInterpolants;
  38914. }
  38915. }
  38916. };
  38917. }
  38918. // Memory management for AnimationAction objects
  38919. _isActiveAction( action ) {
  38920. const index = action._cacheIndex;
  38921. return index !== null && index < this._nActiveActions;
  38922. }
  38923. _addInactiveAction( action, clipUuid, rootUuid ) {
  38924. const actions = this._actions,
  38925. actionsByClip = this._actionsByClip;
  38926. let actionsForClip = actionsByClip[ clipUuid ];
  38927. if ( actionsForClip === undefined ) {
  38928. actionsForClip = {
  38929. knownActions: [ action ],
  38930. actionByRoot: {}
  38931. };
  38932. action._byClipCacheIndex = 0;
  38933. actionsByClip[ clipUuid ] = actionsForClip;
  38934. } else {
  38935. const knownActions = actionsForClip.knownActions;
  38936. action._byClipCacheIndex = knownActions.length;
  38937. knownActions.push( action );
  38938. }
  38939. action._cacheIndex = actions.length;
  38940. actions.push( action );
  38941. actionsForClip.actionByRoot[ rootUuid ] = action;
  38942. }
  38943. _removeInactiveAction( action ) {
  38944. const actions = this._actions,
  38945. lastInactiveAction = actions[ actions.length - 1 ],
  38946. cacheIndex = action._cacheIndex;
  38947. lastInactiveAction._cacheIndex = cacheIndex;
  38948. actions[ cacheIndex ] = lastInactiveAction;
  38949. actions.pop();
  38950. action._cacheIndex = null;
  38951. const clipUuid = action._clip.uuid,
  38952. actionsByClip = this._actionsByClip,
  38953. actionsForClip = actionsByClip[ clipUuid ],
  38954. knownActionsForClip = actionsForClip.knownActions,
  38955. lastKnownAction =
  38956. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38957. byClipCacheIndex = action._byClipCacheIndex;
  38958. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38959. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38960. knownActionsForClip.pop();
  38961. action._byClipCacheIndex = null;
  38962. const actionByRoot = actionsForClip.actionByRoot,
  38963. rootUuid = ( action._localRoot || this._root ).uuid;
  38964. delete actionByRoot[ rootUuid ];
  38965. if ( knownActionsForClip.length === 0 ) {
  38966. delete actionsByClip[ clipUuid ];
  38967. }
  38968. this._removeInactiveBindingsForAction( action );
  38969. }
  38970. _removeInactiveBindingsForAction( action ) {
  38971. const bindings = action._propertyBindings;
  38972. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38973. const binding = bindings[ i ];
  38974. if ( -- binding.referenceCount === 0 ) {
  38975. this._removeInactiveBinding( binding );
  38976. }
  38977. }
  38978. }
  38979. _lendAction( action ) {
  38980. // [ active actions | inactive actions ]
  38981. // [ active actions >| inactive actions ]
  38982. // s a
  38983. // <-swap->
  38984. // a s
  38985. const actions = this._actions,
  38986. prevIndex = action._cacheIndex,
  38987. lastActiveIndex = this._nActiveActions ++,
  38988. firstInactiveAction = actions[ lastActiveIndex ];
  38989. action._cacheIndex = lastActiveIndex;
  38990. actions[ lastActiveIndex ] = action;
  38991. firstInactiveAction._cacheIndex = prevIndex;
  38992. actions[ prevIndex ] = firstInactiveAction;
  38993. }
  38994. _takeBackAction( action ) {
  38995. // [ active actions | inactive actions ]
  38996. // [ active actions |< inactive actions ]
  38997. // a s
  38998. // <-swap->
  38999. // s a
  39000. const actions = this._actions,
  39001. prevIndex = action._cacheIndex,
  39002. firstInactiveIndex = -- this._nActiveActions,
  39003. lastActiveAction = actions[ firstInactiveIndex ];
  39004. action._cacheIndex = firstInactiveIndex;
  39005. actions[ firstInactiveIndex ] = action;
  39006. lastActiveAction._cacheIndex = prevIndex;
  39007. actions[ prevIndex ] = lastActiveAction;
  39008. }
  39009. // Memory management for PropertyMixer objects
  39010. _addInactiveBinding( binding, rootUuid, trackName ) {
  39011. const bindingsByRoot = this._bindingsByRootAndName,
  39012. bindings = this._bindings;
  39013. let bindingByName = bindingsByRoot[ rootUuid ];
  39014. if ( bindingByName === undefined ) {
  39015. bindingByName = {};
  39016. bindingsByRoot[ rootUuid ] = bindingByName;
  39017. }
  39018. bindingByName[ trackName ] = binding;
  39019. binding._cacheIndex = bindings.length;
  39020. bindings.push( binding );
  39021. }
  39022. _removeInactiveBinding( binding ) {
  39023. const bindings = this._bindings,
  39024. propBinding = binding.binding,
  39025. rootUuid = propBinding.rootNode.uuid,
  39026. trackName = propBinding.path,
  39027. bindingsByRoot = this._bindingsByRootAndName,
  39028. bindingByName = bindingsByRoot[ rootUuid ],
  39029. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39030. cacheIndex = binding._cacheIndex;
  39031. lastInactiveBinding._cacheIndex = cacheIndex;
  39032. bindings[ cacheIndex ] = lastInactiveBinding;
  39033. bindings.pop();
  39034. delete bindingByName[ trackName ];
  39035. if ( Object.keys( bindingByName ).length === 0 ) {
  39036. delete bindingsByRoot[ rootUuid ];
  39037. }
  39038. }
  39039. _lendBinding( binding ) {
  39040. const bindings = this._bindings,
  39041. prevIndex = binding._cacheIndex,
  39042. lastActiveIndex = this._nActiveBindings ++,
  39043. firstInactiveBinding = bindings[ lastActiveIndex ];
  39044. binding._cacheIndex = lastActiveIndex;
  39045. bindings[ lastActiveIndex ] = binding;
  39046. firstInactiveBinding._cacheIndex = prevIndex;
  39047. bindings[ prevIndex ] = firstInactiveBinding;
  39048. }
  39049. _takeBackBinding( binding ) {
  39050. const bindings = this._bindings,
  39051. prevIndex = binding._cacheIndex,
  39052. firstInactiveIndex = -- this._nActiveBindings,
  39053. lastActiveBinding = bindings[ firstInactiveIndex ];
  39054. binding._cacheIndex = firstInactiveIndex;
  39055. bindings[ firstInactiveIndex ] = binding;
  39056. lastActiveBinding._cacheIndex = prevIndex;
  39057. bindings[ prevIndex ] = lastActiveBinding;
  39058. }
  39059. // Memory management of Interpolants for weight and time scale
  39060. _lendControlInterpolant() {
  39061. const interpolants = this._controlInterpolants,
  39062. lastActiveIndex = this._nActiveControlInterpolants ++;
  39063. let interpolant = interpolants[ lastActiveIndex ];
  39064. if ( interpolant === undefined ) {
  39065. interpolant = new LinearInterpolant(
  39066. new Float32Array( 2 ), new Float32Array( 2 ),
  39067. 1, _controlInterpolantsResultBuffer );
  39068. interpolant.__cacheIndex = lastActiveIndex;
  39069. interpolants[ lastActiveIndex ] = interpolant;
  39070. }
  39071. return interpolant;
  39072. }
  39073. _takeBackControlInterpolant( interpolant ) {
  39074. const interpolants = this._controlInterpolants,
  39075. prevIndex = interpolant.__cacheIndex,
  39076. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39077. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39078. interpolant.__cacheIndex = firstInactiveIndex;
  39079. interpolants[ firstInactiveIndex ] = interpolant;
  39080. lastActiveInterpolant.__cacheIndex = prevIndex;
  39081. interpolants[ prevIndex ] = lastActiveInterpolant;
  39082. }
  39083. /**
  39084. * Returns an instance of {@link AnimationAction} for the passed clip.
  39085. *
  39086. * If an action fitting the clip and root parameters doesn't yet exist, it
  39087. * will be created by this method. Calling this method several times with the
  39088. * same clip and root parameters always returns the same action.
  39089. *
  39090. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39091. * @param {Object3D} [optionalRoot] - An alternative root object.
  39092. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39093. * @return {?AnimationAction} The animation action.
  39094. */
  39095. clipAction( clip, optionalRoot, blendMode ) {
  39096. const root = optionalRoot || this._root,
  39097. rootUuid = root.uuid;
  39098. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39099. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39100. const actionsForClip = this._actionsByClip[ clipUuid ];
  39101. let prototypeAction = null;
  39102. if ( blendMode === undefined ) {
  39103. if ( clipObject !== null ) {
  39104. blendMode = clipObject.blendMode;
  39105. } else {
  39106. blendMode = NormalAnimationBlendMode;
  39107. }
  39108. }
  39109. if ( actionsForClip !== undefined ) {
  39110. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39111. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39112. return existingAction;
  39113. }
  39114. // we know the clip, so we don't have to parse all
  39115. // the bindings again but can just copy
  39116. prototypeAction = actionsForClip.knownActions[ 0 ];
  39117. // also, take the clip from the prototype action
  39118. if ( clipObject === null )
  39119. clipObject = prototypeAction._clip;
  39120. }
  39121. // clip must be known when specified via string
  39122. if ( clipObject === null ) return null;
  39123. // allocate all resources required to run it
  39124. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39125. this._bindAction( newAction, prototypeAction );
  39126. // and make the action known to the memory manager
  39127. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39128. return newAction;
  39129. }
  39130. /**
  39131. * Returns an existing animation action for the passed clip.
  39132. *
  39133. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39134. * @param {Object3D} [optionalRoot] - An alternative root object.
  39135. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39136. */
  39137. existingAction( clip, optionalRoot ) {
  39138. const root = optionalRoot || this._root,
  39139. rootUuid = root.uuid,
  39140. clipObject = typeof clip === 'string' ?
  39141. AnimationClip.findByName( root, clip ) : clip,
  39142. clipUuid = clipObject ? clipObject.uuid : clip,
  39143. actionsForClip = this._actionsByClip[ clipUuid ];
  39144. if ( actionsForClip !== undefined ) {
  39145. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39146. }
  39147. return null;
  39148. }
  39149. /**
  39150. * Deactivates all previously scheduled actions on this mixer.
  39151. *
  39152. * @return {AnimationMixer} A reference to this animation mixer.
  39153. */
  39154. stopAllAction() {
  39155. const actions = this._actions,
  39156. nActions = this._nActiveActions;
  39157. for ( let i = nActions - 1; i >= 0; -- i ) {
  39158. actions[ i ].stop();
  39159. }
  39160. return this;
  39161. }
  39162. /**
  39163. * Advances the global mixer time and updates the animation.
  39164. *
  39165. * This is usually done in the render loop by passing the delta
  39166. * time from {@link Clock} or {@link Timer}.
  39167. *
  39168. * @param {number} deltaTime - The delta time in seconds.
  39169. * @return {AnimationMixer} A reference to this animation mixer.
  39170. */
  39171. update( deltaTime ) {
  39172. deltaTime *= this.timeScale;
  39173. const actions = this._actions,
  39174. nActions = this._nActiveActions,
  39175. time = this.time += deltaTime,
  39176. timeDirection = Math.sign( deltaTime ),
  39177. accuIndex = this._accuIndex ^= 1;
  39178. // run active actions
  39179. for ( let i = 0; i !== nActions; ++ i ) {
  39180. const action = actions[ i ];
  39181. action._update( time, deltaTime, timeDirection, accuIndex );
  39182. }
  39183. // update scene graph
  39184. const bindings = this._bindings,
  39185. nBindings = this._nActiveBindings;
  39186. for ( let i = 0; i !== nBindings; ++ i ) {
  39187. bindings[ i ].apply( accuIndex );
  39188. }
  39189. return this;
  39190. }
  39191. /**
  39192. * Sets the global mixer to a specific time and updates the animation accordingly.
  39193. *
  39194. * This is useful when you need to jump to an exact time in an animation. The
  39195. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39196. *
  39197. * @param {number} time - The time to set in seconds.
  39198. * @return {AnimationMixer} A reference to this animation mixer.
  39199. */
  39200. setTime( time ) {
  39201. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39202. for ( let i = 0; i < this._actions.length; i ++ ) {
  39203. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39204. }
  39205. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39206. }
  39207. /**
  39208. * Returns this mixer's root object.
  39209. *
  39210. * @return {Object3D} The mixer's root object.
  39211. */
  39212. getRoot() {
  39213. return this._root;
  39214. }
  39215. /**
  39216. * Deallocates all memory resources for a clip. Before using this method make
  39217. * sure to call {@link AnimationAction#stop} for all related actions.
  39218. *
  39219. * @param {AnimationClip} clip - The clip to uncache.
  39220. */
  39221. uncacheClip( clip ) {
  39222. const actions = this._actions,
  39223. clipUuid = clip.uuid,
  39224. actionsByClip = this._actionsByClip,
  39225. actionsForClip = actionsByClip[ clipUuid ];
  39226. if ( actionsForClip !== undefined ) {
  39227. // note: just calling _removeInactiveAction would mess up the
  39228. // iteration state and also require updating the state we can
  39229. // just throw away
  39230. const actionsToRemove = actionsForClip.knownActions;
  39231. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39232. const action = actionsToRemove[ i ];
  39233. this._deactivateAction( action );
  39234. const cacheIndex = action._cacheIndex,
  39235. lastInactiveAction = actions[ actions.length - 1 ];
  39236. action._cacheIndex = null;
  39237. action._byClipCacheIndex = null;
  39238. lastInactiveAction._cacheIndex = cacheIndex;
  39239. actions[ cacheIndex ] = lastInactiveAction;
  39240. actions.pop();
  39241. this._removeInactiveBindingsForAction( action );
  39242. }
  39243. delete actionsByClip[ clipUuid ];
  39244. }
  39245. }
  39246. /**
  39247. * Deallocates all memory resources for a root object. Before using this
  39248. * method make sure to call {@link AnimationAction#stop} for all related
  39249. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39250. * mixer operates on a single root.
  39251. *
  39252. * @param {Object3D} root - The root object to uncache.
  39253. */
  39254. uncacheRoot( root ) {
  39255. const rootUuid = root.uuid,
  39256. actionsByClip = this._actionsByClip;
  39257. for ( const clipUuid in actionsByClip ) {
  39258. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39259. action = actionByRoot[ rootUuid ];
  39260. if ( action !== undefined ) {
  39261. this._deactivateAction( action );
  39262. this._removeInactiveAction( action );
  39263. }
  39264. }
  39265. const bindingsByRoot = this._bindingsByRootAndName,
  39266. bindingByName = bindingsByRoot[ rootUuid ];
  39267. if ( bindingByName !== undefined ) {
  39268. for ( const trackName in bindingByName ) {
  39269. const binding = bindingByName[ trackName ];
  39270. binding.restoreOriginalState();
  39271. this._removeInactiveBinding( binding );
  39272. }
  39273. }
  39274. }
  39275. /**
  39276. * Deallocates all memory resources for an action. The action is identified by the
  39277. * given clip and an optional root object. Before using this method make
  39278. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39279. *
  39280. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39281. * @param {Object3D} [optionalRoot] - An alternative root object.
  39282. */
  39283. uncacheAction( clip, optionalRoot ) {
  39284. const action = this.existingAction( clip, optionalRoot );
  39285. if ( action !== null ) {
  39286. this._deactivateAction( action );
  39287. this._removeInactiveAction( action );
  39288. }
  39289. }
  39290. }
  39291. /**
  39292. * Represents a 3D render target.
  39293. *
  39294. * @augments RenderTarget
  39295. */
  39296. class RenderTarget3D extends RenderTarget {
  39297. /**
  39298. * Constructs a new 3D render target.
  39299. *
  39300. * @param {number} [width=1] - The width of the render target.
  39301. * @param {number} [height=1] - The height of the render target.
  39302. * @param {number} [depth=1] - The height of the render target.
  39303. * @param {RenderTarget~Options} [options] - The configuration object.
  39304. */
  39305. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39306. super( width, height, options );
  39307. /**
  39308. * This flag can be used for type testing.
  39309. *
  39310. * @type {boolean}
  39311. * @readonly
  39312. * @default true
  39313. */
  39314. this.isRenderTarget3D = true;
  39315. this.depth = depth;
  39316. /**
  39317. * Overwritten with a different texture type.
  39318. *
  39319. * @type {Data3DTexture}
  39320. */
  39321. this.texture = new Data3DTexture( null, width, height, depth );
  39322. this._setTextureOptions( options );
  39323. this.texture.isRenderTargetTexture = true;
  39324. }
  39325. }
  39326. /**
  39327. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39328. *
  39329. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39330. * ```js
  39331. * uniforms: {
  39332. * time: { value: 1.0 },
  39333. * resolution: new Uniform( new Vector2() )
  39334. * };
  39335. * ```
  39336. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39337. * in {@link WebGLRenderer}.
  39338. */
  39339. class Uniform {
  39340. /**
  39341. * Constructs a new uniform.
  39342. *
  39343. * @param {any} value - The uniform value.
  39344. */
  39345. constructor( value ) {
  39346. /**
  39347. * The uniform value.
  39348. *
  39349. * @type {any}
  39350. */
  39351. this.value = value;
  39352. }
  39353. /**
  39354. * Returns a new uniform with copied values from this instance.
  39355. * If the value has a `clone()` method, the value is cloned as well.
  39356. *
  39357. * @return {Uniform} A clone of this instance.
  39358. */
  39359. clone() {
  39360. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39361. }
  39362. }
  39363. let _id = 0;
  39364. /**
  39365. * A class for managing multiple uniforms in a single group. The renderer will process
  39366. * such a definition as a single UBO.
  39367. *
  39368. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39369. * in {@link WebGLRenderer}.
  39370. *
  39371. * @augments EventDispatcher
  39372. */
  39373. class UniformsGroup extends EventDispatcher {
  39374. /**
  39375. * Constructs a new uniforms group.
  39376. */
  39377. constructor() {
  39378. super();
  39379. /**
  39380. * This flag can be used for type testing.
  39381. *
  39382. * @type {boolean}
  39383. * @readonly
  39384. * @default true
  39385. */
  39386. this.isUniformsGroup = true;
  39387. /**
  39388. * The ID of the 3D object.
  39389. *
  39390. * @name UniformsGroup#id
  39391. * @type {number}
  39392. * @readonly
  39393. */
  39394. Object.defineProperty( this, 'id', { value: _id ++ } );
  39395. /**
  39396. * The name of the uniforms group.
  39397. *
  39398. * @type {string}
  39399. */
  39400. this.name = '';
  39401. /**
  39402. * The buffer usage.
  39403. *
  39404. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39405. * @default StaticDrawUsage
  39406. */
  39407. this.usage = StaticDrawUsage;
  39408. /**
  39409. * An array holding the uniforms.
  39410. *
  39411. * @type {Array<Uniform>}
  39412. */
  39413. this.uniforms = [];
  39414. }
  39415. /**
  39416. * Adds the given uniform to this uniforms group.
  39417. *
  39418. * @param {Uniform} uniform - The uniform to add.
  39419. * @return {UniformsGroup} A reference to this uniforms group.
  39420. */
  39421. add( uniform ) {
  39422. this.uniforms.push( uniform );
  39423. return this;
  39424. }
  39425. /**
  39426. * Removes the given uniform from this uniforms group.
  39427. *
  39428. * @param {Uniform} uniform - The uniform to remove.
  39429. * @return {UniformsGroup} A reference to this uniforms group.
  39430. */
  39431. remove( uniform ) {
  39432. const index = this.uniforms.indexOf( uniform );
  39433. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39434. return this;
  39435. }
  39436. /**
  39437. * Sets the name of this uniforms group.
  39438. *
  39439. * @param {string} name - The name to set.
  39440. * @return {UniformsGroup} A reference to this uniforms group.
  39441. */
  39442. setName( name ) {
  39443. this.name = name;
  39444. return this;
  39445. }
  39446. /**
  39447. * Sets the usage of this uniforms group.
  39448. *
  39449. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39450. * @return {UniformsGroup} A reference to this uniforms group.
  39451. */
  39452. setUsage( value ) {
  39453. this.usage = value;
  39454. return this;
  39455. }
  39456. /**
  39457. * Frees the GPU-related resources allocated by this instance. Call this
  39458. * method whenever this instance is no longer used in your app.
  39459. *
  39460. * @fires Texture#dispose
  39461. */
  39462. dispose() {
  39463. this.dispatchEvent( { type: 'dispose' } );
  39464. }
  39465. /**
  39466. * Copies the values of the given uniforms group to this instance.
  39467. *
  39468. * @param {UniformsGroup} source - The uniforms group to copy.
  39469. * @return {UniformsGroup} A reference to this uniforms group.
  39470. */
  39471. copy( source ) {
  39472. this.name = source.name;
  39473. this.usage = source.usage;
  39474. const uniformsSource = source.uniforms;
  39475. this.uniforms.length = 0;
  39476. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39477. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39478. for ( let j = 0; j < uniforms.length; j ++ ) {
  39479. this.uniforms.push( uniforms[ j ].clone() );
  39480. }
  39481. }
  39482. return this;
  39483. }
  39484. /**
  39485. * Returns a new uniforms group with copied values from this instance.
  39486. *
  39487. * @return {UniformsGroup} A clone of this instance.
  39488. */
  39489. clone() {
  39490. return new this.constructor().copy( this );
  39491. }
  39492. }
  39493. /**
  39494. * An instanced version of an interleaved buffer.
  39495. *
  39496. * @augments InterleavedBuffer
  39497. */
  39498. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39499. /**
  39500. * Constructs a new instanced interleaved buffer.
  39501. *
  39502. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39503. * @param {number} stride - The number of typed-array elements per vertex.
  39504. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39505. */
  39506. constructor( array, stride, meshPerAttribute = 1 ) {
  39507. super( array, stride );
  39508. /**
  39509. * This flag can be used for type testing.
  39510. *
  39511. * @type {boolean}
  39512. * @readonly
  39513. * @default true
  39514. */
  39515. this.isInstancedInterleavedBuffer = true;
  39516. /**
  39517. * Defines how often a value of this buffer attribute should be repeated,
  39518. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39519. *
  39520. * @type {number}
  39521. * @default 1
  39522. */
  39523. this.meshPerAttribute = meshPerAttribute;
  39524. }
  39525. copy( source ) {
  39526. super.copy( source );
  39527. this.meshPerAttribute = source.meshPerAttribute;
  39528. return this;
  39529. }
  39530. clone( data ) {
  39531. const ib = super.clone( data );
  39532. ib.meshPerAttribute = this.meshPerAttribute;
  39533. return ib;
  39534. }
  39535. toJSON( data ) {
  39536. const json = super.toJSON( data );
  39537. json.isInstancedInterleavedBuffer = true;
  39538. json.meshPerAttribute = this.meshPerAttribute;
  39539. return json;
  39540. }
  39541. }
  39542. /**
  39543. * An alternative version of a buffer attribute with more control over the VBO.
  39544. *
  39545. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39546. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39547. *
  39548. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39549. * or even produces the VBOs in question.
  39550. *
  39551. * Notice that this class can only be used with {@link WebGLRenderer}.
  39552. */
  39553. class GLBufferAttribute {
  39554. /**
  39555. * Constructs a new GL buffer attribute.
  39556. *
  39557. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39558. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39559. * @param {number} itemSize - The item size.
  39560. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39561. * @param {number} count - The expected number of vertices in VBO.
  39562. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39563. */
  39564. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39565. /**
  39566. * This flag can be used for type testing.
  39567. *
  39568. * @type {boolean}
  39569. * @readonly
  39570. * @default true
  39571. */
  39572. this.isGLBufferAttribute = true;
  39573. /**
  39574. * The name of the buffer attribute.
  39575. *
  39576. * @type {string}
  39577. */
  39578. this.name = '';
  39579. /**
  39580. * The native WebGL buffer.
  39581. *
  39582. * @type {WebGLBuffer}
  39583. */
  39584. this.buffer = buffer;
  39585. /**
  39586. * The native data type.
  39587. *
  39588. * @type {number}
  39589. */
  39590. this.type = type;
  39591. /**
  39592. * The item size, see {@link BufferAttribute#itemSize}.
  39593. *
  39594. * @type {number}
  39595. */
  39596. this.itemSize = itemSize;
  39597. /**
  39598. * The corresponding size (in bytes) for the given `type` parameter.
  39599. *
  39600. * @type {number}
  39601. */
  39602. this.elementSize = elementSize;
  39603. /**
  39604. * The expected number of vertices in VBO.
  39605. *
  39606. * @type {number}
  39607. */
  39608. this.count = count;
  39609. /**
  39610. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39611. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39612. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39613. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39614. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39615. *
  39616. * @type {boolean}
  39617. */
  39618. this.normalized = normalized;
  39619. /**
  39620. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39621. *
  39622. * @type {number}
  39623. */
  39624. this.version = 0;
  39625. }
  39626. /**
  39627. * Flag to indicate that this attribute has changed and should be re-sent to
  39628. * the GPU. Set this to `true` when you modify the value of the array.
  39629. *
  39630. * @type {number}
  39631. * @default false
  39632. * @param {boolean} value
  39633. */
  39634. set needsUpdate( value ) {
  39635. if ( value === true ) this.version ++;
  39636. }
  39637. /**
  39638. * Sets the given native WebGL buffer.
  39639. *
  39640. * @param {WebGLBuffer} buffer - The buffer to set.
  39641. * @return {BufferAttribute} A reference to this instance.
  39642. */
  39643. setBuffer( buffer ) {
  39644. this.buffer = buffer;
  39645. return this;
  39646. }
  39647. /**
  39648. * Sets the given native data type and element size.
  39649. *
  39650. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39651. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39652. * @return {BufferAttribute} A reference to this instance.
  39653. */
  39654. setType( type, elementSize ) {
  39655. this.type = type;
  39656. this.elementSize = elementSize;
  39657. return this;
  39658. }
  39659. /**
  39660. * Sets the item size.
  39661. *
  39662. * @param {number} itemSize - The item size.
  39663. * @return {BufferAttribute} A reference to this instance.
  39664. */
  39665. setItemSize( itemSize ) {
  39666. this.itemSize = itemSize;
  39667. return this;
  39668. }
  39669. /**
  39670. * Sets the count (the expected number of vertices in VBO).
  39671. *
  39672. * @param {number} count - The count.
  39673. * @return {BufferAttribute} A reference to this instance.
  39674. */
  39675. setCount( count ) {
  39676. this.count = count;
  39677. return this;
  39678. }
  39679. }
  39680. const _matrix = /*@__PURE__*/ new Matrix4();
  39681. /**
  39682. * This class is designed to assist with raycasting. Raycasting is used for
  39683. * mouse picking (working out what objects in the 3d space the mouse is over)
  39684. * amongst other things.
  39685. */
  39686. class Raycaster {
  39687. /**
  39688. * Constructs a new raycaster.
  39689. *
  39690. * @param {Vector3} origin - The origin vector where the ray casts from.
  39691. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39692. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39693. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39694. */
  39695. constructor( origin, direction, near = 0, far = Infinity ) {
  39696. /**
  39697. * The ray used for raycasting.
  39698. *
  39699. * @type {Ray}
  39700. */
  39701. this.ray = new Ray( origin, direction );
  39702. /**
  39703. * All results returned are further away than near. Near can't be negative.
  39704. *
  39705. * @type {number}
  39706. * @default 0
  39707. */
  39708. this.near = near;
  39709. /**
  39710. * All results returned are further away than near. Near can't be negative.
  39711. *
  39712. * @type {number}
  39713. * @default Infinity
  39714. */
  39715. this.far = far;
  39716. /**
  39717. * The camera to use when raycasting against view-dependent objects such as
  39718. * billboarded objects like sprites. This field can be set manually or
  39719. * is set when calling `setFromCamera()`.
  39720. *
  39721. * @type {?Camera}
  39722. * @default null
  39723. */
  39724. this.camera = null;
  39725. /**
  39726. * Allows to selectively ignore 3D objects when performing intersection tests.
  39727. * The following code example ensures that only 3D objects on layer `1` will be
  39728. * honored by raycaster.
  39729. * ```js
  39730. * raycaster.layers.set( 1 );
  39731. * object.layers.enable( 1 );
  39732. * ```
  39733. *
  39734. * @type {Layers}
  39735. */
  39736. this.layers = new Layers();
  39737. /**
  39738. * A parameter object that configures the raycasting. It has the structure:
  39739. *
  39740. * ```
  39741. * {
  39742. * Mesh: {},
  39743. * Line: { threshold: 1 },
  39744. * LOD: {},
  39745. * Points: { threshold: 1 },
  39746. * Sprite: {}
  39747. * }
  39748. * ```
  39749. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39750. *
  39751. * @type {Object}
  39752. */
  39753. this.params = {
  39754. Mesh: {},
  39755. Line: { threshold: 1 },
  39756. LOD: {},
  39757. Points: { threshold: 1 },
  39758. Sprite: {}
  39759. };
  39760. }
  39761. /**
  39762. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39763. *
  39764. * @param {Vector3} origin - The origin vector where the ray casts from.
  39765. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39766. */
  39767. set( origin, direction ) {
  39768. // direction is assumed to be normalized (for accurate distance calculations)
  39769. this.ray.set( origin, direction );
  39770. }
  39771. /**
  39772. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39773. *
  39774. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39775. * X and Y components should be between `-1` and `1`.
  39776. * @param {Camera} camera - The camera from which the ray should originate.
  39777. */
  39778. setFromCamera( coords, camera ) {
  39779. if ( camera.isPerspectiveCamera ) {
  39780. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39781. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39782. this.camera = camera;
  39783. } else if ( camera.isOrthographicCamera ) {
  39784. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39785. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39786. this.camera = camera;
  39787. } else {
  39788. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39789. }
  39790. }
  39791. /**
  39792. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39793. *
  39794. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39795. * @return {Raycaster} A reference to this raycaster.
  39796. */
  39797. setFromXRController( controller ) {
  39798. _matrix.identity().extractRotation( controller.matrixWorld );
  39799. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39800. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39801. return this;
  39802. }
  39803. /**
  39804. * The intersection point of a raycaster intersection test.
  39805. * @typedef {Object} Raycaster~Intersection
  39806. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39807. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39808. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39809. * @property {Vector3} point - The intersection point, in world coordinates.
  39810. * @property {Object} face - The face that has been intersected.
  39811. * @property {number} faceIndex - The face index.
  39812. * @property {Object3D} object - The 3D object that has been intersected.
  39813. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39814. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39815. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39816. * @property {number} instanceId - The index number of the instance where the ray
  39817. * intersects the {@link InstancedMesh}.
  39818. */
  39819. /**
  39820. * Checks all intersection between the ray and the object with or without the
  39821. * descendants. Intersections are returned sorted by distance, closest first.
  39822. *
  39823. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39824. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39825. * differently to ray casting than lines or points.
  39826. *
  39827. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39828. * to be detected; intersections of the ray passing through the back of a face will not
  39829. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39830. * to `THREE.DoubleSide`.
  39831. *
  39832. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39833. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39834. * Otherwise it only checks intersection with the object.
  39835. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39836. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39837. */
  39838. intersectObject( object, recursive = true, intersects = [] ) {
  39839. intersect( object, this, intersects, recursive );
  39840. intersects.sort( ascSort );
  39841. return intersects;
  39842. }
  39843. /**
  39844. * Checks all intersection between the ray and the objects with or without
  39845. * the descendants. Intersections are returned sorted by distance, closest first.
  39846. *
  39847. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39848. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39849. * Otherwise it only checks intersection with the object.
  39850. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39851. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39852. */
  39853. intersectObjects( objects, recursive = true, intersects = [] ) {
  39854. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39855. intersect( objects[ i ], this, intersects, recursive );
  39856. }
  39857. intersects.sort( ascSort );
  39858. return intersects;
  39859. }
  39860. }
  39861. function ascSort( a, b ) {
  39862. return a.distance - b.distance;
  39863. }
  39864. function intersect( object, raycaster, intersects, recursive ) {
  39865. let propagate = true;
  39866. if ( object.layers.test( raycaster.layers ) ) {
  39867. const result = object.raycast( raycaster, intersects );
  39868. if ( result === false ) propagate = false;
  39869. }
  39870. if ( propagate === true && recursive === true ) {
  39871. const children = object.children;
  39872. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39873. intersect( children[ i ], raycaster, intersects, true );
  39874. }
  39875. }
  39876. }
  39877. /**
  39878. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39879. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39880. *
  39881. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39882. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39883. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39884. * is inactive (e.g. tab switched or browser hidden).
  39885. *
  39886. * ```js
  39887. * const timer = new Timer();
  39888. * timer.connect( document ); // use Page Visibility API
  39889. * ```
  39890. */
  39891. class Timer {
  39892. /**
  39893. * Constructs a new timer.
  39894. */
  39895. constructor() {
  39896. this._previousTime = 0;
  39897. this._currentTime = 0;
  39898. this._startTime = performance.now();
  39899. this._delta = 0;
  39900. this._elapsed = 0;
  39901. this._timescale = 1;
  39902. this._document = null;
  39903. this._pageVisibilityHandler = null;
  39904. }
  39905. /**
  39906. * Connect the timer to the given document.Calling this method is not mandatory to
  39907. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39908. * delta values.
  39909. *
  39910. * @param {Document} document - The document.
  39911. */
  39912. connect( document ) {
  39913. this._document = document;
  39914. // use Page Visibility API to avoid large time delta values
  39915. if ( document.hidden !== undefined ) {
  39916. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39917. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39918. }
  39919. }
  39920. /**
  39921. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39922. */
  39923. disconnect() {
  39924. if ( this._pageVisibilityHandler !== null ) {
  39925. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39926. this._pageVisibilityHandler = null;
  39927. }
  39928. this._document = null;
  39929. }
  39930. /**
  39931. * Returns the time delta in seconds.
  39932. *
  39933. * @return {number} The time delta in second.
  39934. */
  39935. getDelta() {
  39936. return this._delta / 1000;
  39937. }
  39938. /**
  39939. * Returns the elapsed time in seconds.
  39940. *
  39941. * @return {number} The elapsed time in second.
  39942. */
  39943. getElapsed() {
  39944. return this._elapsed / 1000;
  39945. }
  39946. /**
  39947. * Returns the timescale.
  39948. *
  39949. * @return {number} The timescale.
  39950. */
  39951. getTimescale() {
  39952. return this._timescale;
  39953. }
  39954. /**
  39955. * Sets the given timescale which scale the time delta computation
  39956. * in `update()`.
  39957. *
  39958. * @param {number} timescale - The timescale to set.
  39959. * @return {Timer} A reference to this timer.
  39960. */
  39961. setTimescale( timescale ) {
  39962. this._timescale = timescale;
  39963. return this;
  39964. }
  39965. /**
  39966. * Resets the time computation for the current simulation step.
  39967. *
  39968. * @return {Timer} A reference to this timer.
  39969. */
  39970. reset() {
  39971. this._currentTime = performance.now() - this._startTime;
  39972. return this;
  39973. }
  39974. /**
  39975. * Can be used to free all internal resources. Usually called when
  39976. * the timer instance isn't required anymore.
  39977. */
  39978. dispose() {
  39979. this.disconnect();
  39980. }
  39981. /**
  39982. * Updates the internal state of the timer. This method should be called
  39983. * once per simulation step and before you perform queries against the timer
  39984. * (e.g. via `getDelta()`).
  39985. *
  39986. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  39987. * from the `requestAnimationFrame` callback argument. If not provided, the current
  39988. * time will be determined with `performance.now`.
  39989. * @return {Timer} A reference to this timer.
  39990. */
  39991. update( timestamp ) {
  39992. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  39993. this._delta = 0;
  39994. } else {
  39995. this._previousTime = this._currentTime;
  39996. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  39997. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  39998. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  39999. }
  40000. return this;
  40001. }
  40002. }
  40003. function handleVisibilityChange() {
  40004. if ( this._document.hidden === false ) this.reset();
  40005. }
  40006. /**
  40007. * This class can be used to represent points in 3D space as
  40008. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  40009. */
  40010. class Spherical {
  40011. /**
  40012. * Constructs a new spherical.
  40013. *
  40014. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40015. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40016. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40017. */
  40018. constructor( radius = 1, phi = 0, theta = 0 ) {
  40019. /**
  40020. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40021. *
  40022. * @type {number}
  40023. * @default 1
  40024. */
  40025. this.radius = radius;
  40026. /**
  40027. * The polar angle in radians from the y (up) axis.
  40028. *
  40029. * @type {number}
  40030. * @default 0
  40031. */
  40032. this.phi = phi;
  40033. /**
  40034. * The equator/azimuthal angle in radians around the y (up) axis.
  40035. *
  40036. * @type {number}
  40037. * @default 0
  40038. */
  40039. this.theta = theta;
  40040. }
  40041. /**
  40042. * Sets the spherical components by copying the given values.
  40043. *
  40044. * @param {number} radius - The radius.
  40045. * @param {number} phi - The polar angle.
  40046. * @param {number} theta - The azimuthal angle.
  40047. * @return {Spherical} A reference to this spherical.
  40048. */
  40049. set( radius, phi, theta ) {
  40050. this.radius = radius;
  40051. this.phi = phi;
  40052. this.theta = theta;
  40053. return this;
  40054. }
  40055. /**
  40056. * Copies the values of the given spherical to this instance.
  40057. *
  40058. * @param {Spherical} other - The spherical to copy.
  40059. * @return {Spherical} A reference to this spherical.
  40060. */
  40061. copy( other ) {
  40062. this.radius = other.radius;
  40063. this.phi = other.phi;
  40064. this.theta = other.theta;
  40065. return this;
  40066. }
  40067. /**
  40068. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40069. * `0.000001`.
  40070. *
  40071. * @return {Spherical} A reference to this spherical.
  40072. */
  40073. makeSafe() {
  40074. const EPS = 0.000001;
  40075. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40076. return this;
  40077. }
  40078. /**
  40079. * Sets the spherical components from the given vector which is assumed to hold
  40080. * Cartesian coordinates.
  40081. *
  40082. * @param {Vector3} v - The vector to set.
  40083. * @return {Spherical} A reference to this spherical.
  40084. */
  40085. setFromVector3( v ) {
  40086. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40087. }
  40088. /**
  40089. * Sets the spherical components from the given Cartesian coordinates.
  40090. *
  40091. * @param {number} x - The x value.
  40092. * @param {number} y - The y value.
  40093. * @param {number} z - The z value.
  40094. * @return {Spherical} A reference to this spherical.
  40095. */
  40096. setFromCartesianCoords( x, y, z ) {
  40097. this.radius = Math.sqrt( x * x + y * y + z * z );
  40098. if ( this.radius === 0 ) {
  40099. this.theta = 0;
  40100. this.phi = 0;
  40101. } else {
  40102. this.theta = Math.atan2( x, z );
  40103. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40104. }
  40105. return this;
  40106. }
  40107. /**
  40108. * Returns a new spherical with copied values from this instance.
  40109. *
  40110. * @return {Spherical} A clone of this instance.
  40111. */
  40112. clone() {
  40113. return new this.constructor().copy( this );
  40114. }
  40115. }
  40116. /**
  40117. * This class can be used to represent points in 3D space as
  40118. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  40119. */
  40120. class Cylindrical {
  40121. /**
  40122. * Constructs a new cylindrical.
  40123. *
  40124. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40125. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40126. * @param {number} [y=0] - The height above the x-z plane.
  40127. */
  40128. constructor( radius = 1, theta = 0, y = 0 ) {
  40129. /**
  40130. * The distance from the origin to a point in the x-z plane.
  40131. *
  40132. * @type {number}
  40133. * @default 1
  40134. */
  40135. this.radius = radius;
  40136. /**
  40137. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40138. *
  40139. * @type {number}
  40140. * @default 0
  40141. */
  40142. this.theta = theta;
  40143. /**
  40144. * The height above the x-z plane.
  40145. *
  40146. * @type {number}
  40147. * @default 0
  40148. */
  40149. this.y = y;
  40150. }
  40151. /**
  40152. * Sets the cylindrical components by copying the given values.
  40153. *
  40154. * @param {number} radius - The radius.
  40155. * @param {number} theta - The theta angle.
  40156. * @param {number} y - The height value.
  40157. * @return {Cylindrical} A reference to this cylindrical.
  40158. */
  40159. set( radius, theta, y ) {
  40160. this.radius = radius;
  40161. this.theta = theta;
  40162. this.y = y;
  40163. return this;
  40164. }
  40165. /**
  40166. * Copies the values of the given cylindrical to this instance.
  40167. *
  40168. * @param {Cylindrical} other - The cylindrical to copy.
  40169. * @return {Cylindrical} A reference to this cylindrical.
  40170. */
  40171. copy( other ) {
  40172. this.radius = other.radius;
  40173. this.theta = other.theta;
  40174. this.y = other.y;
  40175. return this;
  40176. }
  40177. /**
  40178. * Sets the cylindrical components from the given vector which is assumed to hold
  40179. * Cartesian coordinates.
  40180. *
  40181. * @param {Vector3} v - The vector to set.
  40182. * @return {Cylindrical} A reference to this cylindrical.
  40183. */
  40184. setFromVector3( v ) {
  40185. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40186. }
  40187. /**
  40188. * Sets the cylindrical components from the given Cartesian coordinates.
  40189. *
  40190. * @param {number} x - The x value.
  40191. * @param {number} y - The x value.
  40192. * @param {number} z - The x value.
  40193. * @return {Cylindrical} A reference to this cylindrical.
  40194. */
  40195. setFromCartesianCoords( x, y, z ) {
  40196. this.radius = Math.sqrt( x * x + z * z );
  40197. this.theta = Math.atan2( x, z );
  40198. this.y = y;
  40199. return this;
  40200. }
  40201. /**
  40202. * Returns a new cylindrical with copied values from this instance.
  40203. *
  40204. * @return {Cylindrical} A clone of this instance.
  40205. */
  40206. clone() {
  40207. return new this.constructor().copy( this );
  40208. }
  40209. }
  40210. /**
  40211. * Represents a 2x2 matrix.
  40212. *
  40213. * A Note on Row-Major and Column-Major Ordering:
  40214. *
  40215. * The constructor and {@link Matrix2#set} method take arguments in
  40216. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  40217. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40218. * This means that calling:
  40219. * ```js
  40220. * const m = new THREE.Matrix2();
  40221. * m.set( 11, 12,
  40222. * 21, 22 );
  40223. * ```
  40224. * will result in the elements array containing:
  40225. * ```js
  40226. * m.elements = [ 11, 21,
  40227. * 12, 22 ];
  40228. * ```
  40229. * and internally all calculations are performed using column-major ordering.
  40230. * However, as the actual ordering makes no difference mathematically and
  40231. * most people are used to thinking about matrices in row-major order, the
  40232. * three.js documentation shows matrices in row-major order. Just bear in
  40233. * mind that if you are reading the source code, you'll have to take the
  40234. * transpose of any matrices outlined here to make sense of the calculations.
  40235. */
  40236. class Matrix2 {
  40237. /**
  40238. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40239. * in row-major order. If no arguments are provided, the constructor
  40240. * initializes the matrix as an identity matrix.
  40241. *
  40242. * @param {number} [n11] - 1-1 matrix element.
  40243. * @param {number} [n12] - 1-2 matrix element.
  40244. * @param {number} [n21] - 2-1 matrix element.
  40245. * @param {number} [n22] - 2-2 matrix element.
  40246. */
  40247. constructor( n11, n12, n21, n22 ) {
  40248. /**
  40249. * This flag can be used for type testing.
  40250. *
  40251. * @type {boolean}
  40252. * @readonly
  40253. * @default true
  40254. */
  40255. Matrix2.prototype.isMatrix2 = true;
  40256. /**
  40257. * A column-major list of matrix values.
  40258. *
  40259. * @type {Array<number>}
  40260. */
  40261. this.elements = [
  40262. 1, 0,
  40263. 0, 1,
  40264. ];
  40265. if ( n11 !== undefined ) {
  40266. this.set( n11, n12, n21, n22 );
  40267. }
  40268. }
  40269. /**
  40270. * Sets this matrix to the 2x2 identity matrix.
  40271. *
  40272. * @return {Matrix2} A reference to this matrix.
  40273. */
  40274. identity() {
  40275. this.set(
  40276. 1, 0,
  40277. 0, 1,
  40278. );
  40279. return this;
  40280. }
  40281. /**
  40282. * Sets the elements of the matrix from the given array.
  40283. *
  40284. * @param {Array<number>} array - The matrix elements in column-major order.
  40285. * @param {number} [offset=0] - Index of the first element in the array.
  40286. * @return {Matrix2} A reference to this matrix.
  40287. */
  40288. fromArray( array, offset = 0 ) {
  40289. for ( let i = 0; i < 4; i ++ ) {
  40290. this.elements[ i ] = array[ i + offset ];
  40291. }
  40292. return this;
  40293. }
  40294. /**
  40295. * Sets the elements of the matrix.The arguments are supposed to be
  40296. * in row-major order.
  40297. *
  40298. * @param {number} n11 - 1-1 matrix element.
  40299. * @param {number} n12 - 1-2 matrix element.
  40300. * @param {number} n21 - 2-1 matrix element.
  40301. * @param {number} n22 - 2-2 matrix element.
  40302. * @return {Matrix2} A reference to this matrix.
  40303. */
  40304. set( n11, n12, n21, n22 ) {
  40305. const te = this.elements;
  40306. te[ 0 ] = n11; te[ 2 ] = n12;
  40307. te[ 1 ] = n21; te[ 3 ] = n22;
  40308. return this;
  40309. }
  40310. }
  40311. const _vector$4 = /*@__PURE__*/ new Vector2();
  40312. /**
  40313. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40314. */
  40315. class Box2 {
  40316. /**
  40317. * Constructs a new bounding box.
  40318. *
  40319. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40320. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40321. */
  40322. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40323. /**
  40324. * This flag can be used for type testing.
  40325. *
  40326. * @type {boolean}
  40327. * @readonly
  40328. * @default true
  40329. */
  40330. this.isBox2 = true;
  40331. /**
  40332. * The lower boundary of the box.
  40333. *
  40334. * @type {Vector2}
  40335. */
  40336. this.min = min;
  40337. /**
  40338. * The upper boundary of the box.
  40339. *
  40340. * @type {Vector2}
  40341. */
  40342. this.max = max;
  40343. }
  40344. /**
  40345. * Sets the lower and upper boundaries of this box.
  40346. * Please note that this method only copies the values from the given objects.
  40347. *
  40348. * @param {Vector2} min - The lower boundary of the box.
  40349. * @param {Vector2} max - The upper boundary of the box.
  40350. * @return {Box2} A reference to this bounding box.
  40351. */
  40352. set( min, max ) {
  40353. this.min.copy( min );
  40354. this.max.copy( max );
  40355. return this;
  40356. }
  40357. /**
  40358. * Sets the upper and lower bounds of this box so it encloses the position data
  40359. * in the given array.
  40360. *
  40361. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40362. * @return {Box2} A reference to this bounding box.
  40363. */
  40364. setFromPoints( points ) {
  40365. this.makeEmpty();
  40366. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40367. this.expandByPoint( points[ i ] );
  40368. }
  40369. return this;
  40370. }
  40371. /**
  40372. * Centers this box on the given center vector and sets this box's width, height and
  40373. * depth to the given size values.
  40374. *
  40375. * @param {Vector2} center - The center of the box.
  40376. * @param {Vector2} size - The x and y dimensions of the box.
  40377. * @return {Box2} A reference to this bounding box.
  40378. */
  40379. setFromCenterAndSize( center, size ) {
  40380. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40381. this.min.copy( center ).sub( halfSize );
  40382. this.max.copy( center ).add( halfSize );
  40383. return this;
  40384. }
  40385. /**
  40386. * Returns a new box with copied values from this instance.
  40387. *
  40388. * @return {Box2} A clone of this instance.
  40389. */
  40390. clone() {
  40391. return new this.constructor().copy( this );
  40392. }
  40393. /**
  40394. * Copies the values of the given box to this instance.
  40395. *
  40396. * @param {Box2} box - The box to copy.
  40397. * @return {Box2} A reference to this bounding box.
  40398. */
  40399. copy( box ) {
  40400. this.min.copy( box.min );
  40401. this.max.copy( box.max );
  40402. return this;
  40403. }
  40404. /**
  40405. * Makes this box empty which means in encloses a zero space in 2D.
  40406. *
  40407. * @return {Box2} A reference to this bounding box.
  40408. */
  40409. makeEmpty() {
  40410. this.min.x = this.min.y = + Infinity;
  40411. this.max.x = this.max.y = - Infinity;
  40412. return this;
  40413. }
  40414. /**
  40415. * Returns true if this box includes zero points within its bounds.
  40416. * Note that a box with equal lower and upper bounds still includes one
  40417. * point, the one both bounds share.
  40418. *
  40419. * @return {boolean} Whether this box is empty or not.
  40420. */
  40421. isEmpty() {
  40422. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40423. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40424. }
  40425. /**
  40426. * Returns the center point of this box.
  40427. *
  40428. * @param {Vector2} target - The target vector that is used to store the method's result.
  40429. * @return {Vector2} The center point.
  40430. */
  40431. getCenter( target ) {
  40432. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40433. }
  40434. /**
  40435. * Returns the dimensions of this box.
  40436. *
  40437. * @param {Vector2} target - The target vector that is used to store the method's result.
  40438. * @return {Vector2} The size.
  40439. */
  40440. getSize( target ) {
  40441. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40442. }
  40443. /**
  40444. * Expands the boundaries of this box to include the given point.
  40445. *
  40446. * @param {Vector2} point - The point that should be included by the bounding box.
  40447. * @return {Box2} A reference to this bounding box.
  40448. */
  40449. expandByPoint( point ) {
  40450. this.min.min( point );
  40451. this.max.max( point );
  40452. return this;
  40453. }
  40454. /**
  40455. * Expands this box equilaterally by the given vector. The width of this
  40456. * box will be expanded by the x component of the vector in both
  40457. * directions. The height of this box will be expanded by the y component of
  40458. * the vector in both directions.
  40459. *
  40460. * @param {Vector2} vector - The vector that should expand the bounding box.
  40461. * @return {Box2} A reference to this bounding box.
  40462. */
  40463. expandByVector( vector ) {
  40464. this.min.sub( vector );
  40465. this.max.add( vector );
  40466. return this;
  40467. }
  40468. /**
  40469. * Expands each dimension of the box by the given scalar. If negative, the
  40470. * dimensions of the box will be contracted.
  40471. *
  40472. * @param {number} scalar - The scalar value that should expand the bounding box.
  40473. * @return {Box2} A reference to this bounding box.
  40474. */
  40475. expandByScalar( scalar ) {
  40476. this.min.addScalar( - scalar );
  40477. this.max.addScalar( scalar );
  40478. return this;
  40479. }
  40480. /**
  40481. * Returns `true` if the given point lies within or on the boundaries of this box.
  40482. *
  40483. * @param {Vector2} point - The point to test.
  40484. * @return {boolean} Whether the bounding box contains the given point or not.
  40485. */
  40486. containsPoint( point ) {
  40487. return point.x >= this.min.x && point.x <= this.max.x &&
  40488. point.y >= this.min.y && point.y <= this.max.y;
  40489. }
  40490. /**
  40491. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40492. * If this box and the given one are identical, this function also returns `true`.
  40493. *
  40494. * @param {Box2} box - The bounding box to test.
  40495. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40496. */
  40497. containsBox( box ) {
  40498. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40499. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40500. }
  40501. /**
  40502. * Returns a point as a proportion of this box's width and height.
  40503. *
  40504. * @param {Vector2} point - A point in 2D space.
  40505. * @param {Vector2} target - The target vector that is used to store the method's result.
  40506. * @return {Vector2} A point as a proportion of this box's width and height.
  40507. */
  40508. getParameter( point, target ) {
  40509. // This can potentially have a divide by zero if the box
  40510. // has a size dimension of 0.
  40511. return target.set(
  40512. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40513. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40514. );
  40515. }
  40516. /**
  40517. * Returns `true` if the given bounding box intersects with this bounding box.
  40518. *
  40519. * @param {Box2} box - The bounding box to test.
  40520. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40521. */
  40522. intersectsBox( box ) {
  40523. // using 4 splitting planes to rule out intersections
  40524. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40525. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40526. }
  40527. /**
  40528. * Clamps the given point within the bounds of this box.
  40529. *
  40530. * @param {Vector2} point - The point to clamp.
  40531. * @param {Vector2} target - The target vector that is used to store the method's result.
  40532. * @return {Vector2} The clamped point.
  40533. */
  40534. clampPoint( point, target ) {
  40535. return target.copy( point ).clamp( this.min, this.max );
  40536. }
  40537. /**
  40538. * Returns the euclidean distance from any edge of this box to the specified point. If
  40539. * the given point lies inside of this box, the distance will be `0`.
  40540. *
  40541. * @param {Vector2} point - The point to compute the distance to.
  40542. * @return {number} The euclidean distance.
  40543. */
  40544. distanceToPoint( point ) {
  40545. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40546. }
  40547. /**
  40548. * Computes the intersection of this bounding box and the given one, setting the upper
  40549. * bound of this box to the lesser of the two boxes' upper bounds and the
  40550. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40551. * there's no overlap, makes this box empty.
  40552. *
  40553. * @param {Box2} box - The bounding box to intersect with.
  40554. * @return {Box2} A reference to this bounding box.
  40555. */
  40556. intersect( box ) {
  40557. this.min.max( box.min );
  40558. this.max.min( box.max );
  40559. if ( this.isEmpty() ) this.makeEmpty();
  40560. return this;
  40561. }
  40562. /**
  40563. * Computes the union of this box and another and the given one, setting the upper
  40564. * bound of this box to the greater of the two boxes' upper bounds and the
  40565. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40566. *
  40567. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40568. * @return {Box2} A reference to this bounding box.
  40569. */
  40570. union( box ) {
  40571. this.min.min( box.min );
  40572. this.max.max( box.max );
  40573. return this;
  40574. }
  40575. /**
  40576. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40577. * effectively moving it in 2D space.
  40578. *
  40579. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40580. * @return {Box2} A reference to this bounding box.
  40581. */
  40582. translate( offset ) {
  40583. this.min.add( offset );
  40584. this.max.add( offset );
  40585. return this;
  40586. }
  40587. /**
  40588. * Returns `true` if this bounding box is equal with the given one.
  40589. *
  40590. * @param {Box2} box - The box to test for equality.
  40591. * @return {boolean} Whether this bounding box is equal with the given one.
  40592. */
  40593. equals( box ) {
  40594. return box.min.equals( this.min ) && box.max.equals( this.max );
  40595. }
  40596. }
  40597. const _startP = /*@__PURE__*/ new Vector3();
  40598. const _startEnd = /*@__PURE__*/ new Vector3();
  40599. const _d1 = /*@__PURE__*/ new Vector3();
  40600. const _d2 = /*@__PURE__*/ new Vector3();
  40601. const _r = /*@__PURE__*/ new Vector3();
  40602. const _c1 = /*@__PURE__*/ new Vector3();
  40603. const _c2 = /*@__PURE__*/ new Vector3();
  40604. /**
  40605. * An analytical line segment in 3D space represented by a start and end point.
  40606. */
  40607. class Line3 {
  40608. /**
  40609. * Constructs a new line segment.
  40610. *
  40611. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40612. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40613. */
  40614. constructor( start = new Vector3(), end = new Vector3() ) {
  40615. /**
  40616. * Start of the line segment.
  40617. *
  40618. * @type {Vector3}
  40619. */
  40620. this.start = start;
  40621. /**
  40622. * End of the line segment.
  40623. *
  40624. * @type {Vector3}
  40625. */
  40626. this.end = end;
  40627. }
  40628. /**
  40629. * Sets the start and end values by copying the given vectors.
  40630. *
  40631. * @param {Vector3} start - The start point.
  40632. * @param {Vector3} end - The end point.
  40633. * @return {Line3} A reference to this line segment.
  40634. */
  40635. set( start, end ) {
  40636. this.start.copy( start );
  40637. this.end.copy( end );
  40638. return this;
  40639. }
  40640. /**
  40641. * Copies the values of the given line segment to this instance.
  40642. *
  40643. * @param {Line3} line - The line segment to copy.
  40644. * @return {Line3} A reference to this line segment.
  40645. */
  40646. copy( line ) {
  40647. this.start.copy( line.start );
  40648. this.end.copy( line.end );
  40649. return this;
  40650. }
  40651. /**
  40652. * Returns the center of the line segment.
  40653. *
  40654. * @param {Vector3} target - The target vector that is used to store the method's result.
  40655. * @return {Vector3} The center point.
  40656. */
  40657. getCenter( target ) {
  40658. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40659. }
  40660. /**
  40661. * Returns the delta vector of the line segment's start and end point.
  40662. *
  40663. * @param {Vector3} target - The target vector that is used to store the method's result.
  40664. * @return {Vector3} The delta vector.
  40665. */
  40666. delta( target ) {
  40667. return target.subVectors( this.end, this.start );
  40668. }
  40669. /**
  40670. * Returns the squared Euclidean distance between the line' start and end point.
  40671. *
  40672. * @return {number} The squared Euclidean distance.
  40673. */
  40674. distanceSq() {
  40675. return this.start.distanceToSquared( this.end );
  40676. }
  40677. /**
  40678. * Returns the Euclidean distance between the line' start and end point.
  40679. *
  40680. * @return {number} The Euclidean distance.
  40681. */
  40682. distance() {
  40683. return this.start.distanceTo( this.end );
  40684. }
  40685. /**
  40686. * Returns a vector at a certain position along the line segment.
  40687. *
  40688. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40689. * @param {Vector3} target - The target vector that is used to store the method's result.
  40690. * @return {Vector3} The delta vector.
  40691. */
  40692. at( t, target ) {
  40693. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40694. }
  40695. /**
  40696. * Returns a point parameter based on the closest point as projected on the line segment.
  40697. *
  40698. * @param {Vector3} point - The point for which to return a point parameter.
  40699. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40700. * @return {number} The point parameter.
  40701. */
  40702. closestPointToPointParameter( point, clampToLine ) {
  40703. _startP.subVectors( point, this.start );
  40704. _startEnd.subVectors( this.end, this.start );
  40705. const startEnd2 = _startEnd.dot( _startEnd );
  40706. const startEnd_startP = _startEnd.dot( _startP );
  40707. let t = startEnd_startP / startEnd2;
  40708. if ( clampToLine ) {
  40709. t = clamp( t, 0, 1 );
  40710. }
  40711. return t;
  40712. }
  40713. /**
  40714. * Returns the closest point on the line for a given point.
  40715. *
  40716. * @param {Vector3} point - The point to compute the closest point on the line for.
  40717. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40718. * @param {Vector3} target - The target vector that is used to store the method's result.
  40719. * @return {Vector3} The closest point on the line.
  40720. */
  40721. closestPointToPoint( point, clampToLine, target ) {
  40722. const t = this.closestPointToPointParameter( point, clampToLine );
  40723. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40724. }
  40725. /**
  40726. * Returns the closest squared distance between this line segment and the given one.
  40727. *
  40728. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40729. * @param {Vector3} [c1] - The closest point on this line segment.
  40730. * @param {Vector3} [c2] - The closest point on the given line segment.
  40731. * @return {number} The squared distance between this line segment and the given one.
  40732. */
  40733. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40734. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40735. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40736. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40737. // distance between between S1(s) and S2(t)
  40738. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40739. let s, t;
  40740. const p1 = this.start;
  40741. const p2 = line.start;
  40742. const q1 = this.end;
  40743. const q2 = line.end;
  40744. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40745. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40746. _r.subVectors( p1, p2 );
  40747. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40748. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40749. const f = _d2.dot( _r );
  40750. // Check if either or both segments degenerate into points
  40751. if ( a <= EPSILON && e <= EPSILON ) {
  40752. // Both segments degenerate into points
  40753. c1.copy( p1 );
  40754. c2.copy( p2 );
  40755. c1.sub( c2 );
  40756. return c1.dot( c1 );
  40757. }
  40758. if ( a <= EPSILON ) {
  40759. // First segment degenerates into a point
  40760. s = 0;
  40761. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40762. t = clamp( t, 0, 1 );
  40763. } else {
  40764. const c = _d1.dot( _r );
  40765. if ( e <= EPSILON ) {
  40766. // Second segment degenerates into a point
  40767. t = 0;
  40768. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40769. } else {
  40770. // The general nondegenerate case starts here
  40771. const b = _d1.dot( _d2 );
  40772. const denom = a * e - b * b; // Always nonnegative
  40773. // If segments not parallel, compute closest point on L1 to L2 and
  40774. // clamp to segment S1. Else pick arbitrary s (here 0)
  40775. if ( denom !== 0 ) {
  40776. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40777. } else {
  40778. s = 0;
  40779. }
  40780. // Compute point on L2 closest to S1(s) using
  40781. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40782. t = ( b * s + f ) / e;
  40783. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40784. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40785. // and clamp s to [0, 1]
  40786. if ( t < 0 ) {
  40787. t = 0.;
  40788. s = clamp( - c / a, 0, 1 );
  40789. } else if ( t > 1 ) {
  40790. t = 1;
  40791. s = clamp( ( b - c ) / a, 0, 1 );
  40792. }
  40793. }
  40794. }
  40795. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40796. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40797. c1.sub( c2 );
  40798. return c1.dot( c1 );
  40799. }
  40800. /**
  40801. * Applies a 4x4 transformation matrix to this line segment.
  40802. *
  40803. * @param {Matrix4} matrix - The transformation matrix.
  40804. * @return {Line3} A reference to this line segment.
  40805. */
  40806. applyMatrix4( matrix ) {
  40807. this.start.applyMatrix4( matrix );
  40808. this.end.applyMatrix4( matrix );
  40809. return this;
  40810. }
  40811. /**
  40812. * Returns `true` if this line segment is equal with the given one.
  40813. *
  40814. * @param {Line3} line - The line segment to test for equality.
  40815. * @return {boolean} Whether this line segment is equal with the given one.
  40816. */
  40817. equals( line ) {
  40818. return line.start.equals( this.start ) && line.end.equals( this.end );
  40819. }
  40820. /**
  40821. * Returns a new line segment with copied values from this instance.
  40822. *
  40823. * @return {Line3} A clone of this instance.
  40824. */
  40825. clone() {
  40826. return new this.constructor().copy( this );
  40827. }
  40828. }
  40829. const _vector$3 = /*@__PURE__*/ new Vector3();
  40830. /**
  40831. * This displays a cone shaped helper object for a {@link SpotLight}.
  40832. *
  40833. * ```js
  40834. * const spotLight = new THREE.SpotLight( 0xffffff );
  40835. * spotLight.position.set( 10, 10, 10 );
  40836. * scene.add( spotLight );
  40837. *
  40838. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40839. * scene.add( spotLightHelper );
  40840. * ```
  40841. *
  40842. * @augments Object3D
  40843. */
  40844. class SpotLightHelper extends Object3D {
  40845. /**
  40846. * Constructs a new spot light helper.
  40847. *
  40848. * @param {HemisphereLight} light - The light to be visualized.
  40849. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40850. * the color of the light.
  40851. */
  40852. constructor( light, color ) {
  40853. super();
  40854. /**
  40855. * The light being visualized.
  40856. *
  40857. * @type {SpotLight}
  40858. */
  40859. this.light = light;
  40860. this.matrixAutoUpdate = false;
  40861. /**
  40862. * The color parameter passed in the constructor.
  40863. * If not set, the helper will take the color of the light.
  40864. *
  40865. * @type {number|Color|string}
  40866. */
  40867. this.color = color;
  40868. this.type = 'SpotLightHelper';
  40869. const geometry = new BufferGeometry();
  40870. const positions = [
  40871. 0, 0, 0, 0, 0, 1,
  40872. 0, 0, 0, 1, 0, 1,
  40873. 0, 0, 0, -1, 0, 1,
  40874. 0, 0, 0, 0, 1, 1,
  40875. 0, 0, 0, 0, -1, 1
  40876. ];
  40877. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40878. const p1 = ( i / l ) * Math.PI * 2;
  40879. const p2 = ( j / l ) * Math.PI * 2;
  40880. positions.push(
  40881. Math.cos( p1 ), Math.sin( p1 ), 1,
  40882. Math.cos( p2 ), Math.sin( p2 ), 1
  40883. );
  40884. }
  40885. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40886. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40887. this.cone = new LineSegments( geometry, material );
  40888. this.add( this.cone );
  40889. this.update();
  40890. }
  40891. /**
  40892. * Frees the GPU-related resources allocated by this instance. Call this
  40893. * method whenever this instance is no longer used in your app.
  40894. */
  40895. dispose() {
  40896. this.cone.geometry.dispose();
  40897. this.cone.material.dispose();
  40898. }
  40899. /**
  40900. * Updates the helper to match the position and direction of the
  40901. * light being visualized.
  40902. */
  40903. update() {
  40904. this.light.updateWorldMatrix( true, false );
  40905. this.light.target.updateWorldMatrix( true, false );
  40906. // update the local matrix based on the parent and light target transforms
  40907. if ( this.parent ) {
  40908. this.parent.updateWorldMatrix( true );
  40909. this.matrix
  40910. .copy( this.parent.matrixWorld )
  40911. .invert()
  40912. .multiply( this.light.matrixWorld );
  40913. } else {
  40914. this.matrix.copy( this.light.matrixWorld );
  40915. }
  40916. this.matrixWorld.copy( this.light.matrixWorld );
  40917. const coneLength = this.light.distance ? this.light.distance : 1000;
  40918. const coneWidth = coneLength * Math.tan( this.light.angle );
  40919. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40920. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40921. this.cone.lookAt( _vector$3 );
  40922. if ( this.color !== undefined ) {
  40923. this.cone.material.color.set( this.color );
  40924. } else {
  40925. this.cone.material.color.copy( this.light.color );
  40926. }
  40927. }
  40928. }
  40929. const _vector$2 = /*@__PURE__*/ new Vector3();
  40930. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40931. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40932. /**
  40933. * A helper object to assist with visualizing a {@link Skeleton}.
  40934. *
  40935. * ```js
  40936. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40937. * scene.add( helper );
  40938. * ```
  40939. *
  40940. * @augments LineSegments
  40941. */
  40942. class SkeletonHelper extends LineSegments {
  40943. /**
  40944. * Constructs a new skeleton helper.
  40945. *
  40946. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40947. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40948. */
  40949. constructor( object ) {
  40950. const bones = getBoneList( object );
  40951. const geometry = new BufferGeometry();
  40952. const vertices = [];
  40953. const colors = [];
  40954. for ( let i = 0; i < bones.length; i ++ ) {
  40955. const bone = bones[ i ];
  40956. if ( bone.parent && bone.parent.isBone ) {
  40957. vertices.push( 0, 0, 0 );
  40958. vertices.push( 0, 0, 0 );
  40959. colors.push( 0, 0, 0 );
  40960. colors.push( 0, 0, 0 );
  40961. }
  40962. }
  40963. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40964. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40965. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40966. super( geometry, material );
  40967. /**
  40968. * This flag can be used for type testing.
  40969. *
  40970. * @type {boolean}
  40971. * @readonly
  40972. * @default true
  40973. */
  40974. this.isSkeletonHelper = true;
  40975. this.type = 'SkeletonHelper';
  40976. /**
  40977. * The object being visualized.
  40978. *
  40979. * @type {Object3D}
  40980. */
  40981. this.root = object;
  40982. /**
  40983. * The list of bones that the helper visualizes.
  40984. *
  40985. * @type {Array<Bone>}
  40986. */
  40987. this.bones = bones;
  40988. this.matrix = object.matrixWorld;
  40989. this.matrixAutoUpdate = false;
  40990. // colors
  40991. const color1 = new Color( 0x0000ff );
  40992. const color2 = new Color( 0x00ff00 );
  40993. this.setColors( color1, color2 );
  40994. }
  40995. updateMatrixWorld( force ) {
  40996. const bones = this.bones;
  40997. const geometry = this.geometry;
  40998. const position = geometry.getAttribute( 'position' );
  40999. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41000. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41001. const bone = bones[ i ];
  41002. if ( bone.parent && bone.parent.isBone ) {
  41003. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41004. _vector$2.setFromMatrixPosition( _boneMatrix );
  41005. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41006. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41007. _vector$2.setFromMatrixPosition( _boneMatrix );
  41008. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41009. j += 2;
  41010. }
  41011. }
  41012. geometry.getAttribute( 'position' ).needsUpdate = true;
  41013. super.updateMatrixWorld( force );
  41014. }
  41015. /**
  41016. * Defines the colors of the helper.
  41017. *
  41018. * @param {Color} color1 - The first line color for each bone.
  41019. * @param {Color} color2 - The second line color for each bone.
  41020. * @return {SkeletonHelper} A reference to this helper.
  41021. */
  41022. setColors( color1, color2 ) {
  41023. const geometry = this.geometry;
  41024. const colorAttribute = geometry.getAttribute( 'color' );
  41025. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41026. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41027. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41028. }
  41029. colorAttribute.needsUpdate = true;
  41030. return this;
  41031. }
  41032. /**
  41033. * Frees the GPU-related resources allocated by this instance. Call this
  41034. * method whenever this instance is no longer used in your app.
  41035. */
  41036. dispose() {
  41037. this.geometry.dispose();
  41038. this.material.dispose();
  41039. }
  41040. }
  41041. function getBoneList( object ) {
  41042. const boneList = [];
  41043. if ( object.isBone === true ) {
  41044. boneList.push( object );
  41045. }
  41046. for ( let i = 0; i < object.children.length; i ++ ) {
  41047. boneList.push( ...getBoneList( object.children[ i ] ) );
  41048. }
  41049. return boneList;
  41050. }
  41051. /**
  41052. * This displays a helper object consisting of a spherical mesh for
  41053. * visualizing an instance of {@link PointLight}.
  41054. *
  41055. * ```js
  41056. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41057. * pointLight.position.set( 10, 10, 10 );
  41058. * scene.add( pointLight );
  41059. *
  41060. * const sphereSize = 1;
  41061. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41062. * scene.add( pointLightHelper );
  41063. * ```
  41064. *
  41065. * @augments Mesh
  41066. */
  41067. class PointLightHelper extends Mesh {
  41068. /**
  41069. * Constructs a new point light helper.
  41070. *
  41071. * @param {PointLight} light - The light to be visualized.
  41072. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41073. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41074. * the color of the light.
  41075. */
  41076. constructor( light, sphereSize, color ) {
  41077. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41078. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41079. super( geometry, material );
  41080. /**
  41081. * The light being visualized.
  41082. *
  41083. * @type {HemisphereLight}
  41084. */
  41085. this.light = light;
  41086. /**
  41087. * The color parameter passed in the constructor.
  41088. * If not set, the helper will take the color of the light.
  41089. *
  41090. * @type {number|Color|string}
  41091. */
  41092. this.color = color;
  41093. this.type = 'PointLightHelper';
  41094. this.matrix = this.light.matrixWorld;
  41095. this.matrixAutoUpdate = false;
  41096. this.update();
  41097. /*
  41098. // TODO: delete this comment?
  41099. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41100. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41101. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41102. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41103. const d = light.distance;
  41104. if ( d === 0.0 ) {
  41105. this.lightDistance.visible = false;
  41106. } else {
  41107. this.lightDistance.scale.set( d, d, d );
  41108. }
  41109. this.add( this.lightDistance );
  41110. */
  41111. }
  41112. /**
  41113. * Frees the GPU-related resources allocated by this instance. Call this
  41114. * method whenever this instance is no longer used in your app.
  41115. */
  41116. dispose() {
  41117. this.geometry.dispose();
  41118. this.material.dispose();
  41119. }
  41120. /**
  41121. * Updates the helper to match the position of the
  41122. * light being visualized.
  41123. */
  41124. update() {
  41125. this.light.updateWorldMatrix( true, false );
  41126. if ( this.color !== undefined ) {
  41127. this.material.color.set( this.color );
  41128. } else {
  41129. this.material.color.copy( this.light.color );
  41130. }
  41131. /*
  41132. const d = this.light.distance;
  41133. if ( d === 0.0 ) {
  41134. this.lightDistance.visible = false;
  41135. } else {
  41136. this.lightDistance.visible = true;
  41137. this.lightDistance.scale.set( d, d, d );
  41138. }
  41139. */
  41140. }
  41141. }
  41142. const _vector$1 = /*@__PURE__*/ new Vector3();
  41143. const _color1 = /*@__PURE__*/ new Color();
  41144. const _color2 = /*@__PURE__*/ new Color();
  41145. /**
  41146. * Creates a visual aid consisting of a spherical mesh for a
  41147. * given {@link HemisphereLight}.
  41148. *
  41149. * ```js
  41150. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41151. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41152. * scene.add( helper );
  41153. * ```
  41154. *
  41155. * @augments Object3D
  41156. */
  41157. class HemisphereLightHelper extends Object3D {
  41158. /**
  41159. * Constructs a new hemisphere light helper.
  41160. *
  41161. * @param {HemisphereLight} light - The light to be visualized.
  41162. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41163. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41164. * the color of the light.
  41165. */
  41166. constructor( light, size, color ) {
  41167. super();
  41168. /**
  41169. * The light being visualized.
  41170. *
  41171. * @type {HemisphereLight}
  41172. */
  41173. this.light = light;
  41174. this.matrix = light.matrixWorld;
  41175. this.matrixAutoUpdate = false;
  41176. /**
  41177. * The color parameter passed in the constructor.
  41178. * If not set, the helper will take the color of the light.
  41179. *
  41180. * @type {number|Color|string}
  41181. */
  41182. this.color = color;
  41183. this.type = 'HemisphereLightHelper';
  41184. const geometry = new OctahedronGeometry( size );
  41185. geometry.rotateY( Math.PI * 0.5 );
  41186. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41187. if ( this.color === undefined ) this.material.vertexColors = true;
  41188. const position = geometry.getAttribute( 'position' );
  41189. const colors = new Float32Array( position.count * 3 );
  41190. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41191. this.add( new Mesh( geometry, this.material ) );
  41192. this.update();
  41193. }
  41194. /**
  41195. * Frees the GPU-related resources allocated by this instance. Call this
  41196. * method whenever this instance is no longer used in your app.
  41197. */
  41198. dispose() {
  41199. this.children[ 0 ].geometry.dispose();
  41200. this.children[ 0 ].material.dispose();
  41201. }
  41202. /**
  41203. * Updates the helper to match the position and direction of the
  41204. * light being visualized.
  41205. */
  41206. update() {
  41207. const mesh = this.children[ 0 ];
  41208. if ( this.color !== undefined ) {
  41209. this.material.color.set( this.color );
  41210. } else {
  41211. const colors = mesh.geometry.getAttribute( 'color' );
  41212. _color1.copy( this.light.color );
  41213. _color2.copy( this.light.groundColor );
  41214. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41215. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41216. colors.setXYZ( i, color.r, color.g, color.b );
  41217. }
  41218. colors.needsUpdate = true;
  41219. }
  41220. this.light.updateWorldMatrix( true, false );
  41221. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41222. }
  41223. }
  41224. /**
  41225. * The helper is an object to define grids. Grids are two-dimensional
  41226. * arrays of lines.
  41227. *
  41228. * ```js
  41229. * const size = 10;
  41230. * const divisions = 10;
  41231. *
  41232. * const gridHelper = new THREE.GridHelper( size, divisions );
  41233. * scene.add( gridHelper );
  41234. * ```
  41235. *
  41236. * @augments LineSegments
  41237. */
  41238. class GridHelper extends LineSegments {
  41239. /**
  41240. * Constructs a new grid helper.
  41241. *
  41242. * @param {number} [size=10] - The size of the grid.
  41243. * @param {number} [divisions=10] - The number of divisions across the grid.
  41244. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41245. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41246. */
  41247. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41248. color1 = new Color( color1 );
  41249. color2 = new Color( color2 );
  41250. const center = divisions / 2;
  41251. const step = size / divisions;
  41252. const halfSize = size / 2;
  41253. const vertices = [], colors = [];
  41254. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41255. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41256. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41257. const color = i === center ? color1 : color2;
  41258. color.toArray( colors, j ); j += 3;
  41259. color.toArray( colors, j ); j += 3;
  41260. color.toArray( colors, j ); j += 3;
  41261. color.toArray( colors, j ); j += 3;
  41262. }
  41263. const geometry = new BufferGeometry();
  41264. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41265. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41266. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41267. super( geometry, material );
  41268. this.type = 'GridHelper';
  41269. }
  41270. /**
  41271. * Frees the GPU-related resources allocated by this instance. Call this
  41272. * method whenever this instance is no longer used in your app.
  41273. */
  41274. dispose() {
  41275. this.geometry.dispose();
  41276. this.material.dispose();
  41277. }
  41278. }
  41279. /**
  41280. * This helper is an object to define polar grids. Grids are
  41281. * two-dimensional arrays of lines.
  41282. *
  41283. * ```js
  41284. * const radius = 10;
  41285. * const sectors = 16;
  41286. * const rings = 8;
  41287. * const divisions = 64;
  41288. *
  41289. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41290. * scene.add( helper );
  41291. * ```
  41292. *
  41293. * @augments LineSegments
  41294. */
  41295. class PolarGridHelper extends LineSegments {
  41296. /**
  41297. * Constructs a new polar grid helper.
  41298. *
  41299. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41300. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41301. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41302. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41303. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41304. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41305. */
  41306. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41307. color1 = new Color( color1 );
  41308. color2 = new Color( color2 );
  41309. const vertices = [];
  41310. const colors = [];
  41311. // create the sectors
  41312. if ( sectors > 1 ) {
  41313. for ( let i = 0; i < sectors; i ++ ) {
  41314. const v = ( i / sectors ) * ( Math.PI * 2 );
  41315. const x = Math.sin( v ) * radius;
  41316. const z = Math.cos( v ) * radius;
  41317. vertices.push( 0, 0, 0 );
  41318. vertices.push( x, 0, z );
  41319. const color = ( i & 1 ) ? color1 : color2;
  41320. colors.push( color.r, color.g, color.b );
  41321. colors.push( color.r, color.g, color.b );
  41322. }
  41323. }
  41324. // create the rings
  41325. for ( let i = 0; i < rings; i ++ ) {
  41326. const color = ( i & 1 ) ? color1 : color2;
  41327. const r = radius - ( radius / rings * i );
  41328. for ( let j = 0; j < divisions; j ++ ) {
  41329. // first vertex
  41330. let v = ( j / divisions ) * ( Math.PI * 2 );
  41331. let x = Math.sin( v ) * r;
  41332. let z = Math.cos( v ) * r;
  41333. vertices.push( x, 0, z );
  41334. colors.push( color.r, color.g, color.b );
  41335. // second vertex
  41336. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41337. x = Math.sin( v ) * r;
  41338. z = Math.cos( v ) * r;
  41339. vertices.push( x, 0, z );
  41340. colors.push( color.r, color.g, color.b );
  41341. }
  41342. }
  41343. const geometry = new BufferGeometry();
  41344. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41345. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41346. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41347. super( geometry, material );
  41348. this.type = 'PolarGridHelper';
  41349. }
  41350. /**
  41351. * Frees the GPU-related resources allocated by this instance. Call this
  41352. * method whenever this instance is no longer used in your app.
  41353. */
  41354. dispose() {
  41355. this.geometry.dispose();
  41356. this.material.dispose();
  41357. }
  41358. }
  41359. const _v1 = /*@__PURE__*/ new Vector3();
  41360. const _v2 = /*@__PURE__*/ new Vector3();
  41361. const _v3 = /*@__PURE__*/ new Vector3();
  41362. /**
  41363. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41364. * effect on the scene. This consists of plane and a line representing the
  41365. * light's position and direction.
  41366. *
  41367. * ```js
  41368. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41369. * scene.add( light );
  41370. *
  41371. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41372. * scene.add( helper );
  41373. * ```
  41374. *
  41375. * @augments Object3D
  41376. */
  41377. class DirectionalLightHelper extends Object3D {
  41378. /**
  41379. * Constructs a new directional light helper.
  41380. *
  41381. * @param {DirectionalLight} light - The light to be visualized.
  41382. * @param {number} [size=1] - The dimensions of the plane.
  41383. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41384. * the color of the light.
  41385. */
  41386. constructor( light, size, color ) {
  41387. super();
  41388. /**
  41389. * The light being visualized.
  41390. *
  41391. * @type {DirectionalLight}
  41392. */
  41393. this.light = light;
  41394. this.matrix = light.matrixWorld;
  41395. this.matrixAutoUpdate = false;
  41396. /**
  41397. * The color parameter passed in the constructor.
  41398. * If not set, the helper will take the color of the light.
  41399. *
  41400. * @type {number|Color|string}
  41401. */
  41402. this.color = color;
  41403. this.type = 'DirectionalLightHelper';
  41404. if ( size === undefined ) size = 1;
  41405. let geometry = new BufferGeometry();
  41406. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41407. - size, size, 0,
  41408. size, size, 0,
  41409. size, - size, 0,
  41410. - size, - size, 0,
  41411. - size, size, 0
  41412. ], 3 ) );
  41413. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41414. /**
  41415. * Contains the line showing the location of the directional light.
  41416. *
  41417. * @type {Line}
  41418. */
  41419. this.lightPlane = new Line( geometry, material );
  41420. this.add( this.lightPlane );
  41421. geometry = new BufferGeometry();
  41422. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41423. /**
  41424. * Represents the target line of the directional light.
  41425. *
  41426. * @type {Line}
  41427. */
  41428. this.targetLine = new Line( geometry, material );
  41429. this.add( this.targetLine );
  41430. this.update();
  41431. }
  41432. /**
  41433. * Frees the GPU-related resources allocated by this instance. Call this
  41434. * method whenever this instance is no longer used in your app.
  41435. */
  41436. dispose() {
  41437. this.lightPlane.geometry.dispose();
  41438. this.lightPlane.material.dispose();
  41439. this.targetLine.geometry.dispose();
  41440. this.targetLine.material.dispose();
  41441. }
  41442. /**
  41443. * Updates the helper to match the position and direction of the
  41444. * light being visualized.
  41445. */
  41446. update() {
  41447. this.light.updateWorldMatrix( true, false );
  41448. this.light.target.updateWorldMatrix( true, false );
  41449. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41450. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41451. _v3.subVectors( _v2, _v1 );
  41452. this.lightPlane.lookAt( _v2 );
  41453. if ( this.color !== undefined ) {
  41454. this.lightPlane.material.color.set( this.color );
  41455. this.targetLine.material.color.set( this.color );
  41456. } else {
  41457. this.lightPlane.material.color.copy( this.light.color );
  41458. this.targetLine.material.color.copy( this.light.color );
  41459. }
  41460. this.targetLine.lookAt( _v2 );
  41461. this.targetLine.scale.z = _v3.length();
  41462. }
  41463. }
  41464. const _vector = /*@__PURE__*/ new Vector3();
  41465. const _camera = /*@__PURE__*/ new Camera();
  41466. /**
  41467. * This helps with visualizing what a camera contains in its frustum. It
  41468. * visualizes the frustum of a camera using a line segments.
  41469. *
  41470. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  41471. *
  41472. * `CameraHelper` must be a child of the scene.
  41473. *
  41474. * ```js
  41475. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41476. * const helper = new THREE.CameraHelper( camera );
  41477. * scene.add( helper );
  41478. * ```
  41479. *
  41480. * @augments LineSegments
  41481. */
  41482. class CameraHelper extends LineSegments {
  41483. /**
  41484. * Constructs a new arrow helper.
  41485. *
  41486. * @param {Camera} camera - The camera to visualize.
  41487. */
  41488. constructor( camera ) {
  41489. const geometry = new BufferGeometry();
  41490. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41491. const vertices = [];
  41492. const colors = [];
  41493. const pointMap = {};
  41494. // near
  41495. addLine( 'n1', 'n2' );
  41496. addLine( 'n2', 'n4' );
  41497. addLine( 'n4', 'n3' );
  41498. addLine( 'n3', 'n1' );
  41499. // far
  41500. addLine( 'f1', 'f2' );
  41501. addLine( 'f2', 'f4' );
  41502. addLine( 'f4', 'f3' );
  41503. addLine( 'f3', 'f1' );
  41504. // sides
  41505. addLine( 'n1', 'f1' );
  41506. addLine( 'n2', 'f2' );
  41507. addLine( 'n3', 'f3' );
  41508. addLine( 'n4', 'f4' );
  41509. // cone
  41510. addLine( 'p', 'n1' );
  41511. addLine( 'p', 'n2' );
  41512. addLine( 'p', 'n3' );
  41513. addLine( 'p', 'n4' );
  41514. // up
  41515. addLine( 'u1', 'u2' );
  41516. addLine( 'u2', 'u3' );
  41517. addLine( 'u3', 'u1' );
  41518. // target
  41519. addLine( 'c', 't' );
  41520. addLine( 'p', 'c' );
  41521. // cross
  41522. addLine( 'cn1', 'cn2' );
  41523. addLine( 'cn3', 'cn4' );
  41524. addLine( 'cf1', 'cf2' );
  41525. addLine( 'cf3', 'cf4' );
  41526. function addLine( a, b ) {
  41527. addPoint( a );
  41528. addPoint( b );
  41529. }
  41530. function addPoint( id ) {
  41531. vertices.push( 0, 0, 0 );
  41532. colors.push( 0, 0, 0 );
  41533. if ( pointMap[ id ] === undefined ) {
  41534. pointMap[ id ] = [];
  41535. }
  41536. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41537. }
  41538. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41539. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41540. super( geometry, material );
  41541. this.type = 'CameraHelper';
  41542. /**
  41543. * The camera being visualized.
  41544. *
  41545. * @type {Camera}
  41546. */
  41547. this.camera = camera;
  41548. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41549. this.matrix = camera.matrixWorld;
  41550. this.matrixAutoUpdate = false;
  41551. /**
  41552. * This contains the points used to visualize the camera.
  41553. *
  41554. * @type {Object<string,Array<number>>}
  41555. */
  41556. this.pointMap = pointMap;
  41557. this.update();
  41558. // colors
  41559. const colorFrustum = new Color( 0xffaa00 );
  41560. const colorCone = new Color( 0xff0000 );
  41561. const colorUp = new Color( 0x00aaff );
  41562. const colorTarget = new Color( 0xffffff );
  41563. const colorCross = new Color( 0x333333 );
  41564. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41565. }
  41566. /**
  41567. * Defines the colors of the helper.
  41568. *
  41569. * @param {Color} frustum - The frustum line color.
  41570. * @param {Color} cone - The cone line color.
  41571. * @param {Color} up - The up line color.
  41572. * @param {Color} target - The target line color.
  41573. * @param {Color} cross - The cross line color.
  41574. * @return {CameraHelper} A reference to this helper.
  41575. */
  41576. setColors( frustum, cone, up, target, cross ) {
  41577. const geometry = this.geometry;
  41578. const colorAttribute = geometry.getAttribute( 'color' );
  41579. // near
  41580. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41581. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41582. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41583. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41584. // far
  41585. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41586. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41587. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41588. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41589. // sides
  41590. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41591. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41592. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41593. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41594. // cone
  41595. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41596. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41597. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41598. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41599. // up
  41600. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41601. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41602. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41603. // target
  41604. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41605. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41606. // cross
  41607. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41608. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41609. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41610. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41611. colorAttribute.needsUpdate = true;
  41612. return this;
  41613. }
  41614. /**
  41615. * Updates the helper based on the projection matrix of the camera.
  41616. */
  41617. update() {
  41618. const geometry = this.geometry;
  41619. const pointMap = this.pointMap;
  41620. const w = 1, h = 1;
  41621. let nearZ, farZ;
  41622. // we need just camera projection matrix inverse
  41623. // world matrix must be identity
  41624. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41625. // Adjust z values based on coordinate system
  41626. if ( this.camera.reversedDepth === true ) {
  41627. nearZ = 1;
  41628. farZ = 0;
  41629. } else {
  41630. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41631. nearZ = -1;
  41632. farZ = 1;
  41633. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41634. nearZ = 0;
  41635. farZ = 1;
  41636. } else {
  41637. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41638. }
  41639. }
  41640. // center / target
  41641. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41642. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41643. // near
  41644. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41645. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41646. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41647. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41648. // far
  41649. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41650. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41651. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41652. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41653. // up
  41654. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41655. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41656. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41657. // cross
  41658. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41659. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41660. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41661. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41662. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41663. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41664. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41665. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41666. geometry.getAttribute( 'position' ).needsUpdate = true;
  41667. }
  41668. /**
  41669. * Frees the GPU-related resources allocated by this instance. Call this
  41670. * method whenever this instance is no longer used in your app.
  41671. */
  41672. dispose() {
  41673. this.geometry.dispose();
  41674. this.material.dispose();
  41675. }
  41676. }
  41677. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41678. _vector.set( x, y, z ).unproject( camera );
  41679. const points = pointMap[ point ];
  41680. if ( points !== undefined ) {
  41681. const position = geometry.getAttribute( 'position' );
  41682. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41683. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41684. }
  41685. }
  41686. }
  41687. const _box = /*@__PURE__*/ new Box3();
  41688. /**
  41689. * Helper object to graphically show the world-axis-aligned bounding box
  41690. * around an object. The actual bounding box is handled with {@link Box3},
  41691. * this is just a visual helper for debugging. It can be automatically
  41692. * resized with {@link BoxHelper#update} when the object it's created from
  41693. * is transformed. Note that the object must have a geometry for this to work,
  41694. * so it won't work with sprites.
  41695. *
  41696. * ```js
  41697. * const sphere = new THREE.SphereGeometry();
  41698. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41699. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41700. * scene.add( box );
  41701. * ```
  41702. *
  41703. * @augments LineSegments
  41704. */
  41705. class BoxHelper extends LineSegments {
  41706. /**
  41707. * Constructs a new box helper.
  41708. *
  41709. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41710. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41711. */
  41712. constructor( object, color = 0xffff00 ) {
  41713. 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 ] );
  41714. const positions = new Float32Array( 8 * 3 );
  41715. const geometry = new BufferGeometry();
  41716. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41717. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41718. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41719. /**
  41720. * The 3D object being visualized.
  41721. *
  41722. * @type {Object3D}
  41723. */
  41724. this.object = object;
  41725. this.type = 'BoxHelper';
  41726. this.matrixAutoUpdate = false;
  41727. this.update();
  41728. }
  41729. /**
  41730. * Updates the helper's geometry to match the dimensions of the object,
  41731. * including any children.
  41732. */
  41733. update() {
  41734. if ( this.object !== undefined ) {
  41735. _box.setFromObject( this.object );
  41736. }
  41737. if ( _box.isEmpty() ) return;
  41738. const min = _box.min;
  41739. const max = _box.max;
  41740. /*
  41741. 5____4
  41742. 1/___0/|
  41743. | 6__|_7
  41744. 2/___3/
  41745. 0: max.x, max.y, max.z
  41746. 1: min.x, max.y, max.z
  41747. 2: min.x, min.y, max.z
  41748. 3: max.x, min.y, max.z
  41749. 4: max.x, max.y, min.z
  41750. 5: min.x, max.y, min.z
  41751. 6: min.x, min.y, min.z
  41752. 7: max.x, min.y, min.z
  41753. */
  41754. const position = this.geometry.attributes.position;
  41755. const array = position.array;
  41756. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41757. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41758. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41759. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41760. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41761. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41762. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41763. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41764. position.needsUpdate = true;
  41765. this.geometry.computeBoundingSphere();
  41766. }
  41767. /**
  41768. * Updates the wireframe box for the passed object.
  41769. *
  41770. * @param {Object3D} object - The 3D object to create the helper for.
  41771. * @return {BoxHelper} A reference to this instance.
  41772. */
  41773. setFromObject( object ) {
  41774. this.object = object;
  41775. this.update();
  41776. return this;
  41777. }
  41778. copy( source, recursive ) {
  41779. super.copy( source, recursive );
  41780. this.object = source.object;
  41781. return this;
  41782. }
  41783. /**
  41784. * Frees the GPU-related resources allocated by this instance. Call this
  41785. * method whenever this instance is no longer used in your app.
  41786. */
  41787. dispose() {
  41788. this.geometry.dispose();
  41789. this.material.dispose();
  41790. }
  41791. }
  41792. /**
  41793. * A helper object to visualize an instance of {@link Box3}.
  41794. *
  41795. * ```js
  41796. * const box = new THREE.Box3();
  41797. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41798. *
  41799. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41800. * scene.add( helper )
  41801. * ```
  41802. *
  41803. * @augments LineSegments
  41804. */
  41805. class Box3Helper extends LineSegments {
  41806. /**
  41807. * Constructs a new box3 helper.
  41808. *
  41809. * @param {Box3} box - The box to visualize.
  41810. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41811. */
  41812. constructor( box, color = 0xffff00 ) {
  41813. 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 ] );
  41814. 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 ];
  41815. const geometry = new BufferGeometry();
  41816. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41817. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41818. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41819. /**
  41820. * The box being visualized.
  41821. *
  41822. * @type {Box3}
  41823. */
  41824. this.box = box;
  41825. this.type = 'Box3Helper';
  41826. this.geometry.computeBoundingSphere();
  41827. }
  41828. updateMatrixWorld( force ) {
  41829. const box = this.box;
  41830. if ( box.isEmpty() ) return;
  41831. box.getCenter( this.position );
  41832. box.getSize( this.scale );
  41833. this.scale.multiplyScalar( 0.5 );
  41834. super.updateMatrixWorld( force );
  41835. }
  41836. /**
  41837. * Frees the GPU-related resources allocated by this instance. Call this
  41838. * method whenever this instance is no longer used in your app.
  41839. */
  41840. dispose() {
  41841. this.geometry.dispose();
  41842. this.material.dispose();
  41843. }
  41844. }
  41845. /**
  41846. * A helper object to visualize an instance of {@link Plane}.
  41847. *
  41848. * ```js
  41849. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41850. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41851. * scene.add( helper );
  41852. * ```
  41853. *
  41854. * @augments Line
  41855. */
  41856. class PlaneHelper extends Line {
  41857. /**
  41858. * Constructs a new plane helper.
  41859. *
  41860. * @param {Plane} plane - The plane to be visualized.
  41861. * @param {number} [size=1] - The side length of plane helper.
  41862. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41863. */
  41864. constructor( plane, size = 1, hex = 0xffff00 ) {
  41865. const color = hex;
  41866. 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 ];
  41867. const geometry = new BufferGeometry();
  41868. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41869. geometry.computeBoundingSphere();
  41870. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41871. this.type = 'PlaneHelper';
  41872. /**
  41873. * The plane being visualized.
  41874. *
  41875. * @type {Plane}
  41876. */
  41877. this.plane = plane;
  41878. /**
  41879. * The side length of plane helper.
  41880. *
  41881. * @type {number}
  41882. * @default 1
  41883. */
  41884. this.size = size;
  41885. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41886. const geometry2 = new BufferGeometry();
  41887. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41888. geometry2.computeBoundingSphere();
  41889. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41890. }
  41891. updateMatrixWorld( force ) {
  41892. this.position.set( 0, 0, 0 );
  41893. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41894. this.lookAt( this.plane.normal );
  41895. this.translateZ( - this.plane.constant );
  41896. super.updateMatrixWorld( force );
  41897. }
  41898. /**
  41899. * Updates the helper to match the position and direction of the
  41900. * light being visualized.
  41901. */
  41902. dispose() {
  41903. this.geometry.dispose();
  41904. this.material.dispose();
  41905. this.children[ 0 ].geometry.dispose();
  41906. this.children[ 0 ].material.dispose();
  41907. }
  41908. }
  41909. const _axis = /*@__PURE__*/ new Vector3();
  41910. let _lineGeometry, _coneGeometry;
  41911. /**
  41912. * An 3D arrow object for visualizing directions.
  41913. *
  41914. * ```js
  41915. * const dir = new THREE.Vector3( 1, 2, 0 );
  41916. *
  41917. * //normalize the direction vector (convert to vector of length 1)
  41918. * dir.normalize();
  41919. *
  41920. * const origin = new THREE.Vector3( 0, 0, 0 );
  41921. * const length = 1;
  41922. * const hex = 0xffff00;
  41923. *
  41924. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41925. * scene.add( arrowHelper );
  41926. * ```
  41927. *
  41928. * @augments Object3D
  41929. */
  41930. class ArrowHelper extends Object3D {
  41931. /**
  41932. * Constructs a new arrow helper.
  41933. *
  41934. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41935. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41936. * @param {number} [length=1] - Length of the arrow in world units.
  41937. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41938. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41939. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41940. */
  41941. 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 ) {
  41942. super();
  41943. this.type = 'ArrowHelper';
  41944. if ( _lineGeometry === undefined ) {
  41945. _lineGeometry = new BufferGeometry();
  41946. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41947. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41948. _coneGeometry.translate( 0, -0.5, 0 );
  41949. }
  41950. this.position.copy( origin );
  41951. /**
  41952. * The line part of the arrow helper.
  41953. *
  41954. * @type {Line}
  41955. */
  41956. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41957. this.line.matrixAutoUpdate = false;
  41958. this.add( this.line );
  41959. /**
  41960. * The cone part of the arrow helper.
  41961. *
  41962. * @type {Mesh}
  41963. */
  41964. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41965. this.cone.matrixAutoUpdate = false;
  41966. this.add( this.cone );
  41967. this.setDirection( dir );
  41968. this.setLength( length, headLength, headWidth );
  41969. }
  41970. /**
  41971. * Sets the direction of the helper.
  41972. *
  41973. * @param {Vector3} dir - The normalized direction vector.
  41974. */
  41975. setDirection( dir ) {
  41976. // dir is assumed to be normalized
  41977. if ( dir.y > 0.99999 ) {
  41978. this.quaternion.set( 0, 0, 0, 1 );
  41979. } else if ( dir.y < -0.99999 ) {
  41980. this.quaternion.set( 1, 0, 0, 0 );
  41981. } else {
  41982. _axis.set( dir.z, 0, - dir.x ).normalize();
  41983. const radians = Math.acos( dir.y );
  41984. this.quaternion.setFromAxisAngle( _axis, radians );
  41985. }
  41986. }
  41987. /**
  41988. * Sets the length of the helper.
  41989. *
  41990. * @param {number} length - Length of the arrow in world units.
  41991. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41992. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41993. */
  41994. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41995. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41996. this.line.updateMatrix();
  41997. this.cone.scale.set( headWidth, headLength, headWidth );
  41998. this.cone.position.y = length;
  41999. this.cone.updateMatrix();
  42000. }
  42001. /**
  42002. * Sets the color of the helper.
  42003. *
  42004. * @param {number|Color|string} color - The color to set.
  42005. */
  42006. setColor( color ) {
  42007. this.line.material.color.set( color );
  42008. this.cone.material.color.set( color );
  42009. }
  42010. copy( source ) {
  42011. super.copy( source, false );
  42012. this.line.copy( source.line );
  42013. this.cone.copy( source.cone );
  42014. return this;
  42015. }
  42016. /**
  42017. * Frees the GPU-related resources allocated by this instance. Call this
  42018. * method whenever this instance is no longer used in your app.
  42019. */
  42020. dispose() {
  42021. this.line.geometry.dispose();
  42022. this.line.material.dispose();
  42023. this.cone.geometry.dispose();
  42024. this.cone.material.dispose();
  42025. }
  42026. }
  42027. /**
  42028. * An axis object to visualize the 3 axes in a simple way.
  42029. * The X axis is red. The Y axis is green. The Z axis is blue.
  42030. *
  42031. * ```js
  42032. * const axesHelper = new THREE.AxesHelper( 5 );
  42033. * scene.add( axesHelper );
  42034. * ```
  42035. *
  42036. * @augments LineSegments
  42037. */
  42038. class AxesHelper extends LineSegments {
  42039. /**
  42040. * Constructs a new axes helper.
  42041. *
  42042. * @param {number} [size=1] - Size of the lines representing the axes.
  42043. */
  42044. constructor( size = 1 ) {
  42045. const vertices = [
  42046. 0, 0, 0, size, 0, 0,
  42047. 0, 0, 0, 0, size, 0,
  42048. 0, 0, 0, 0, 0, size
  42049. ];
  42050. const colors = [
  42051. 1, 0, 0, 1, 0.6, 0,
  42052. 0, 1, 0, 0.6, 1, 0,
  42053. 0, 0, 1, 0, 0.6, 1
  42054. ];
  42055. const geometry = new BufferGeometry();
  42056. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42057. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42058. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42059. super( geometry, material );
  42060. this.type = 'AxesHelper';
  42061. }
  42062. /**
  42063. * Defines the colors of the axes helper.
  42064. *
  42065. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42066. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42067. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42068. * @return {AxesHelper} A reference to this axes helper.
  42069. */
  42070. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42071. const color = new Color();
  42072. const array = this.geometry.attributes.color.array;
  42073. color.set( xAxisColor );
  42074. color.toArray( array, 0 );
  42075. color.toArray( array, 3 );
  42076. color.set( yAxisColor );
  42077. color.toArray( array, 6 );
  42078. color.toArray( array, 9 );
  42079. color.set( zAxisColor );
  42080. color.toArray( array, 12 );
  42081. color.toArray( array, 15 );
  42082. this.geometry.attributes.color.needsUpdate = true;
  42083. return this;
  42084. }
  42085. /**
  42086. * Frees the GPU-related resources allocated by this instance. Call this
  42087. * method whenever this instance is no longer used in your app.
  42088. */
  42089. dispose() {
  42090. this.geometry.dispose();
  42091. this.material.dispose();
  42092. }
  42093. }
  42094. /**
  42095. * This class is used to convert a series of paths to an array of
  42096. * shapes. It is specifically used in context of fonts and SVG.
  42097. */
  42098. class ShapePath {
  42099. /**
  42100. * Constructs a new shape path.
  42101. */
  42102. constructor() {
  42103. this.type = 'ShapePath';
  42104. /**
  42105. * The color of the shape.
  42106. *
  42107. * @type {Color}
  42108. */
  42109. this.color = new Color();
  42110. /**
  42111. * The paths that have been generated for this shape.
  42112. *
  42113. * @type {Array<Path>}
  42114. * @default null
  42115. */
  42116. this.subPaths = [];
  42117. /**
  42118. * The current path that is being generated.
  42119. *
  42120. * @type {?Path}
  42121. * @default null
  42122. */
  42123. this.currentPath = null;
  42124. }
  42125. /**
  42126. * Creates a new path and moves it current point to the given one.
  42127. *
  42128. * @param {number} x - The x coordinate.
  42129. * @param {number} y - The y coordinate.
  42130. * @return {ShapePath} A reference to this shape path.
  42131. */
  42132. moveTo( x, y ) {
  42133. this.currentPath = new Path();
  42134. this.subPaths.push( this.currentPath );
  42135. this.currentPath.moveTo( x, y );
  42136. return this;
  42137. }
  42138. /**
  42139. * Adds an instance of {@link LineCurve} to the path by connecting
  42140. * the current point with the given one.
  42141. *
  42142. * @param {number} x - The x coordinate of the end point.
  42143. * @param {number} y - The y coordinate of the end point.
  42144. * @return {ShapePath} A reference to this shape path.
  42145. */
  42146. lineTo( x, y ) {
  42147. this.currentPath.lineTo( x, y );
  42148. return this;
  42149. }
  42150. /**
  42151. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42152. * the current point with the given one.
  42153. *
  42154. * @param {number} aCPx - The x coordinate of the control point.
  42155. * @param {number} aCPy - The y coordinate of the control point.
  42156. * @param {number} aX - The x coordinate of the end point.
  42157. * @param {number} aY - The y coordinate of the end point.
  42158. * @return {ShapePath} A reference to this shape path.
  42159. */
  42160. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42161. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42162. return this;
  42163. }
  42164. /**
  42165. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42166. * the current point with the given one.
  42167. *
  42168. * @param {number} aCP1x - The x coordinate of the first control point.
  42169. * @param {number} aCP1y - The y coordinate of the first control point.
  42170. * @param {number} aCP2x - The x coordinate of the second control point.
  42171. * @param {number} aCP2y - The y coordinate of the second control point.
  42172. * @param {number} aX - The x coordinate of the end point.
  42173. * @param {number} aY - The y coordinate of the end point.
  42174. * @return {ShapePath} A reference to this shape path.
  42175. */
  42176. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42177. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42178. return this;
  42179. }
  42180. /**
  42181. * Adds an instance of {@link SplineCurve} to the path by connecting
  42182. * the current point with the given list of points.
  42183. *
  42184. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42185. * @return {ShapePath} A reference to this shape path.
  42186. */
  42187. splineThru( pts ) {
  42188. this.currentPath.splineThru( pts );
  42189. return this;
  42190. }
  42191. /**
  42192. * Converts the paths into an array of shapes.
  42193. *
  42194. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42195. * If this flag is set to `true`, then those are flipped.
  42196. * @return {Array<Shape>} An array of shapes.
  42197. */
  42198. toShapes( isCCW ) {
  42199. function toShapesNoHoles( inSubpaths ) {
  42200. const shapes = [];
  42201. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42202. const tmpPath = inSubpaths[ i ];
  42203. const tmpShape = new Shape();
  42204. tmpShape.curves = tmpPath.curves;
  42205. shapes.push( tmpShape );
  42206. }
  42207. return shapes;
  42208. }
  42209. function isPointInsidePolygon( inPt, inPolygon ) {
  42210. const polyLen = inPolygon.length;
  42211. // inPt on polygon contour => immediate success or
  42212. // toggling of inside/outside at every single! intersection point of an edge
  42213. // with the horizontal line through inPt, left of inPt
  42214. // not counting lowerY endpoints of edges and whole edges on that line
  42215. let inside = false;
  42216. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42217. let edgeLowPt = inPolygon[ p ];
  42218. let edgeHighPt = inPolygon[ q ];
  42219. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42220. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42221. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42222. // not parallel
  42223. if ( edgeDy < 0 ) {
  42224. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42225. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42226. }
  42227. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42228. if ( inPt.y === edgeLowPt.y ) {
  42229. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42230. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42231. } else {
  42232. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42233. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42234. if ( perpEdge < 0 ) continue;
  42235. inside = ! inside; // true intersection left of inPt
  42236. }
  42237. } else {
  42238. // parallel or collinear
  42239. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42240. // edge lies on the same horizontal line as inPt
  42241. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42242. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42243. // continue;
  42244. }
  42245. }
  42246. return inside;
  42247. }
  42248. const isClockWise = ShapeUtils.isClockWise;
  42249. const subPaths = this.subPaths;
  42250. if ( subPaths.length === 0 ) return [];
  42251. let solid, tmpPath, tmpShape;
  42252. const shapes = [];
  42253. if ( subPaths.length === 1 ) {
  42254. tmpPath = subPaths[ 0 ];
  42255. tmpShape = new Shape();
  42256. tmpShape.curves = tmpPath.curves;
  42257. shapes.push( tmpShape );
  42258. return shapes;
  42259. }
  42260. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42261. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42262. // log("Holes first", holesFirst);
  42263. const betterShapeHoles = [];
  42264. const newShapes = [];
  42265. let newShapeHoles = [];
  42266. let mainIdx = 0;
  42267. let tmpPoints;
  42268. newShapes[ mainIdx ] = undefined;
  42269. newShapeHoles[ mainIdx ] = [];
  42270. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42271. tmpPath = subPaths[ i ];
  42272. tmpPoints = tmpPath.getPoints();
  42273. solid = isClockWise( tmpPoints );
  42274. solid = isCCW ? ! solid : solid;
  42275. if ( solid ) {
  42276. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42277. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42278. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42279. if ( holesFirst ) mainIdx ++;
  42280. newShapeHoles[ mainIdx ] = [];
  42281. //log('cw', i);
  42282. } else {
  42283. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42284. //log('ccw', i);
  42285. }
  42286. }
  42287. // only Holes? -> probably all Shapes with wrong orientation
  42288. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42289. if ( newShapes.length > 1 ) {
  42290. let ambiguous = false;
  42291. let toChange = 0;
  42292. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42293. betterShapeHoles[ sIdx ] = [];
  42294. }
  42295. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42296. const sho = newShapeHoles[ sIdx ];
  42297. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42298. const ho = sho[ hIdx ];
  42299. let hole_unassigned = true;
  42300. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42301. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42302. if ( sIdx !== s2Idx ) toChange ++;
  42303. if ( hole_unassigned ) {
  42304. hole_unassigned = false;
  42305. betterShapeHoles[ s2Idx ].push( ho );
  42306. } else {
  42307. ambiguous = true;
  42308. }
  42309. }
  42310. }
  42311. if ( hole_unassigned ) {
  42312. betterShapeHoles[ sIdx ].push( ho );
  42313. }
  42314. }
  42315. }
  42316. if ( toChange > 0 && ambiguous === false ) {
  42317. newShapeHoles = betterShapeHoles;
  42318. }
  42319. }
  42320. let tmpHoles;
  42321. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42322. tmpShape = newShapes[ i ].s;
  42323. shapes.push( tmpShape );
  42324. tmpHoles = newShapeHoles[ i ];
  42325. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42326. tmpShape.holes.push( tmpHoles[ j ].h );
  42327. }
  42328. }
  42329. //log("shape", shapes);
  42330. return shapes;
  42331. }
  42332. }
  42333. /**
  42334. * Abstract base class for controls.
  42335. *
  42336. * @abstract
  42337. * @augments EventDispatcher
  42338. */
  42339. class Controls extends EventDispatcher {
  42340. /**
  42341. * Constructs a new controls instance.
  42342. *
  42343. * @param {Object3D} object - The object that is managed by the controls.
  42344. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42345. */
  42346. constructor( object, domElement = null ) {
  42347. super();
  42348. /**
  42349. * The object that is managed by the controls.
  42350. *
  42351. * @type {Object3D}
  42352. */
  42353. this.object = object;
  42354. /**
  42355. * The HTML element used for event listeners.
  42356. *
  42357. * @type {?HTMLElement}
  42358. * @default null
  42359. */
  42360. this.domElement = domElement;
  42361. /**
  42362. * Whether the controls responds to user input or not.
  42363. *
  42364. * @type {boolean}
  42365. * @default true
  42366. */
  42367. this.enabled = true;
  42368. /**
  42369. * The internal state of the controls.
  42370. *
  42371. * @type {number}
  42372. * @default -1
  42373. */
  42374. this.state = -1;
  42375. /**
  42376. * This object defines the keyboard input of the controls.
  42377. *
  42378. * @type {Object}
  42379. */
  42380. this.keys = {};
  42381. /**
  42382. * This object defines what type of actions are assigned to the available mouse buttons.
  42383. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42384. *
  42385. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42386. */
  42387. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42388. /**
  42389. * This object defines what type of actions are assigned to what kind of touch interaction.
  42390. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42391. *
  42392. * @type {{ONE: ?number, TWO: ?number}}
  42393. */
  42394. this.touches = { ONE: null, TWO: null };
  42395. }
  42396. /**
  42397. * Connects the controls to the DOM. This method has so called "side effects" since
  42398. * it adds the module's event listeners to the DOM.
  42399. *
  42400. * @param {HTMLElement} element - The DOM element to connect to.
  42401. */
  42402. connect( element ) {
  42403. if ( element === undefined ) {
  42404. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42405. return;
  42406. }
  42407. if ( this.domElement !== null ) this.disconnect();
  42408. this.domElement = element;
  42409. }
  42410. /**
  42411. * Disconnects the controls from the DOM.
  42412. */
  42413. disconnect() {}
  42414. /**
  42415. * Call this method if you no longer want use to the controls. It frees all internal
  42416. * resources and removes all event listeners.
  42417. */
  42418. dispose() {}
  42419. /**
  42420. * Controls should implement this method if they have to update their internal state
  42421. * per simulation step.
  42422. *
  42423. * @param {number} [delta] - The time delta in seconds.
  42424. */
  42425. update( /* delta */ ) {}
  42426. }
  42427. /**
  42428. * Scales the texture as large as possible within its surface without cropping
  42429. * or stretching the texture. The method preserves the original aspect ratio of
  42430. * the texture. Akin to CSS `object-fit: contain`
  42431. *
  42432. * @param {Texture} texture - The texture.
  42433. * @param {number} aspect - The texture's aspect ratio.
  42434. * @return {Texture} The updated texture.
  42435. */
  42436. function contain( texture, aspect ) {
  42437. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42438. if ( imageAspect > aspect ) {
  42439. texture.repeat.x = 1;
  42440. texture.repeat.y = imageAspect / aspect;
  42441. texture.offset.x = 0;
  42442. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42443. } else {
  42444. texture.repeat.x = aspect / imageAspect;
  42445. texture.repeat.y = 1;
  42446. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42447. texture.offset.y = 0;
  42448. }
  42449. return texture;
  42450. }
  42451. /**
  42452. * Scales the texture to the smallest possible size to fill the surface, leaving
  42453. * no empty space. The method preserves the original aspect ratio of the texture.
  42454. * Akin to CSS `object-fit: cover`.
  42455. *
  42456. * @param {Texture} texture - The texture.
  42457. * @param {number} aspect - The texture's aspect ratio.
  42458. * @return {Texture} The updated texture.
  42459. */
  42460. function cover( texture, aspect ) {
  42461. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42462. if ( imageAspect > aspect ) {
  42463. texture.repeat.x = aspect / imageAspect;
  42464. texture.repeat.y = 1;
  42465. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42466. texture.offset.y = 0;
  42467. } else {
  42468. texture.repeat.x = 1;
  42469. texture.repeat.y = imageAspect / aspect;
  42470. texture.offset.x = 0;
  42471. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42472. }
  42473. return texture;
  42474. }
  42475. /**
  42476. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42477. *
  42478. * @param {Texture} texture - The texture.
  42479. * @return {Texture} The updated texture.
  42480. */
  42481. function fill( texture ) {
  42482. texture.repeat.x = 1;
  42483. texture.repeat.y = 1;
  42484. texture.offset.x = 0;
  42485. texture.offset.y = 0;
  42486. return texture;
  42487. }
  42488. /**
  42489. * Determines how many bytes must be used to represent the texture.
  42490. *
  42491. * @param {number} width - The width of the texture.
  42492. * @param {number} height - The height of the texture.
  42493. * @param {number} format - The texture's format.
  42494. * @param {number} type - The texture's type.
  42495. * @return {number} The byte length.
  42496. */
  42497. function getByteLength( width, height, format, type ) {
  42498. const typeByteLength = getTextureTypeByteLength( type );
  42499. switch ( format ) {
  42500. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42501. case AlphaFormat:
  42502. return width * height;
  42503. case RedFormat:
  42504. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42505. case RedIntegerFormat:
  42506. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42507. case RGFormat:
  42508. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42509. case RGIntegerFormat:
  42510. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42511. case RGBFormat:
  42512. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42513. case RGBAFormat:
  42514. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42515. case RGBAIntegerFormat:
  42516. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42517. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42518. case RGB_S3TC_DXT1_Format:
  42519. case RGBA_S3TC_DXT1_Format:
  42520. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42521. case RGBA_S3TC_DXT3_Format:
  42522. case RGBA_S3TC_DXT5_Format:
  42523. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42524. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42525. case RGB_PVRTC_2BPPV1_Format:
  42526. case RGBA_PVRTC_2BPPV1_Format:
  42527. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42528. case RGB_PVRTC_4BPPV1_Format:
  42529. case RGBA_PVRTC_4BPPV1_Format:
  42530. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42531. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42532. case RGB_ETC1_Format:
  42533. case RGB_ETC2_Format:
  42534. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42535. case RGBA_ETC2_EAC_Format:
  42536. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42537. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42538. case RGBA_ASTC_4x4_Format:
  42539. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42540. case RGBA_ASTC_5x4_Format:
  42541. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42542. case RGBA_ASTC_5x5_Format:
  42543. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42544. case RGBA_ASTC_6x5_Format:
  42545. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42546. case RGBA_ASTC_6x6_Format:
  42547. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42548. case RGBA_ASTC_8x5_Format:
  42549. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42550. case RGBA_ASTC_8x6_Format:
  42551. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42552. case RGBA_ASTC_8x8_Format:
  42553. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42554. case RGBA_ASTC_10x5_Format:
  42555. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42556. case RGBA_ASTC_10x6_Format:
  42557. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42558. case RGBA_ASTC_10x8_Format:
  42559. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42560. case RGBA_ASTC_10x10_Format:
  42561. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42562. case RGBA_ASTC_12x10_Format:
  42563. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42564. case RGBA_ASTC_12x12_Format:
  42565. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42566. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42567. case RGBA_BPTC_Format:
  42568. case RGB_BPTC_SIGNED_Format:
  42569. case RGB_BPTC_UNSIGNED_Format:
  42570. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42571. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42572. case RED_RGTC1_Format:
  42573. case SIGNED_RED_RGTC1_Format:
  42574. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42575. case RED_GREEN_RGTC2_Format:
  42576. case SIGNED_RED_GREEN_RGTC2_Format:
  42577. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42578. }
  42579. throw new Error(
  42580. `Unable to determine texture byte length for ${format} format.`,
  42581. );
  42582. }
  42583. function getTextureTypeByteLength( type ) {
  42584. switch ( type ) {
  42585. case UnsignedByteType:
  42586. case ByteType:
  42587. return { byteLength: 1, components: 1 };
  42588. case UnsignedShortType:
  42589. case ShortType:
  42590. case HalfFloatType:
  42591. return { byteLength: 2, components: 1 };
  42592. case UnsignedShort4444Type:
  42593. case UnsignedShort5551Type:
  42594. return { byteLength: 2, components: 4 };
  42595. case UnsignedIntType:
  42596. case IntType:
  42597. case FloatType:
  42598. return { byteLength: 4, components: 1 };
  42599. case UnsignedInt5999Type:
  42600. case UnsignedInt101111Type:
  42601. return { byteLength: 4, components: 3 };
  42602. }
  42603. throw new Error( `Unknown texture type ${type}.` );
  42604. }
  42605. /**
  42606. * A class containing utility functions for textures.
  42607. *
  42608. * @hideconstructor
  42609. */
  42610. class TextureUtils {
  42611. /**
  42612. * Scales the texture as large as possible within its surface without cropping
  42613. * or stretching the texture. The method preserves the original aspect ratio of
  42614. * the texture. Akin to CSS `object-fit: contain`
  42615. *
  42616. * @param {Texture} texture - The texture.
  42617. * @param {number} aspect - The texture's aspect ratio.
  42618. * @return {Texture} The updated texture.
  42619. */
  42620. static contain( texture, aspect ) {
  42621. return contain( texture, aspect );
  42622. }
  42623. /**
  42624. * Scales the texture to the smallest possible size to fill the surface, leaving
  42625. * no empty space. The method preserves the original aspect ratio of the texture.
  42626. * Akin to CSS `object-fit: cover`.
  42627. *
  42628. * @param {Texture} texture - The texture.
  42629. * @param {number} aspect - The texture's aspect ratio.
  42630. * @return {Texture} The updated texture.
  42631. */
  42632. static cover( texture, aspect ) {
  42633. return cover( texture, aspect );
  42634. }
  42635. /**
  42636. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42637. *
  42638. * @param {Texture} texture - The texture.
  42639. * @return {Texture} The updated texture.
  42640. */
  42641. static fill( texture ) {
  42642. return fill( texture );
  42643. }
  42644. /**
  42645. * Determines how many bytes must be used to represent the texture.
  42646. *
  42647. * @param {number} width - The width of the texture.
  42648. * @param {number} height - The height of the texture.
  42649. * @param {number} format - The texture's format.
  42650. * @param {number} type - The texture's type.
  42651. * @return {number} The byte length.
  42652. */
  42653. static getByteLength( width, height, format, type ) {
  42654. return getByteLength( width, height, format, type );
  42655. }
  42656. }
  42657. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42658. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42659. revision: REVISION,
  42660. } } ) );
  42661. }
  42662. if ( typeof window !== 'undefined' ) {
  42663. if ( window.__THREE__ ) {
  42664. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42665. } else {
  42666. window.__THREE__ = REVISION;
  42667. }
  42668. }
  42669. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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