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 = '182dev';
  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. * EAC R11 UNORM format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const R11_EAC_Format = 37488; // 0x9270
  811. /**
  812. * EAC R11 SNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  818. /**
  819. * EAC RG11 UNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RG11_EAC_Format = 37490; // 0x9272
  825. /**
  826. * EAC RG11 SNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  832. /**
  833. * ASTC RGBA 4x4 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_4x4_Format = 37808;
  839. /**
  840. * ASTC RGBA 5x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_5x4_Format = 37809;
  846. /**
  847. * ASTC RGBA 5x5 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x5_Format = 37810;
  853. /**
  854. * ASTC RGBA 6x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_6x5_Format = 37811;
  860. /**
  861. * ASTC RGBA 6x6 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x6_Format = 37812;
  867. /**
  868. * ASTC RGBA 8x5 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_8x5_Format = 37813;
  874. /**
  875. * ASTC RGBA 8x6 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x6_Format = 37814;
  881. /**
  882. * ASTC RGBA 8x8 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x8_Format = 37815;
  888. /**
  889. * ASTC RGBA 10x5 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_10x5_Format = 37816;
  895. /**
  896. * ASTC RGBA 10x6 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x6_Format = 37817;
  902. /**
  903. * ASTC RGBA 10x8 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x8_Format = 37818;
  909. /**
  910. * ASTC RGBA 10x10 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x10_Format = 37819;
  916. /**
  917. * ASTC RGBA 12x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_12x10_Format = 37820;
  923. /**
  924. * ASTC RGBA 12x12 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x12_Format = 37821;
  930. /**
  931. * BPTC RGBA format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_BPTC_Format = 36492;
  937. /**
  938. * BPTC Signed RGB format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGB_BPTC_SIGNED_Format = 36494;
  944. /**
  945. * BPTC Unsigned RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_UNSIGNED_Format = 36495;
  951. /**
  952. * RGTC1 Red format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RED_RGTC1_Format = 36283;
  958. /**
  959. * RGTC1 Signed Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const SIGNED_RED_RGTC1_Format = 36284;
  965. /**
  966. * RGTC2 Red Green format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const RED_GREEN_RGTC2_Format = 36285;
  972. /**
  973. * RGTC2 Signed Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  979. /**
  980. * Animations are played once.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const LoopOnce = 2200;
  986. /**
  987. * Animations are played with a chosen number of repetitions, each time jumping from
  988. * the end of the clip directly to its beginning.
  989. *
  990. * @type {number}
  991. * @constant
  992. */
  993. const LoopRepeat = 2201;
  994. /**
  995. * Animations are played with a chosen number of repetitions, alternately playing forward
  996. * and backward.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const LoopPingPong = 2202;
  1002. /**
  1003. * Discrete interpolation mode for keyframe tracks.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const InterpolateDiscrete = 2300;
  1009. /**
  1010. * Linear interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateLinear = 2301;
  1016. /**
  1017. * Smooth interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateSmooth = 2302;
  1023. /**
  1024. * Zero curvature ending for animations.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const ZeroCurvatureEnding = 2400;
  1030. /**
  1031. * Zero slope ending for animations.
  1032. *
  1033. * @type {number}
  1034. * @constant
  1035. */
  1036. const ZeroSlopeEnding = 2401;
  1037. /**
  1038. * Wrap around ending for animations.
  1039. *
  1040. * @type {number}
  1041. * @constant
  1042. */
  1043. const WrapAroundEnding = 2402;
  1044. /**
  1045. * Default animation blend mode.
  1046. *
  1047. * @type {number}
  1048. * @constant
  1049. */
  1050. const NormalAnimationBlendMode = 2500;
  1051. /**
  1052. * Additive animation blend mode. Can be used to layer motions on top of
  1053. * each other to build complex performances from smaller re-usable assets.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const AdditiveAnimationBlendMode = 2501;
  1059. /**
  1060. * For every three vertices draw a single triangle.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const TrianglesDrawMode = 0;
  1066. /**
  1067. * For each vertex draw a triangle from the last three vertices.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const TriangleStripDrawMode = 1;
  1073. /**
  1074. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const TriangleFanDrawMode = 2;
  1080. /**
  1081. * The depth value is inverted (1.0 - z) for visualization purposes.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const BasicDepthPacking = 3200;
  1087. /**
  1088. * The depth value is packed into 32 bit RGBA.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const RGBADepthPacking = 3201;
  1094. /**
  1095. * The depth value is packed into 24 bit RGB.
  1096. *
  1097. * @type {number}
  1098. * @constant
  1099. */
  1100. const RGBDepthPacking = 3202;
  1101. /**
  1102. * The depth value is packed into 16 bit RG.
  1103. *
  1104. * @type {number}
  1105. * @constant
  1106. */
  1107. const RGDepthPacking = 3203;
  1108. /**
  1109. * Normal information is relative to the underlying surface.
  1110. *
  1111. * @type {number}
  1112. * @constant
  1113. */
  1114. const TangentSpaceNormalMap = 0;
  1115. /**
  1116. * Normal information is relative to the object orientation.
  1117. *
  1118. * @type {number}
  1119. * @constant
  1120. */
  1121. const ObjectSpaceNormalMap = 1;
  1122. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1123. /**
  1124. * No color space.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const NoColorSpace = '';
  1130. /**
  1131. * sRGB color space.
  1132. *
  1133. * @type {string}
  1134. * @constant
  1135. */
  1136. const SRGBColorSpace = 'srgb';
  1137. /**
  1138. * sRGB-linear color space.
  1139. *
  1140. * @type {string}
  1141. * @constant
  1142. */
  1143. const LinearSRGBColorSpace = 'srgb-linear';
  1144. /**
  1145. * Linear transfer function.
  1146. *
  1147. * @type {string}
  1148. * @constant
  1149. */
  1150. const LinearTransfer = 'linear';
  1151. /**
  1152. * sRGB transfer function.
  1153. *
  1154. * @type {string}
  1155. * @constant
  1156. */
  1157. const SRGBTransfer = 'srgb';
  1158. /**
  1159. * No normal map packing.
  1160. *
  1161. * @type {string}
  1162. * @constant
  1163. */
  1164. const NoNormalPacking = '';
  1165. /**
  1166. * Normal RG packing.
  1167. *
  1168. * @type {string}
  1169. * @constant
  1170. */
  1171. const NormalRGPacking = 'rg';
  1172. /**
  1173. * Normal GA packing.
  1174. *
  1175. * @type {string}
  1176. * @constant
  1177. */
  1178. const NormalGAPacking = 'ga';
  1179. /**
  1180. * Sets the stencil buffer value to `0`.
  1181. *
  1182. * @type {number}
  1183. * @constant
  1184. */
  1185. const ZeroStencilOp = 0;
  1186. /**
  1187. * Keeps the current value.
  1188. *
  1189. * @type {number}
  1190. * @constant
  1191. */
  1192. const KeepStencilOp = 7680;
  1193. /**
  1194. * Sets the stencil buffer value to the specified reference value.
  1195. *
  1196. * @type {number}
  1197. * @constant
  1198. */
  1199. const ReplaceStencilOp = 7681;
  1200. /**
  1201. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1202. *
  1203. * @type {number}
  1204. * @constant
  1205. */
  1206. const IncrementStencilOp = 7682;
  1207. /**
  1208. * Decrements the current stencil buffer value. Clamps to `0`.
  1209. *
  1210. * @type {number}
  1211. * @constant
  1212. */
  1213. const DecrementStencilOp = 7683;
  1214. /**
  1215. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1216. * the maximum representable unsigned value.
  1217. *
  1218. * @type {number}
  1219. * @constant
  1220. */
  1221. const IncrementWrapStencilOp = 34055;
  1222. /**
  1223. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1224. * unsigned value when decrementing a stencil buffer value of `0`.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const DecrementWrapStencilOp = 34056;
  1230. /**
  1231. * Inverts the current stencil buffer value bitwise.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const InvertStencilOp = 5386;
  1237. /**
  1238. * Will never return true.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const NeverStencilFunc = 512;
  1244. /**
  1245. * Will return true if the stencil reference value is less than the current stencil value.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const LessStencilFunc = 513;
  1251. /**
  1252. * Will return true if the stencil reference value is equal to the current stencil value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const EqualStencilFunc = 514;
  1258. /**
  1259. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const LessEqualStencilFunc = 515;
  1265. /**
  1266. * Will return true if the stencil reference value is greater than the current stencil value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const GreaterStencilFunc = 516;
  1272. /**
  1273. * Will return true if the stencil reference value is not equal to the current stencil value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const NotEqualStencilFunc = 517;
  1279. /**
  1280. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const GreaterEqualStencilFunc = 518;
  1286. /**
  1287. * Will always return true.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const AlwaysStencilFunc = 519;
  1293. /**
  1294. * Never pass.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const NeverCompare = 512;
  1300. /**
  1301. * Pass if the incoming value is less than the texture value.
  1302. *
  1303. * @type {number}
  1304. * @constant
  1305. */
  1306. const LessCompare = 513;
  1307. /**
  1308. * Pass if the incoming value equals the texture value.
  1309. *
  1310. * @type {number}
  1311. * @constant
  1312. */
  1313. const EqualCompare = 514;
  1314. /**
  1315. * Pass if the incoming value is less than or equal to the texture value.
  1316. *
  1317. * @type {number}
  1318. * @constant
  1319. */
  1320. const LessEqualCompare = 515;
  1321. /**
  1322. * Pass if the incoming value is greater than the texture value.
  1323. *
  1324. * @type {number}
  1325. * @constant
  1326. */
  1327. const GreaterCompare = 516;
  1328. /**
  1329. * Pass if the incoming value is not equal to the texture value.
  1330. *
  1331. * @type {number}
  1332. * @constant
  1333. */
  1334. const NotEqualCompare = 517;
  1335. /**
  1336. * Pass if the incoming value is greater than or equal to the texture value.
  1337. *
  1338. * @type {number}
  1339. * @constant
  1340. */
  1341. const GreaterEqualCompare = 518;
  1342. /**
  1343. * Always pass.
  1344. *
  1345. * @type {number}
  1346. * @constant
  1347. */
  1348. const AlwaysCompare = 519;
  1349. /**
  1350. * The contents are intended to be specified once by the application, and used many
  1351. * times as the source for drawing and image specification commands.
  1352. *
  1353. * @type {number}
  1354. * @constant
  1355. */
  1356. const StaticDrawUsage = 35044;
  1357. /**
  1358. * The contents are intended to be respecified repeatedly by the application, and
  1359. * used many times as the source for drawing and image specification commands.
  1360. *
  1361. * @type {number}
  1362. * @constant
  1363. */
  1364. const DynamicDrawUsage = 35048;
  1365. /**
  1366. * The contents are intended to be specified once by the application, and used at most
  1367. * a few times as the source for drawing and image specification commands.
  1368. *
  1369. * @type {number}
  1370. * @constant
  1371. */
  1372. const StreamDrawUsage = 35040;
  1373. /**
  1374. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1375. * many times by the application.
  1376. *
  1377. * @type {number}
  1378. * @constant
  1379. */
  1380. const StaticReadUsage = 35045;
  1381. /**
  1382. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1383. * many times by the application.
  1384. *
  1385. * @type {number}
  1386. * @constant
  1387. */
  1388. const DynamicReadUsage = 35049;
  1389. /**
  1390. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1391. * a few times by the application
  1392. *
  1393. * @type {number}
  1394. * @constant
  1395. */
  1396. const StreamReadUsage = 35041;
  1397. /**
  1398. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1399. * the source for WebGL drawing and image specification commands.
  1400. *
  1401. * @type {number}
  1402. * @constant
  1403. */
  1404. const StaticCopyUsage = 35046;
  1405. /**
  1406. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1407. * as the source for WebGL drawing and image specification commands.
  1408. *
  1409. * @type {number}
  1410. * @constant
  1411. */
  1412. const DynamicCopyUsage = 35050;
  1413. /**
  1414. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1415. * as the source for WebGL drawing and image specification commands.
  1416. *
  1417. * @type {number}
  1418. * @constant
  1419. */
  1420. const StreamCopyUsage = 35042;
  1421. /**
  1422. * GLSL 1 shader code.
  1423. *
  1424. * @type {string}
  1425. * @constant
  1426. */
  1427. const GLSL1 = '100';
  1428. /**
  1429. * GLSL 3 shader code.
  1430. *
  1431. * @type {string}
  1432. * @constant
  1433. */
  1434. const GLSL3 = '300 es';
  1435. /**
  1436. * WebGL coordinate system.
  1437. *
  1438. * @type {number}
  1439. * @constant
  1440. */
  1441. const WebGLCoordinateSystem = 2000;
  1442. /**
  1443. * WebGPU coordinate system.
  1444. *
  1445. * @type {number}
  1446. * @constant
  1447. */
  1448. const WebGPUCoordinateSystem = 2001;
  1449. /**
  1450. * Represents the different timestamp query types.
  1451. *
  1452. * @type {ConstantsTimestampQuery}
  1453. * @constant
  1454. */
  1455. const TimestampQuery = {
  1456. COMPUTE: 'compute',
  1457. RENDER: 'render'
  1458. };
  1459. /**
  1460. * Represents mouse buttons and interaction types in context of controls.
  1461. *
  1462. * @type {ConstantsInterpolationSamplingType}
  1463. * @constant
  1464. */
  1465. const InterpolationSamplingType = {
  1466. PERSPECTIVE: 'perspective',
  1467. LINEAR: 'linear',
  1468. FLAT: 'flat'
  1469. };
  1470. /**
  1471. * Represents the different interpolation sampling modes.
  1472. *
  1473. * @type {ConstantsInterpolationSamplingMode}
  1474. * @constant
  1475. */
  1476. const InterpolationSamplingMode = {
  1477. NORMAL: 'normal',
  1478. CENTROID: 'centroid',
  1479. SAMPLE: 'sample',
  1480. FIRST: 'first',
  1481. EITHER: 'either'
  1482. };
  1483. /**
  1484. * This type represents mouse buttons and interaction types in context of controls.
  1485. *
  1486. * @typedef {Object} ConstantsMouse
  1487. * @property {number} MIDDLE - The left mouse button.
  1488. * @property {number} LEFT - The middle mouse button.
  1489. * @property {number} RIGHT - The right mouse button.
  1490. * @property {number} ROTATE - A rotate interaction.
  1491. * @property {number} DOLLY - A dolly interaction.
  1492. * @property {number} PAN - A pan interaction.
  1493. **/
  1494. /**
  1495. * This type represents touch interaction types in context of controls.
  1496. *
  1497. * @typedef {Object} ConstantsTouch
  1498. * @property {number} ROTATE - A rotate interaction.
  1499. * @property {number} PAN - A pan interaction.
  1500. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1501. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1502. **/
  1503. /**
  1504. * This type represents the different timestamp query types.
  1505. *
  1506. * @typedef {Object} ConstantsTimestampQuery
  1507. * @property {string} COMPUTE - A `compute` timestamp query.
  1508. * @property {string} RENDER - A `render` timestamp query.
  1509. **/
  1510. /**
  1511. * Represents the different interpolation sampling types.
  1512. *
  1513. * @typedef {Object} ConstantsInterpolationSamplingType
  1514. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1515. * @property {string} LINEAR - Linear interpolation.
  1516. * @property {string} FLAT - Flat interpolation.
  1517. */
  1518. /**
  1519. * Represents the different interpolation sampling modes.
  1520. *
  1521. * @typedef {Object} ConstantsInterpolationSamplingMode
  1522. * @property {string} NORMAL - Normal sampling mode.
  1523. * @property {string} CENTROID - Centroid sampling mode.
  1524. * @property {string} SAMPLE - Sample-specific sampling mode.
  1525. * @property {string} FIRST - Flat interpolation using the first vertex.
  1526. * @property {string} EITHER - Flat interpolation using either vertex.
  1527. */
  1528. function arrayNeedsUint32( array ) {
  1529. // assumes larger values usually on last
  1530. for ( let i = array.length - 1; i >= 0; -- i ) {
  1531. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1532. }
  1533. return false;
  1534. }
  1535. const TYPED_ARRAYS = {
  1536. Int8Array: Int8Array,
  1537. Uint8Array: Uint8Array,
  1538. Uint8ClampedArray: Uint8ClampedArray,
  1539. Int16Array: Int16Array,
  1540. Uint16Array: Uint16Array,
  1541. Int32Array: Int32Array,
  1542. Uint32Array: Uint32Array,
  1543. Float32Array: Float32Array,
  1544. Float64Array: Float64Array
  1545. };
  1546. function getTypedArray( type, buffer ) {
  1547. return new TYPED_ARRAYS[ type ]( buffer );
  1548. }
  1549. /**
  1550. * Returns `true` if the given object is a typed array.
  1551. *
  1552. * @param {any} array - The object to check.
  1553. * @return {boolean} Whether the given object is a typed array.
  1554. */
  1555. function isTypedArray( array ) {
  1556. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1557. }
  1558. function createElementNS( name ) {
  1559. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1560. }
  1561. function createCanvasElement() {
  1562. const canvas = createElementNS( 'canvas' );
  1563. canvas.style.display = 'block';
  1564. return canvas;
  1565. }
  1566. const _cache = {};
  1567. let _setConsoleFunction = null;
  1568. function setConsoleFunction( fn ) {
  1569. _setConsoleFunction = fn;
  1570. }
  1571. function getConsoleFunction() {
  1572. return _setConsoleFunction;
  1573. }
  1574. function log( ...params ) {
  1575. const message = 'THREE.' + params.shift();
  1576. if ( _setConsoleFunction ) {
  1577. _setConsoleFunction( 'log', message, ...params );
  1578. } else {
  1579. console.log( message, ...params );
  1580. }
  1581. }
  1582. function warn( ...params ) {
  1583. const message = 'THREE.' + params.shift();
  1584. if ( _setConsoleFunction ) {
  1585. _setConsoleFunction( 'warn', message, ...params );
  1586. } else {
  1587. console.warn( message, ...params );
  1588. }
  1589. }
  1590. function error( ...params ) {
  1591. const message = 'THREE.' + params.shift();
  1592. if ( _setConsoleFunction ) {
  1593. _setConsoleFunction( 'error', message, ...params );
  1594. } else {
  1595. console.error( message, ...params );
  1596. }
  1597. }
  1598. function warnOnce( ...params ) {
  1599. const message = params.join( ' ' );
  1600. if ( message in _cache ) return;
  1601. _cache[ message ] = true;
  1602. warn( ...params );
  1603. }
  1604. function probeAsync( gl, sync, interval ) {
  1605. return new Promise( function ( resolve, reject ) {
  1606. function probe() {
  1607. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1608. case gl.WAIT_FAILED:
  1609. reject();
  1610. break;
  1611. case gl.TIMEOUT_EXPIRED:
  1612. setTimeout( probe, interval );
  1613. break;
  1614. default:
  1615. resolve();
  1616. }
  1617. }
  1618. setTimeout( probe, interval );
  1619. } );
  1620. }
  1621. /**
  1622. * This modules allows to dispatch event objects on custom JavaScript objects.
  1623. *
  1624. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1625. *
  1626. * Code Example:
  1627. * ```js
  1628. * class Car extends EventDispatcher {
  1629. * start() {
  1630. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1631. * }
  1632. *};
  1633. *
  1634. * // Using events with the custom object
  1635. * const car = new Car();
  1636. * car.addEventListener( 'start', function ( event ) {
  1637. * alert( event.message );
  1638. * } );
  1639. *
  1640. * car.start();
  1641. * ```
  1642. */
  1643. class EventDispatcher {
  1644. /**
  1645. * Adds the given event listener to the given event type.
  1646. *
  1647. * @param {string} type - The type of event to listen to.
  1648. * @param {Function} listener - The function that gets called when the event is fired.
  1649. */
  1650. addEventListener( type, listener ) {
  1651. if ( this._listeners === undefined ) this._listeners = {};
  1652. const listeners = this._listeners;
  1653. if ( listeners[ type ] === undefined ) {
  1654. listeners[ type ] = [];
  1655. }
  1656. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1657. listeners[ type ].push( listener );
  1658. }
  1659. }
  1660. /**
  1661. * Returns `true` if the given event listener has been added to the given event type.
  1662. *
  1663. * @param {string} type - The type of event.
  1664. * @param {Function} listener - The listener to check.
  1665. * @return {boolean} Whether the given event listener has been added to the given event type.
  1666. */
  1667. hasEventListener( type, listener ) {
  1668. const listeners = this._listeners;
  1669. if ( listeners === undefined ) return false;
  1670. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1671. }
  1672. /**
  1673. * Removes the given event listener from the given event type.
  1674. *
  1675. * @param {string} type - The type of event.
  1676. * @param {Function} listener - The listener to remove.
  1677. */
  1678. removeEventListener( type, listener ) {
  1679. const listeners = this._listeners;
  1680. if ( listeners === undefined ) return;
  1681. const listenerArray = listeners[ type ];
  1682. if ( listenerArray !== undefined ) {
  1683. const index = listenerArray.indexOf( listener );
  1684. if ( index !== -1 ) {
  1685. listenerArray.splice( index, 1 );
  1686. }
  1687. }
  1688. }
  1689. /**
  1690. * Dispatches an event object.
  1691. *
  1692. * @param {Object} event - The event that gets fired.
  1693. */
  1694. dispatchEvent( event ) {
  1695. const listeners = this._listeners;
  1696. if ( listeners === undefined ) return;
  1697. const listenerArray = listeners[ event.type ];
  1698. if ( listenerArray !== undefined ) {
  1699. event.target = this;
  1700. // Make a copy, in case listeners are removed while iterating.
  1701. const array = listenerArray.slice( 0 );
  1702. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1703. array[ i ].call( this, event );
  1704. }
  1705. event.target = null;
  1706. }
  1707. }
  1708. }
  1709. 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' ];
  1710. let _seed = 1234567;
  1711. const DEG2RAD = Math.PI / 180;
  1712. const RAD2DEG = 180 / Math.PI;
  1713. /**
  1714. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1715. * (universally unique identifier).
  1716. *
  1717. * @return {string} The UUID.
  1718. */
  1719. function generateUUID() {
  1720. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1721. const d0 = Math.random() * 0xffffffff | 0;
  1722. const d1 = Math.random() * 0xffffffff | 0;
  1723. const d2 = Math.random() * 0xffffffff | 0;
  1724. const d3 = Math.random() * 0xffffffff | 0;
  1725. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1726. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1727. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1728. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1729. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1730. return uuid.toLowerCase();
  1731. }
  1732. /**
  1733. * Clamps the given value between min and max.
  1734. *
  1735. * @param {number} value - The value to clamp.
  1736. * @param {number} min - The min value.
  1737. * @param {number} max - The max value.
  1738. * @return {number} The clamped value.
  1739. */
  1740. function clamp( value, min, max ) {
  1741. return Math.max( min, Math.min( max, value ) );
  1742. }
  1743. /**
  1744. * Computes the Euclidean modulo of the given parameters that
  1745. * is `( ( n % m ) + m ) % m`.
  1746. *
  1747. * @param {number} n - The first parameter.
  1748. * @param {number} m - The second parameter.
  1749. * @return {number} The Euclidean modulo.
  1750. */
  1751. function euclideanModulo( n, m ) {
  1752. // https://en.wikipedia.org/wiki/Modulo_operation
  1753. return ( ( n % m ) + m ) % m;
  1754. }
  1755. /**
  1756. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1757. * for the given value.
  1758. *
  1759. * @param {number} x - The value to be mapped.
  1760. * @param {number} a1 - Minimum value for range A.
  1761. * @param {number} a2 - Maximum value for range A.
  1762. * @param {number} b1 - Minimum value for range B.
  1763. * @param {number} b2 - Maximum value for range B.
  1764. * @return {number} The mapped value.
  1765. */
  1766. function mapLinear( x, a1, a2, b1, b2 ) {
  1767. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1768. }
  1769. /**
  1770. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1771. * between the start and end point.
  1772. *
  1773. * @param {number} x - The start point
  1774. * @param {number} y - The end point.
  1775. * @param {number} value - A value between start and end.
  1776. * @return {number} The interpolation factor.
  1777. */
  1778. function inverseLerp( x, y, value ) {
  1779. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1780. if ( x !== y ) {
  1781. return ( value - x ) / ( y - x );
  1782. } else {
  1783. return 0;
  1784. }
  1785. }
  1786. /**
  1787. * Returns a value linearly interpolated from two known points based on the given interval -
  1788. * `t = 0` will return `x` and `t = 1` will return `y`.
  1789. *
  1790. * @param {number} x - The start point
  1791. * @param {number} y - The end point.
  1792. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1793. * @return {number} The interpolated value.
  1794. */
  1795. function lerp( x, y, t ) {
  1796. return ( 1 - t ) * x + t * y;
  1797. }
  1798. /**
  1799. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1800. * time to maintain frame rate independent movement. For details, see
  1801. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1802. *
  1803. * @param {number} x - The current point.
  1804. * @param {number} y - The target point.
  1805. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1806. * and a lower value will make the movement more gradual.
  1807. * @param {number} dt - Delta time in seconds.
  1808. * @return {number} The interpolated value.
  1809. */
  1810. function damp( x, y, lambda, dt ) {
  1811. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1812. }
  1813. /**
  1814. * Returns a value that alternates between `0` and the given `length` parameter.
  1815. *
  1816. * @param {number} x - The value to pingpong.
  1817. * @param {number} [length=1] - The positive value the function will pingpong to.
  1818. * @return {number} The alternated value.
  1819. */
  1820. function pingpong( x, length = 1 ) {
  1821. // https://www.desmos.com/calculator/vcsjnyz7x4
  1822. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1823. }
  1824. /**
  1825. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1826. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1827. * the `min` and `max`.
  1828. *
  1829. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1830. *
  1831. * @param {number} x - The value to evaluate based on its position between min and max.
  1832. * @param {number} min - The min value. Any x value below min will be `0`.
  1833. * @param {number} max - The max value. Any x value above max will be `1`.
  1834. * @return {number} The alternated value.
  1835. */
  1836. function smoothstep( x, min, max ) {
  1837. if ( x <= min ) return 0;
  1838. if ( x >= max ) return 1;
  1839. x = ( x - min ) / ( max - min );
  1840. return x * x * ( 3 - 2 * x );
  1841. }
  1842. /**
  1843. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  1844. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1845. *
  1846. * @param {number} x - The value to evaluate based on its position between min and max.
  1847. * @param {number} min - The min value. Any x value below min will be `0`.
  1848. * @param {number} max - The max value. Any x value above max will be `1`.
  1849. * @return {number} The alternated value.
  1850. */
  1851. function smootherstep( x, min, max ) {
  1852. if ( x <= min ) return 0;
  1853. if ( x >= max ) return 1;
  1854. x = ( x - min ) / ( max - min );
  1855. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1856. }
  1857. /**
  1858. * Returns a random integer from `<low, high>` interval.
  1859. *
  1860. * @param {number} low - The lower value boundary.
  1861. * @param {number} high - The upper value boundary
  1862. * @return {number} A random integer.
  1863. */
  1864. function randInt( low, high ) {
  1865. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1866. }
  1867. /**
  1868. * Returns a random float from `<low, high>` interval.
  1869. *
  1870. * @param {number} low - The lower value boundary.
  1871. * @param {number} high - The upper value boundary
  1872. * @return {number} A random float.
  1873. */
  1874. function randFloat( low, high ) {
  1875. return low + Math.random() * ( high - low );
  1876. }
  1877. /**
  1878. * Returns a random integer from `<-range/2, range/2>` interval.
  1879. *
  1880. * @param {number} range - Defines the value range.
  1881. * @return {number} A random float.
  1882. */
  1883. function randFloatSpread( range ) {
  1884. return range * ( 0.5 - Math.random() );
  1885. }
  1886. /**
  1887. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1888. *
  1889. * @param {number} [s] - The integer seed.
  1890. * @return {number} A random float.
  1891. */
  1892. function seededRandom( s ) {
  1893. if ( s !== undefined ) _seed = s;
  1894. // Mulberry32 generator
  1895. let t = _seed += 0x6D2B79F5;
  1896. t = Math.imul( t ^ t >>> 15, t | 1 );
  1897. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1898. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1899. }
  1900. /**
  1901. * Converts degrees to radians.
  1902. *
  1903. * @param {number} degrees - A value in degrees.
  1904. * @return {number} The converted value in radians.
  1905. */
  1906. function degToRad( degrees ) {
  1907. return degrees * DEG2RAD;
  1908. }
  1909. /**
  1910. * Converts radians to degrees.
  1911. *
  1912. * @param {number} radians - A value in radians.
  1913. * @return {number} The converted value in degrees.
  1914. */
  1915. function radToDeg( radians ) {
  1916. return radians * RAD2DEG;
  1917. }
  1918. /**
  1919. * Returns `true` if the given number is a power of two.
  1920. *
  1921. * @param {number} value - The value to check.
  1922. * @return {boolean} Whether the given number is a power of two or not.
  1923. */
  1924. function isPowerOfTwo( value ) {
  1925. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1926. }
  1927. /**
  1928. * Returns the smallest power of two that is greater than or equal to the given number.
  1929. *
  1930. * @param {number} value - The value to find a POT for.
  1931. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1932. */
  1933. function ceilPowerOfTwo( value ) {
  1934. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1935. }
  1936. /**
  1937. * Returns the largest power of two that is less than or equal to the given number.
  1938. *
  1939. * @param {number} value - The value to find a POT for.
  1940. * @return {number} The largest power of two that is less than or equal to the given number.
  1941. */
  1942. function floorPowerOfTwo( value ) {
  1943. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1944. }
  1945. /**
  1946. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  1947. * defined by the given angles and order.
  1948. *
  1949. * Rotations are applied to the axes in the order specified by order:
  1950. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1951. *
  1952. * @param {Quaternion} q - The quaternion to set.
  1953. * @param {number} a - The rotation applied to the first axis, in radians.
  1954. * @param {number} b - The rotation applied to the second axis, in radians.
  1955. * @param {number} c - The rotation applied to the third axis, in radians.
  1956. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1957. */
  1958. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1959. const cos = Math.cos;
  1960. const sin = Math.sin;
  1961. const c2 = cos( b / 2 );
  1962. const s2 = sin( b / 2 );
  1963. const c13 = cos( ( a + c ) / 2 );
  1964. const s13 = sin( ( a + c ) / 2 );
  1965. const c1_3 = cos( ( a - c ) / 2 );
  1966. const s1_3 = sin( ( a - c ) / 2 );
  1967. const c3_1 = cos( ( c - a ) / 2 );
  1968. const s3_1 = sin( ( c - a ) / 2 );
  1969. switch ( order ) {
  1970. case 'XYX':
  1971. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1972. break;
  1973. case 'YZY':
  1974. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1975. break;
  1976. case 'ZXZ':
  1977. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1978. break;
  1979. case 'XZX':
  1980. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1981. break;
  1982. case 'YXY':
  1983. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1984. break;
  1985. case 'ZYZ':
  1986. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1987. break;
  1988. default:
  1989. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1990. }
  1991. }
  1992. /**
  1993. * Denormalizes the given value according to the given typed array.
  1994. *
  1995. * @param {number} value - The value to denormalize.
  1996. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1997. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1998. */
  1999. function denormalize( value, array ) {
  2000. switch ( array.constructor ) {
  2001. case Float32Array:
  2002. return value;
  2003. case Uint32Array:
  2004. return value / 4294967295.0;
  2005. case Uint16Array:
  2006. return value / 65535.0;
  2007. case Uint8Array:
  2008. return value / 255.0;
  2009. case Int32Array:
  2010. return Math.max( value / 2147483647.0, -1 );
  2011. case Int16Array:
  2012. return Math.max( value / 32767.0, -1 );
  2013. case Int8Array:
  2014. return Math.max( value / 127.0, -1 );
  2015. default:
  2016. throw new Error( 'Invalid component type.' );
  2017. }
  2018. }
  2019. /**
  2020. * Normalizes the given value according to the given typed array.
  2021. *
  2022. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2023. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2024. * @return {number} The normalize value.
  2025. */
  2026. function normalize( value, array ) {
  2027. switch ( array.constructor ) {
  2028. case Float32Array:
  2029. return value;
  2030. case Uint32Array:
  2031. return Math.round( value * 4294967295.0 );
  2032. case Uint16Array:
  2033. return Math.round( value * 65535.0 );
  2034. case Uint8Array:
  2035. return Math.round( value * 255.0 );
  2036. case Int32Array:
  2037. return Math.round( value * 2147483647.0 );
  2038. case Int16Array:
  2039. return Math.round( value * 32767.0 );
  2040. case Int8Array:
  2041. return Math.round( value * 127.0 );
  2042. default:
  2043. throw new Error( 'Invalid component type.' );
  2044. }
  2045. }
  2046. /**
  2047. * @class
  2048. * @classdesc A collection of math utility functions.
  2049. * @hideconstructor
  2050. */
  2051. const MathUtils = {
  2052. DEG2RAD: DEG2RAD,
  2053. RAD2DEG: RAD2DEG,
  2054. /**
  2055. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2056. * (universally unique identifier).
  2057. *
  2058. * @static
  2059. * @method
  2060. * @return {string} The UUID.
  2061. */
  2062. generateUUID: generateUUID,
  2063. /**
  2064. * Clamps the given value between min and max.
  2065. *
  2066. * @static
  2067. * @method
  2068. * @param {number} value - The value to clamp.
  2069. * @param {number} min - The min value.
  2070. * @param {number} max - The max value.
  2071. * @return {number} The clamped value.
  2072. */
  2073. clamp: clamp,
  2074. /**
  2075. * Computes the Euclidean modulo of the given parameters that
  2076. * is `( ( n % m ) + m ) % m`.
  2077. *
  2078. * @static
  2079. * @method
  2080. * @param {number} n - The first parameter.
  2081. * @param {number} m - The second parameter.
  2082. * @return {number} The Euclidean modulo.
  2083. */
  2084. euclideanModulo: euclideanModulo,
  2085. /**
  2086. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2087. * for the given value.
  2088. *
  2089. * @static
  2090. * @method
  2091. * @param {number} x - The value to be mapped.
  2092. * @param {number} a1 - Minimum value for range A.
  2093. * @param {number} a2 - Maximum value for range A.
  2094. * @param {number} b1 - Minimum value for range B.
  2095. * @param {number} b2 - Maximum value for range B.
  2096. * @return {number} The mapped value.
  2097. */
  2098. mapLinear: mapLinear,
  2099. /**
  2100. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2101. * between the start and end point.
  2102. *
  2103. * @static
  2104. * @method
  2105. * @param {number} x - The start point
  2106. * @param {number} y - The end point.
  2107. * @param {number} value - A value between start and end.
  2108. * @return {number} The interpolation factor.
  2109. */
  2110. inverseLerp: inverseLerp,
  2111. /**
  2112. * Returns a value linearly interpolated from two known points based on the given interval -
  2113. * `t = 0` will return `x` and `t = 1` will return `y`.
  2114. *
  2115. * @static
  2116. * @method
  2117. * @param {number} x - The start point
  2118. * @param {number} y - The end point.
  2119. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2120. * @return {number} The interpolated value.
  2121. */
  2122. lerp: lerp,
  2123. /**
  2124. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2125. * time to maintain frame rate independent movement. For details, see
  2126. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2127. *
  2128. * @static
  2129. * @method
  2130. * @param {number} x - The current point.
  2131. * @param {number} y - The target point.
  2132. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2133. * and a lower value will make the movement more gradual.
  2134. * @param {number} dt - Delta time in seconds.
  2135. * @return {number} The interpolated value.
  2136. */
  2137. damp: damp,
  2138. /**
  2139. * Returns a value that alternates between `0` and the given `length` parameter.
  2140. *
  2141. * @static
  2142. * @method
  2143. * @param {number} x - The value to pingpong.
  2144. * @param {number} [length=1] - The positive value the function will pingpong to.
  2145. * @return {number} The alternated value.
  2146. */
  2147. pingpong: pingpong,
  2148. /**
  2149. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2150. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2151. * the `min` and `max`.
  2152. *
  2153. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2154. *
  2155. * @static
  2156. * @method
  2157. * @param {number} x - The value to evaluate based on its position between min and max.
  2158. * @param {number} min - The min value. Any x value below min will be `0`.
  2159. * @param {number} max - The max value. Any x value above max will be `1`.
  2160. * @return {number} The alternated value.
  2161. */
  2162. smoothstep: smoothstep,
  2163. /**
  2164. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2165. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} x - The value to evaluate based on its position between min and max.
  2170. * @param {number} min - The min value. Any x value below min will be `0`.
  2171. * @param {number} max - The max value. Any x value above max will be `1`.
  2172. * @return {number} The alternated value.
  2173. */
  2174. smootherstep: smootherstep,
  2175. /**
  2176. * Returns a random integer from `<low, high>` interval.
  2177. *
  2178. * @static
  2179. * @method
  2180. * @param {number} low - The lower value boundary.
  2181. * @param {number} high - The upper value boundary
  2182. * @return {number} A random integer.
  2183. */
  2184. randInt: randInt,
  2185. /**
  2186. * Returns a random float from `<low, high>` interval.
  2187. *
  2188. * @static
  2189. * @method
  2190. * @param {number} low - The lower value boundary.
  2191. * @param {number} high - The upper value boundary
  2192. * @return {number} A random float.
  2193. */
  2194. randFloat: randFloat,
  2195. /**
  2196. * Returns a random integer from `<-range/2, range/2>` interval.
  2197. *
  2198. * @static
  2199. * @method
  2200. * @param {number} range - Defines the value range.
  2201. * @return {number} A random float.
  2202. */
  2203. randFloatSpread: randFloatSpread,
  2204. /**
  2205. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2206. *
  2207. * @static
  2208. * @method
  2209. * @param {number} [s] - The integer seed.
  2210. * @return {number} A random float.
  2211. */
  2212. seededRandom: seededRandom,
  2213. /**
  2214. * Converts degrees to radians.
  2215. *
  2216. * @static
  2217. * @method
  2218. * @param {number} degrees - A value in degrees.
  2219. * @return {number} The converted value in radians.
  2220. */
  2221. degToRad: degToRad,
  2222. /**
  2223. * Converts radians to degrees.
  2224. *
  2225. * @static
  2226. * @method
  2227. * @param {number} radians - A value in radians.
  2228. * @return {number} The converted value in degrees.
  2229. */
  2230. radToDeg: radToDeg,
  2231. /**
  2232. * Returns `true` if the given number is a power of two.
  2233. *
  2234. * @static
  2235. * @method
  2236. * @param {number} value - The value to check.
  2237. * @return {boolean} Whether the given number is a power of two or not.
  2238. */
  2239. isPowerOfTwo: isPowerOfTwo,
  2240. /**
  2241. * Returns the smallest power of two that is greater than or equal to the given number.
  2242. *
  2243. * @static
  2244. * @method
  2245. * @param {number} value - The value to find a POT for.
  2246. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2247. */
  2248. ceilPowerOfTwo: ceilPowerOfTwo,
  2249. /**
  2250. * Returns the largest power of two that is less than or equal to the given number.
  2251. *
  2252. * @static
  2253. * @method
  2254. * @param {number} value - The value to find a POT for.
  2255. * @return {number} The largest power of two that is less than or equal to the given number.
  2256. */
  2257. floorPowerOfTwo: floorPowerOfTwo,
  2258. /**
  2259. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2260. * defined by the given angles and order.
  2261. *
  2262. * Rotations are applied to the axes in the order specified by order:
  2263. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2264. *
  2265. * @static
  2266. * @method
  2267. * @param {Quaternion} q - The quaternion to set.
  2268. * @param {number} a - The rotation applied to the first axis, in radians.
  2269. * @param {number} b - The rotation applied to the second axis, in radians.
  2270. * @param {number} c - The rotation applied to the third axis, in radians.
  2271. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2272. */
  2273. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2274. /**
  2275. * Normalizes the given value according to the given typed array.
  2276. *
  2277. * @static
  2278. * @method
  2279. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2280. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2281. * @return {number} The normalize value.
  2282. */
  2283. normalize: normalize,
  2284. /**
  2285. * Denormalizes the given value according to the given typed array.
  2286. *
  2287. * @static
  2288. * @method
  2289. * @param {number} value - The value to denormalize.
  2290. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2291. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2292. */
  2293. denormalize: denormalize
  2294. };
  2295. /**
  2296. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2297. * (labeled x and y), which can be used to represent a number of things, such as:
  2298. *
  2299. * - A point in 2D space (i.e. a position on a plane).
  2300. * - A direction and length across a plane. In three.js the length will
  2301. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2302. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2303. * - Any arbitrary ordered pair of numbers.
  2304. *
  2305. * There are other things a 2D vector can be used to represent, such as
  2306. * momentum vectors, complex numbers and so on, however these are the most
  2307. * common uses in three.js.
  2308. *
  2309. * Iterating through a vector instance will yield its components `(x, y)` in
  2310. * the corresponding order.
  2311. * ```js
  2312. * const a = new THREE.Vector2( 0, 1 );
  2313. *
  2314. * //no arguments; will be initialised to (0, 0)
  2315. * const b = new THREE.Vector2( );
  2316. *
  2317. * const d = a.distanceTo( b );
  2318. * ```
  2319. */
  2320. class Vector2 {
  2321. /**
  2322. * Constructs a new 2D vector.
  2323. *
  2324. * @param {number} [x=0] - The x value of this vector.
  2325. * @param {number} [y=0] - The y value of this vector.
  2326. */
  2327. constructor( x = 0, y = 0 ) {
  2328. /**
  2329. * This flag can be used for type testing.
  2330. *
  2331. * @type {boolean}
  2332. * @readonly
  2333. * @default true
  2334. */
  2335. Vector2.prototype.isVector2 = true;
  2336. /**
  2337. * The x value of this vector.
  2338. *
  2339. * @type {number}
  2340. */
  2341. this.x = x;
  2342. /**
  2343. * The y value of this vector.
  2344. *
  2345. * @type {number}
  2346. */
  2347. this.y = y;
  2348. }
  2349. /**
  2350. * Alias for {@link Vector2#x}.
  2351. *
  2352. * @type {number}
  2353. */
  2354. get width() {
  2355. return this.x;
  2356. }
  2357. set width( value ) {
  2358. this.x = value;
  2359. }
  2360. /**
  2361. * Alias for {@link Vector2#y}.
  2362. *
  2363. * @type {number}
  2364. */
  2365. get height() {
  2366. return this.y;
  2367. }
  2368. set height( value ) {
  2369. this.y = value;
  2370. }
  2371. /**
  2372. * Sets the vector components.
  2373. *
  2374. * @param {number} x - The value of the x component.
  2375. * @param {number} y - The value of the y component.
  2376. * @return {Vector2} A reference to this vector.
  2377. */
  2378. set( x, y ) {
  2379. this.x = x;
  2380. this.y = y;
  2381. return this;
  2382. }
  2383. /**
  2384. * Sets the vector components to the same value.
  2385. *
  2386. * @param {number} scalar - The value to set for all vector components.
  2387. * @return {Vector2} A reference to this vector.
  2388. */
  2389. setScalar( scalar ) {
  2390. this.x = scalar;
  2391. this.y = scalar;
  2392. return this;
  2393. }
  2394. /**
  2395. * Sets the vector's x component to the given value
  2396. *
  2397. * @param {number} x - The value to set.
  2398. * @return {Vector2} A reference to this vector.
  2399. */
  2400. setX( x ) {
  2401. this.x = x;
  2402. return this;
  2403. }
  2404. /**
  2405. * Sets the vector's y component to the given value
  2406. *
  2407. * @param {number} y - The value to set.
  2408. * @return {Vector2} A reference to this vector.
  2409. */
  2410. setY( y ) {
  2411. this.y = y;
  2412. return this;
  2413. }
  2414. /**
  2415. * Allows to set a vector component with an index.
  2416. *
  2417. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2418. * @param {number} value - The value to set.
  2419. * @return {Vector2} A reference to this vector.
  2420. */
  2421. setComponent( index, value ) {
  2422. switch ( index ) {
  2423. case 0: this.x = value; break;
  2424. case 1: this.y = value; break;
  2425. default: throw new Error( 'index is out of range: ' + index );
  2426. }
  2427. return this;
  2428. }
  2429. /**
  2430. * Returns the value of the vector component which matches the given index.
  2431. *
  2432. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2433. * @return {number} A vector component value.
  2434. */
  2435. getComponent( index ) {
  2436. switch ( index ) {
  2437. case 0: return this.x;
  2438. case 1: return this.y;
  2439. default: throw new Error( 'index is out of range: ' + index );
  2440. }
  2441. }
  2442. /**
  2443. * Returns a new vector with copied values from this instance.
  2444. *
  2445. * @return {Vector2} A clone of this instance.
  2446. */
  2447. clone() {
  2448. return new this.constructor( this.x, this.y );
  2449. }
  2450. /**
  2451. * Copies the values of the given vector to this instance.
  2452. *
  2453. * @param {Vector2} v - The vector to copy.
  2454. * @return {Vector2} A reference to this vector.
  2455. */
  2456. copy( v ) {
  2457. this.x = v.x;
  2458. this.y = v.y;
  2459. return this;
  2460. }
  2461. /**
  2462. * Adds the given vector to this instance.
  2463. *
  2464. * @param {Vector2} v - The vector to add.
  2465. * @return {Vector2} A reference to this vector.
  2466. */
  2467. add( v ) {
  2468. this.x += v.x;
  2469. this.y += v.y;
  2470. return this;
  2471. }
  2472. /**
  2473. * Adds the given scalar value to all components of this instance.
  2474. *
  2475. * @param {number} s - The scalar to add.
  2476. * @return {Vector2} A reference to this vector.
  2477. */
  2478. addScalar( s ) {
  2479. this.x += s;
  2480. this.y += s;
  2481. return this;
  2482. }
  2483. /**
  2484. * Adds the given vectors and stores the result in this instance.
  2485. *
  2486. * @param {Vector2} a - The first vector.
  2487. * @param {Vector2} b - The second vector.
  2488. * @return {Vector2} A reference to this vector.
  2489. */
  2490. addVectors( a, b ) {
  2491. this.x = a.x + b.x;
  2492. this.y = a.y + b.y;
  2493. return this;
  2494. }
  2495. /**
  2496. * Adds the given vector scaled by the given factor to this instance.
  2497. *
  2498. * @param {Vector2} v - The vector.
  2499. * @param {number} s - The factor that scales `v`.
  2500. * @return {Vector2} A reference to this vector.
  2501. */
  2502. addScaledVector( v, s ) {
  2503. this.x += v.x * s;
  2504. this.y += v.y * s;
  2505. return this;
  2506. }
  2507. /**
  2508. * Subtracts the given vector from this instance.
  2509. *
  2510. * @param {Vector2} v - The vector to subtract.
  2511. * @return {Vector2} A reference to this vector.
  2512. */
  2513. sub( v ) {
  2514. this.x -= v.x;
  2515. this.y -= v.y;
  2516. return this;
  2517. }
  2518. /**
  2519. * Subtracts the given scalar value from all components of this instance.
  2520. *
  2521. * @param {number} s - The scalar to subtract.
  2522. * @return {Vector2} A reference to this vector.
  2523. */
  2524. subScalar( s ) {
  2525. this.x -= s;
  2526. this.y -= s;
  2527. return this;
  2528. }
  2529. /**
  2530. * Subtracts the given vectors and stores the result in this instance.
  2531. *
  2532. * @param {Vector2} a - The first vector.
  2533. * @param {Vector2} b - The second vector.
  2534. * @return {Vector2} A reference to this vector.
  2535. */
  2536. subVectors( a, b ) {
  2537. this.x = a.x - b.x;
  2538. this.y = a.y - b.y;
  2539. return this;
  2540. }
  2541. /**
  2542. * Multiplies the given vector with this instance.
  2543. *
  2544. * @param {Vector2} v - The vector to multiply.
  2545. * @return {Vector2} A reference to this vector.
  2546. */
  2547. multiply( v ) {
  2548. this.x *= v.x;
  2549. this.y *= v.y;
  2550. return this;
  2551. }
  2552. /**
  2553. * Multiplies the given scalar value with all components of this instance.
  2554. *
  2555. * @param {number} scalar - The scalar to multiply.
  2556. * @return {Vector2} A reference to this vector.
  2557. */
  2558. multiplyScalar( scalar ) {
  2559. this.x *= scalar;
  2560. this.y *= scalar;
  2561. return this;
  2562. }
  2563. /**
  2564. * Divides this instance by the given vector.
  2565. *
  2566. * @param {Vector2} v - The vector to divide.
  2567. * @return {Vector2} A reference to this vector.
  2568. */
  2569. divide( v ) {
  2570. this.x /= v.x;
  2571. this.y /= v.y;
  2572. return this;
  2573. }
  2574. /**
  2575. * Divides this vector by the given scalar.
  2576. *
  2577. * @param {number} scalar - The scalar to divide.
  2578. * @return {Vector2} A reference to this vector.
  2579. */
  2580. divideScalar( scalar ) {
  2581. return this.multiplyScalar( 1 / scalar );
  2582. }
  2583. /**
  2584. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2585. * the given 3x3 matrix.
  2586. *
  2587. * @param {Matrix3} m - The matrix to apply.
  2588. * @return {Vector2} A reference to this vector.
  2589. */
  2590. applyMatrix3( m ) {
  2591. const x = this.x, y = this.y;
  2592. const e = m.elements;
  2593. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2594. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2595. return this;
  2596. }
  2597. /**
  2598. * If this vector's x or y value is greater than the given vector's x or y
  2599. * value, replace that value with the corresponding min value.
  2600. *
  2601. * @param {Vector2} v - The vector.
  2602. * @return {Vector2} A reference to this vector.
  2603. */
  2604. min( v ) {
  2605. this.x = Math.min( this.x, v.x );
  2606. this.y = Math.min( this.y, v.y );
  2607. return this;
  2608. }
  2609. /**
  2610. * If this vector's x or y value is less than the given vector's x or y
  2611. * value, replace that value with the corresponding max value.
  2612. *
  2613. * @param {Vector2} v - The vector.
  2614. * @return {Vector2} A reference to this vector.
  2615. */
  2616. max( v ) {
  2617. this.x = Math.max( this.x, v.x );
  2618. this.y = Math.max( this.y, v.y );
  2619. return this;
  2620. }
  2621. /**
  2622. * If this vector's x or y value is greater than the max vector's x or y
  2623. * value, it is replaced by the corresponding value.
  2624. * If this vector's x or y value is less than the min vector's x or y value,
  2625. * it is replaced by the corresponding value.
  2626. *
  2627. * @param {Vector2} min - The minimum x and y values.
  2628. * @param {Vector2} max - The maximum x and y values in the desired range.
  2629. * @return {Vector2} A reference to this vector.
  2630. */
  2631. clamp( min, max ) {
  2632. // assumes min < max, componentwise
  2633. this.x = clamp( this.x, min.x, max.x );
  2634. this.y = clamp( this.y, min.y, max.y );
  2635. return this;
  2636. }
  2637. /**
  2638. * If this vector's x or y values are greater than the max value, they are
  2639. * replaced by the max value.
  2640. * If this vector's x or y values are less than the min value, they are
  2641. * replaced by the min value.
  2642. *
  2643. * @param {number} minVal - The minimum value the components will be clamped to.
  2644. * @param {number} maxVal - The maximum value the components will be clamped to.
  2645. * @return {Vector2} A reference to this vector.
  2646. */
  2647. clampScalar( minVal, maxVal ) {
  2648. this.x = clamp( this.x, minVal, maxVal );
  2649. this.y = clamp( this.y, minVal, maxVal );
  2650. return this;
  2651. }
  2652. /**
  2653. * If this vector's length is greater than the max value, it is replaced by
  2654. * the max value.
  2655. * If this vector's length is less than the min value, it is replaced by the
  2656. * min value.
  2657. *
  2658. * @param {number} min - The minimum value the vector length will be clamped to.
  2659. * @param {number} max - The maximum value the vector length will be clamped to.
  2660. * @return {Vector2} A reference to this vector.
  2661. */
  2662. clampLength( min, max ) {
  2663. const length = this.length();
  2664. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2665. }
  2666. /**
  2667. * The components of this vector are rounded down to the nearest integer value.
  2668. *
  2669. * @return {Vector2} A reference to this vector.
  2670. */
  2671. floor() {
  2672. this.x = Math.floor( this.x );
  2673. this.y = Math.floor( this.y );
  2674. return this;
  2675. }
  2676. /**
  2677. * The components of this vector are rounded up to the nearest integer value.
  2678. *
  2679. * @return {Vector2} A reference to this vector.
  2680. */
  2681. ceil() {
  2682. this.x = Math.ceil( this.x );
  2683. this.y = Math.ceil( this.y );
  2684. return this;
  2685. }
  2686. /**
  2687. * The components of this vector are rounded to the nearest integer value
  2688. *
  2689. * @return {Vector2} A reference to this vector.
  2690. */
  2691. round() {
  2692. this.x = Math.round( this.x );
  2693. this.y = Math.round( this.y );
  2694. return this;
  2695. }
  2696. /**
  2697. * The components of this vector are rounded towards zero (up if negative,
  2698. * down if positive) to an integer value.
  2699. *
  2700. * @return {Vector2} A reference to this vector.
  2701. */
  2702. roundToZero() {
  2703. this.x = Math.trunc( this.x );
  2704. this.y = Math.trunc( this.y );
  2705. return this;
  2706. }
  2707. /**
  2708. * Inverts this vector - i.e. sets x = -x and y = -y.
  2709. *
  2710. * @return {Vector2} A reference to this vector.
  2711. */
  2712. negate() {
  2713. this.x = - this.x;
  2714. this.y = - this.y;
  2715. return this;
  2716. }
  2717. /**
  2718. * Calculates the dot product of the given vector with this instance.
  2719. *
  2720. * @param {Vector2} v - The vector to compute the dot product with.
  2721. * @return {number} The result of the dot product.
  2722. */
  2723. dot( v ) {
  2724. return this.x * v.x + this.y * v.y;
  2725. }
  2726. /**
  2727. * Calculates the cross product of the given vector with this instance.
  2728. *
  2729. * @param {Vector2} v - The vector to compute the cross product with.
  2730. * @return {number} The result of the cross product.
  2731. */
  2732. cross( v ) {
  2733. return this.x * v.y - this.y * v.x;
  2734. }
  2735. /**
  2736. * Computes the square of the Euclidean length (straight-line length) from
  2737. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2738. * compare the length squared instead as it is slightly more efficient to calculate.
  2739. *
  2740. * @return {number} The square length of this vector.
  2741. */
  2742. lengthSq() {
  2743. return this.x * this.x + this.y * this.y;
  2744. }
  2745. /**
  2746. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2747. *
  2748. * @return {number} The length of this vector.
  2749. */
  2750. length() {
  2751. return Math.sqrt( this.x * this.x + this.y * this.y );
  2752. }
  2753. /**
  2754. * Computes the Manhattan length of this vector.
  2755. *
  2756. * @return {number} The length of this vector.
  2757. */
  2758. manhattanLength() {
  2759. return Math.abs( this.x ) + Math.abs( this.y );
  2760. }
  2761. /**
  2762. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2763. * with the same direction as this one, but with a vector length of `1`.
  2764. *
  2765. * @return {Vector2} A reference to this vector.
  2766. */
  2767. normalize() {
  2768. return this.divideScalar( this.length() || 1 );
  2769. }
  2770. /**
  2771. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2772. *
  2773. * @return {number} The angle in radians.
  2774. */
  2775. angle() {
  2776. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2777. return angle;
  2778. }
  2779. /**
  2780. * Returns the angle between the given vector and this instance in radians.
  2781. *
  2782. * @param {Vector2} v - The vector to compute the angle with.
  2783. * @return {number} The angle in radians.
  2784. */
  2785. angleTo( v ) {
  2786. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2787. if ( denominator === 0 ) return Math.PI / 2;
  2788. const theta = this.dot( v ) / denominator;
  2789. // clamp, to handle numerical problems
  2790. return Math.acos( clamp( theta, -1, 1 ) );
  2791. }
  2792. /**
  2793. * Computes the distance from the given vector to this instance.
  2794. *
  2795. * @param {Vector2} v - The vector to compute the distance to.
  2796. * @return {number} The distance.
  2797. */
  2798. distanceTo( v ) {
  2799. return Math.sqrt( this.distanceToSquared( v ) );
  2800. }
  2801. /**
  2802. * Computes the squared distance from the given vector to this instance.
  2803. * If you are just comparing the distance with another distance, you should compare
  2804. * the distance squared instead as it is slightly more efficient to calculate.
  2805. *
  2806. * @param {Vector2} v - The vector to compute the squared distance to.
  2807. * @return {number} The squared distance.
  2808. */
  2809. distanceToSquared( v ) {
  2810. const dx = this.x - v.x, dy = this.y - v.y;
  2811. return dx * dx + dy * dy;
  2812. }
  2813. /**
  2814. * Computes the Manhattan distance from the given vector to this instance.
  2815. *
  2816. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2817. * @return {number} The Manhattan distance.
  2818. */
  2819. manhattanDistanceTo( v ) {
  2820. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2821. }
  2822. /**
  2823. * Sets this vector to a vector with the same direction as this one, but
  2824. * with the specified length.
  2825. *
  2826. * @param {number} length - The new length of this vector.
  2827. * @return {Vector2} A reference to this vector.
  2828. */
  2829. setLength( length ) {
  2830. return this.normalize().multiplyScalar( length );
  2831. }
  2832. /**
  2833. * Linearly interpolates between the given vector and this instance, where
  2834. * alpha is the percent distance along the line - alpha = 0 will be this
  2835. * vector, and alpha = 1 will be the given one.
  2836. *
  2837. * @param {Vector2} v - The vector to interpolate towards.
  2838. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2839. * @return {Vector2} A reference to this vector.
  2840. */
  2841. lerp( v, alpha ) {
  2842. this.x += ( v.x - this.x ) * alpha;
  2843. this.y += ( v.y - this.y ) * alpha;
  2844. return this;
  2845. }
  2846. /**
  2847. * Linearly interpolates between the given vectors, where alpha is the percent
  2848. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2849. * be the second one. The result is stored in this instance.
  2850. *
  2851. * @param {Vector2} v1 - The first vector.
  2852. * @param {Vector2} v2 - The second vector.
  2853. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2854. * @return {Vector2} A reference to this vector.
  2855. */
  2856. lerpVectors( v1, v2, alpha ) {
  2857. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2858. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2859. return this;
  2860. }
  2861. /**
  2862. * Returns `true` if this vector is equal with the given one.
  2863. *
  2864. * @param {Vector2} v - The vector to test for equality.
  2865. * @return {boolean} Whether this vector is equal with the given one.
  2866. */
  2867. equals( v ) {
  2868. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2869. }
  2870. /**
  2871. * Sets this vector's x value to be `array[ offset ]` and y
  2872. * value to be `array[ offset + 1 ]`.
  2873. *
  2874. * @param {Array<number>} array - An array holding the vector component values.
  2875. * @param {number} [offset=0] - The offset into the array.
  2876. * @return {Vector2} A reference to this vector.
  2877. */
  2878. fromArray( array, offset = 0 ) {
  2879. this.x = array[ offset ];
  2880. this.y = array[ offset + 1 ];
  2881. return this;
  2882. }
  2883. /**
  2884. * Writes the components of this vector to the given array. If no array is provided,
  2885. * the method returns a new instance.
  2886. *
  2887. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2888. * @param {number} [offset=0] - Index of the first element in the array.
  2889. * @return {Array<number>} The vector components.
  2890. */
  2891. toArray( array = [], offset = 0 ) {
  2892. array[ offset ] = this.x;
  2893. array[ offset + 1 ] = this.y;
  2894. return array;
  2895. }
  2896. /**
  2897. * Sets the components of this vector from the given buffer attribute.
  2898. *
  2899. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2900. * @param {number} index - The index into the attribute.
  2901. * @return {Vector2} A reference to this vector.
  2902. */
  2903. fromBufferAttribute( attribute, index ) {
  2904. this.x = attribute.getX( index );
  2905. this.y = attribute.getY( index );
  2906. return this;
  2907. }
  2908. /**
  2909. * Rotates this vector around the given center by the given angle.
  2910. *
  2911. * @param {Vector2} center - The point around which to rotate.
  2912. * @param {number} angle - The angle to rotate, in radians.
  2913. * @return {Vector2} A reference to this vector.
  2914. */
  2915. rotateAround( center, angle ) {
  2916. const c = Math.cos( angle ), s = Math.sin( angle );
  2917. const x = this.x - center.x;
  2918. const y = this.y - center.y;
  2919. this.x = x * c - y * s + center.x;
  2920. this.y = x * s + y * c + center.y;
  2921. return this;
  2922. }
  2923. /**
  2924. * Sets each component of this vector to a pseudo-random value between `0` and
  2925. * `1`, excluding `1`.
  2926. *
  2927. * @return {Vector2} A reference to this vector.
  2928. */
  2929. random() {
  2930. this.x = Math.random();
  2931. this.y = Math.random();
  2932. return this;
  2933. }
  2934. *[ Symbol.iterator ]() {
  2935. yield this.x;
  2936. yield this.y;
  2937. }
  2938. }
  2939. /**
  2940. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2941. *
  2942. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2943. * the corresponding order.
  2944. *
  2945. * Note that three.js expects Quaternions to be normalized.
  2946. * ```js
  2947. * const quaternion = new THREE.Quaternion();
  2948. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2949. *
  2950. * const vector = new THREE.Vector3( 1, 0, 0 );
  2951. * vector.applyQuaternion( quaternion );
  2952. * ```
  2953. */
  2954. class Quaternion {
  2955. /**
  2956. * Constructs a new quaternion.
  2957. *
  2958. * @param {number} [x=0] - The x value of this quaternion.
  2959. * @param {number} [y=0] - The y value of this quaternion.
  2960. * @param {number} [z=0] - The z value of this quaternion.
  2961. * @param {number} [w=1] - The w value of this quaternion.
  2962. */
  2963. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2964. /**
  2965. * This flag can be used for type testing.
  2966. *
  2967. * @type {boolean}
  2968. * @readonly
  2969. * @default true
  2970. */
  2971. this.isQuaternion = true;
  2972. this._x = x;
  2973. this._y = y;
  2974. this._z = z;
  2975. this._w = w;
  2976. }
  2977. /**
  2978. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2979. * quaternion data are managed in flat arrays.
  2980. *
  2981. * @param {Array<number>} dst - The destination array.
  2982. * @param {number} dstOffset - An offset into the destination array.
  2983. * @param {Array<number>} src0 - The source array of the first quaternion.
  2984. * @param {number} srcOffset0 - An offset into the first source array.
  2985. * @param {Array<number>} src1 - The source array of the second quaternion.
  2986. * @param {number} srcOffset1 - An offset into the second source array.
  2987. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2988. * @see {@link Quaternion#slerp}
  2989. */
  2990. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2991. let x0 = src0[ srcOffset0 + 0 ],
  2992. y0 = src0[ srcOffset0 + 1 ],
  2993. z0 = src0[ srcOffset0 + 2 ],
  2994. w0 = src0[ srcOffset0 + 3 ];
  2995. let x1 = src1[ srcOffset1 + 0 ],
  2996. y1 = src1[ srcOffset1 + 1 ],
  2997. z1 = src1[ srcOffset1 + 2 ],
  2998. w1 = src1[ srcOffset1 + 3 ];
  2999. if ( t <= 0 ) {
  3000. dst[ dstOffset + 0 ] = x0;
  3001. dst[ dstOffset + 1 ] = y0;
  3002. dst[ dstOffset + 2 ] = z0;
  3003. dst[ dstOffset + 3 ] = w0;
  3004. return;
  3005. }
  3006. if ( t >= 1 ) {
  3007. dst[ dstOffset + 0 ] = x1;
  3008. dst[ dstOffset + 1 ] = y1;
  3009. dst[ dstOffset + 2 ] = z1;
  3010. dst[ dstOffset + 3 ] = w1;
  3011. return;
  3012. }
  3013. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3014. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3015. if ( dot < 0 ) {
  3016. x1 = - x1;
  3017. y1 = - y1;
  3018. z1 = - z1;
  3019. w1 = - w1;
  3020. dot = - dot;
  3021. }
  3022. let s = 1 - t;
  3023. if ( dot < 0.9995 ) {
  3024. // slerp
  3025. const theta = Math.acos( dot );
  3026. const sin = Math.sin( theta );
  3027. s = Math.sin( s * theta ) / sin;
  3028. t = Math.sin( t * theta ) / sin;
  3029. x0 = x0 * s + x1 * t;
  3030. y0 = y0 * s + y1 * t;
  3031. z0 = z0 * s + z1 * t;
  3032. w0 = w0 * s + w1 * t;
  3033. } else {
  3034. // for small angles, lerp then normalize
  3035. x0 = x0 * s + x1 * t;
  3036. y0 = y0 * s + y1 * t;
  3037. z0 = z0 * s + z1 * t;
  3038. w0 = w0 * s + w1 * t;
  3039. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3040. x0 *= f;
  3041. y0 *= f;
  3042. z0 *= f;
  3043. w0 *= f;
  3044. }
  3045. }
  3046. dst[ dstOffset ] = x0;
  3047. dst[ dstOffset + 1 ] = y0;
  3048. dst[ dstOffset + 2 ] = z0;
  3049. dst[ dstOffset + 3 ] = w0;
  3050. }
  3051. /**
  3052. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3053. * in flat arrays.
  3054. *
  3055. * @param {Array<number>} dst - The destination array.
  3056. * @param {number} dstOffset - An offset into the destination array.
  3057. * @param {Array<number>} src0 - The source array of the first quaternion.
  3058. * @param {number} srcOffset0 - An offset into the first source array.
  3059. * @param {Array<number>} src1 - The source array of the second quaternion.
  3060. * @param {number} srcOffset1 - An offset into the second source array.
  3061. * @return {Array<number>} The destination array.
  3062. * @see {@link Quaternion#multiplyQuaternions}.
  3063. */
  3064. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3065. const x0 = src0[ srcOffset0 ];
  3066. const y0 = src0[ srcOffset0 + 1 ];
  3067. const z0 = src0[ srcOffset0 + 2 ];
  3068. const w0 = src0[ srcOffset0 + 3 ];
  3069. const x1 = src1[ srcOffset1 ];
  3070. const y1 = src1[ srcOffset1 + 1 ];
  3071. const z1 = src1[ srcOffset1 + 2 ];
  3072. const w1 = src1[ srcOffset1 + 3 ];
  3073. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3074. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3075. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3076. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3077. return dst;
  3078. }
  3079. /**
  3080. * The x value of this quaternion.
  3081. *
  3082. * @type {number}
  3083. * @default 0
  3084. */
  3085. get x() {
  3086. return this._x;
  3087. }
  3088. set x( value ) {
  3089. this._x = value;
  3090. this._onChangeCallback();
  3091. }
  3092. /**
  3093. * The y value of this quaternion.
  3094. *
  3095. * @type {number}
  3096. * @default 0
  3097. */
  3098. get y() {
  3099. return this._y;
  3100. }
  3101. set y( value ) {
  3102. this._y = value;
  3103. this._onChangeCallback();
  3104. }
  3105. /**
  3106. * The z value of this quaternion.
  3107. *
  3108. * @type {number}
  3109. * @default 0
  3110. */
  3111. get z() {
  3112. return this._z;
  3113. }
  3114. set z( value ) {
  3115. this._z = value;
  3116. this._onChangeCallback();
  3117. }
  3118. /**
  3119. * The w value of this quaternion.
  3120. *
  3121. * @type {number}
  3122. * @default 1
  3123. */
  3124. get w() {
  3125. return this._w;
  3126. }
  3127. set w( value ) {
  3128. this._w = value;
  3129. this._onChangeCallback();
  3130. }
  3131. /**
  3132. * Sets the quaternion components.
  3133. *
  3134. * @param {number} x - The x value of this quaternion.
  3135. * @param {number} y - The y value of this quaternion.
  3136. * @param {number} z - The z value of this quaternion.
  3137. * @param {number} w - The w value of this quaternion.
  3138. * @return {Quaternion} A reference to this quaternion.
  3139. */
  3140. set( x, y, z, w ) {
  3141. this._x = x;
  3142. this._y = y;
  3143. this._z = z;
  3144. this._w = w;
  3145. this._onChangeCallback();
  3146. return this;
  3147. }
  3148. /**
  3149. * Returns a new quaternion with copied values from this instance.
  3150. *
  3151. * @return {Quaternion} A clone of this instance.
  3152. */
  3153. clone() {
  3154. return new this.constructor( this._x, this._y, this._z, this._w );
  3155. }
  3156. /**
  3157. * Copies the values of the given quaternion to this instance.
  3158. *
  3159. * @param {Quaternion} quaternion - The quaternion to copy.
  3160. * @return {Quaternion} A reference to this quaternion.
  3161. */
  3162. copy( quaternion ) {
  3163. this._x = quaternion.x;
  3164. this._y = quaternion.y;
  3165. this._z = quaternion.z;
  3166. this._w = quaternion.w;
  3167. this._onChangeCallback();
  3168. return this;
  3169. }
  3170. /**
  3171. * Sets this quaternion from the rotation specified by the given
  3172. * Euler angles.
  3173. *
  3174. * @param {Euler} euler - The Euler angles.
  3175. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3176. * @return {Quaternion} A reference to this quaternion.
  3177. */
  3178. setFromEuler( euler, update = true ) {
  3179. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3180. // http://www.mathworks.com/matlabcentral/fileexchange/
  3181. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3182. // content/SpinCalc.m
  3183. const cos = Math.cos;
  3184. const sin = Math.sin;
  3185. const c1 = cos( x / 2 );
  3186. const c2 = cos( y / 2 );
  3187. const c3 = cos( z / 2 );
  3188. const s1 = sin( x / 2 );
  3189. const s2 = sin( y / 2 );
  3190. const s3 = sin( z / 2 );
  3191. switch ( order ) {
  3192. case 'XYZ':
  3193. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3194. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3195. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3196. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3197. break;
  3198. case 'YXZ':
  3199. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3200. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3201. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3202. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3203. break;
  3204. case 'ZXY':
  3205. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3206. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3207. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3208. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3209. break;
  3210. case 'ZYX':
  3211. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3212. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3213. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3214. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3215. break;
  3216. case 'YZX':
  3217. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3218. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3219. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3220. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3221. break;
  3222. case 'XZY':
  3223. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3224. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3225. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3226. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3227. break;
  3228. default:
  3229. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3230. }
  3231. if ( update === true ) this._onChangeCallback();
  3232. return this;
  3233. }
  3234. /**
  3235. * Sets this quaternion from the given axis and angle.
  3236. *
  3237. * @param {Vector3} axis - The normalized axis.
  3238. * @param {number} angle - The angle in radians.
  3239. * @return {Quaternion} A reference to this quaternion.
  3240. */
  3241. setFromAxisAngle( axis, angle ) {
  3242. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3243. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3244. this._x = axis.x * s;
  3245. this._y = axis.y * s;
  3246. this._z = axis.z * s;
  3247. this._w = Math.cos( halfAngle );
  3248. this._onChangeCallback();
  3249. return this;
  3250. }
  3251. /**
  3252. * Sets this quaternion from the given rotation matrix.
  3253. *
  3254. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3255. * @return {Quaternion} A reference to this quaternion.
  3256. */
  3257. setFromRotationMatrix( m ) {
  3258. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3259. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3260. const te = m.elements,
  3261. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3262. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3263. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3264. trace = m11 + m22 + m33;
  3265. if ( trace > 0 ) {
  3266. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3267. this._w = 0.25 / s;
  3268. this._x = ( m32 - m23 ) * s;
  3269. this._y = ( m13 - m31 ) * s;
  3270. this._z = ( m21 - m12 ) * s;
  3271. } else if ( m11 > m22 && m11 > m33 ) {
  3272. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3273. this._w = ( m32 - m23 ) / s;
  3274. this._x = 0.25 * s;
  3275. this._y = ( m12 + m21 ) / s;
  3276. this._z = ( m13 + m31 ) / s;
  3277. } else if ( m22 > m33 ) {
  3278. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3279. this._w = ( m13 - m31 ) / s;
  3280. this._x = ( m12 + m21 ) / s;
  3281. this._y = 0.25 * s;
  3282. this._z = ( m23 + m32 ) / s;
  3283. } else {
  3284. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3285. this._w = ( m21 - m12 ) / s;
  3286. this._x = ( m13 + m31 ) / s;
  3287. this._y = ( m23 + m32 ) / s;
  3288. this._z = 0.25 * s;
  3289. }
  3290. this._onChangeCallback();
  3291. return this;
  3292. }
  3293. /**
  3294. * Sets this quaternion to the rotation required to rotate the direction vector
  3295. * `vFrom` to the direction vector `vTo`.
  3296. *
  3297. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3298. * @param {Vector3} vTo - The second (normalized) direction vector.
  3299. * @return {Quaternion} A reference to this quaternion.
  3300. */
  3301. setFromUnitVectors( vFrom, vTo ) {
  3302. // assumes direction vectors vFrom and vTo are normalized
  3303. let r = vFrom.dot( vTo ) + 1;
  3304. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3305. // vFrom and vTo point in opposite directions
  3306. r = 0;
  3307. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3308. this._x = - vFrom.y;
  3309. this._y = vFrom.x;
  3310. this._z = 0;
  3311. this._w = r;
  3312. } else {
  3313. this._x = 0;
  3314. this._y = - vFrom.z;
  3315. this._z = vFrom.y;
  3316. this._w = r;
  3317. }
  3318. } else {
  3319. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3320. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3321. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3322. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3323. this._w = r;
  3324. }
  3325. return this.normalize();
  3326. }
  3327. /**
  3328. * Returns the angle between this quaternion and the given one in radians.
  3329. *
  3330. * @param {Quaternion} q - The quaternion to compute the angle with.
  3331. * @return {number} The angle in radians.
  3332. */
  3333. angleTo( q ) {
  3334. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3335. }
  3336. /**
  3337. * Rotates this quaternion by a given angular step to the given quaternion.
  3338. * The method ensures that the final quaternion will not overshoot `q`.
  3339. *
  3340. * @param {Quaternion} q - The target quaternion.
  3341. * @param {number} step - The angular step in radians.
  3342. * @return {Quaternion} A reference to this quaternion.
  3343. */
  3344. rotateTowards( q, step ) {
  3345. const angle = this.angleTo( q );
  3346. if ( angle === 0 ) return this;
  3347. const t = Math.min( 1, step / angle );
  3348. this.slerp( q, t );
  3349. return this;
  3350. }
  3351. /**
  3352. * Sets this quaternion to the identity quaternion; that is, to the
  3353. * quaternion that represents "no rotation".
  3354. *
  3355. * @return {Quaternion} A reference to this quaternion.
  3356. */
  3357. identity() {
  3358. return this.set( 0, 0, 0, 1 );
  3359. }
  3360. /**
  3361. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3362. * quaternion is assumed to have unit length.
  3363. *
  3364. * @return {Quaternion} A reference to this quaternion.
  3365. */
  3366. invert() {
  3367. return this.conjugate();
  3368. }
  3369. /**
  3370. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3371. * quaternion represents the same rotation in the opposite direction about
  3372. * the rotational axis.
  3373. *
  3374. * @return {Quaternion} A reference to this quaternion.
  3375. */
  3376. conjugate() {
  3377. this._x *= -1;
  3378. this._y *= -1;
  3379. this._z *= -1;
  3380. this._onChangeCallback();
  3381. return this;
  3382. }
  3383. /**
  3384. * Calculates the dot product of this quaternion and the given one.
  3385. *
  3386. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3387. * @return {number} The result of the dot product.
  3388. */
  3389. dot( v ) {
  3390. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3391. }
  3392. /**
  3393. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3394. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3395. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3396. * {@link Quaternion#length}.
  3397. *
  3398. * @return {number} The squared Euclidean length.
  3399. */
  3400. lengthSq() {
  3401. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3402. }
  3403. /**
  3404. * Computes the Euclidean length (straight-line length) of this quaternion,
  3405. * considered as a 4 dimensional vector.
  3406. *
  3407. * @return {number} The Euclidean length.
  3408. */
  3409. length() {
  3410. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3411. }
  3412. /**
  3413. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3414. * the same rotation as this one, but has a length equal to `1`.
  3415. *
  3416. * @return {Quaternion} A reference to this quaternion.
  3417. */
  3418. normalize() {
  3419. let l = this.length();
  3420. if ( l === 0 ) {
  3421. this._x = 0;
  3422. this._y = 0;
  3423. this._z = 0;
  3424. this._w = 1;
  3425. } else {
  3426. l = 1 / l;
  3427. this._x = this._x * l;
  3428. this._y = this._y * l;
  3429. this._z = this._z * l;
  3430. this._w = this._w * l;
  3431. }
  3432. this._onChangeCallback();
  3433. return this;
  3434. }
  3435. /**
  3436. * Multiplies this quaternion by the given one.
  3437. *
  3438. * @param {Quaternion} q - The quaternion.
  3439. * @return {Quaternion} A reference to this quaternion.
  3440. */
  3441. multiply( q ) {
  3442. return this.multiplyQuaternions( this, q );
  3443. }
  3444. /**
  3445. * Pre-multiplies this quaternion by the given one.
  3446. *
  3447. * @param {Quaternion} q - The quaternion.
  3448. * @return {Quaternion} A reference to this quaternion.
  3449. */
  3450. premultiply( q ) {
  3451. return this.multiplyQuaternions( q, this );
  3452. }
  3453. /**
  3454. * Multiplies the given quaternions and stores the result in this instance.
  3455. *
  3456. * @param {Quaternion} a - The first quaternion.
  3457. * @param {Quaternion} b - The second quaternion.
  3458. * @return {Quaternion} A reference to this quaternion.
  3459. */
  3460. multiplyQuaternions( a, b ) {
  3461. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3462. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3463. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3464. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3465. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3466. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3467. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3468. this._onChangeCallback();
  3469. return this;
  3470. }
  3471. /**
  3472. * Performs a spherical linear interpolation between quaternions.
  3473. *
  3474. * @param {Quaternion} qb - The target quaternion.
  3475. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3476. * @return {Quaternion} A reference to this quaternion.
  3477. */
  3478. slerp( qb, t ) {
  3479. if ( t <= 0 ) return this;
  3480. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3481. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3482. let dot = this.dot( qb );
  3483. if ( dot < 0 ) {
  3484. x = - x;
  3485. y = - y;
  3486. z = - z;
  3487. w = - w;
  3488. dot = - dot;
  3489. }
  3490. let s = 1 - t;
  3491. if ( dot < 0.9995 ) {
  3492. // slerp
  3493. const theta = Math.acos( dot );
  3494. const sin = Math.sin( theta );
  3495. s = Math.sin( s * theta ) / sin;
  3496. t = Math.sin( t * theta ) / sin;
  3497. this._x = this._x * s + x * t;
  3498. this._y = this._y * s + y * t;
  3499. this._z = this._z * s + z * t;
  3500. this._w = this._w * s + w * t;
  3501. this._onChangeCallback();
  3502. } else {
  3503. // for small angles, lerp then normalize
  3504. this._x = this._x * s + x * t;
  3505. this._y = this._y * s + y * t;
  3506. this._z = this._z * s + z * t;
  3507. this._w = this._w * s + w * t;
  3508. this.normalize(); // normalize calls _onChangeCallback()
  3509. }
  3510. return this;
  3511. }
  3512. /**
  3513. * Performs a spherical linear interpolation between the given quaternions
  3514. * and stores the result in this quaternion.
  3515. *
  3516. * @param {Quaternion} qa - The source quaternion.
  3517. * @param {Quaternion} qb - The target quaternion.
  3518. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3519. * @return {Quaternion} A reference to this quaternion.
  3520. */
  3521. slerpQuaternions( qa, qb, t ) {
  3522. return this.copy( qa ).slerp( qb, t );
  3523. }
  3524. /**
  3525. * Sets this quaternion to a uniformly random, normalized quaternion.
  3526. *
  3527. * @return {Quaternion} A reference to this quaternion.
  3528. */
  3529. random() {
  3530. // Ken Shoemake
  3531. // Uniform random rotations
  3532. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3533. const theta1 = 2 * Math.PI * Math.random();
  3534. const theta2 = 2 * Math.PI * Math.random();
  3535. const x0 = Math.random();
  3536. const r1 = Math.sqrt( 1 - x0 );
  3537. const r2 = Math.sqrt( x0 );
  3538. return this.set(
  3539. r1 * Math.sin( theta1 ),
  3540. r1 * Math.cos( theta1 ),
  3541. r2 * Math.sin( theta2 ),
  3542. r2 * Math.cos( theta2 ),
  3543. );
  3544. }
  3545. /**
  3546. * Returns `true` if this quaternion is equal with the given one.
  3547. *
  3548. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3549. * @return {boolean} Whether this quaternion is equal with the given one.
  3550. */
  3551. equals( quaternion ) {
  3552. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3553. }
  3554. /**
  3555. * Sets this quaternion's components from the given array.
  3556. *
  3557. * @param {Array<number>} array - An array holding the quaternion component values.
  3558. * @param {number} [offset=0] - The offset into the array.
  3559. * @return {Quaternion} A reference to this quaternion.
  3560. */
  3561. fromArray( array, offset = 0 ) {
  3562. this._x = array[ offset ];
  3563. this._y = array[ offset + 1 ];
  3564. this._z = array[ offset + 2 ];
  3565. this._w = array[ offset + 3 ];
  3566. this._onChangeCallback();
  3567. return this;
  3568. }
  3569. /**
  3570. * Writes the components of this quaternion to the given array. If no array is provided,
  3571. * the method returns a new instance.
  3572. *
  3573. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3574. * @param {number} [offset=0] - Index of the first element in the array.
  3575. * @return {Array<number>} The quaternion components.
  3576. */
  3577. toArray( array = [], offset = 0 ) {
  3578. array[ offset ] = this._x;
  3579. array[ offset + 1 ] = this._y;
  3580. array[ offset + 2 ] = this._z;
  3581. array[ offset + 3 ] = this._w;
  3582. return array;
  3583. }
  3584. /**
  3585. * Sets the components of this quaternion from the given buffer attribute.
  3586. *
  3587. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3588. * @param {number} index - The index into the attribute.
  3589. * @return {Quaternion} A reference to this quaternion.
  3590. */
  3591. fromBufferAttribute( attribute, index ) {
  3592. this._x = attribute.getX( index );
  3593. this._y = attribute.getY( index );
  3594. this._z = attribute.getZ( index );
  3595. this._w = attribute.getW( index );
  3596. this._onChangeCallback();
  3597. return this;
  3598. }
  3599. /**
  3600. * This methods defines the serialization result of this class. Returns the
  3601. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3602. *
  3603. * @return {Array<number>} The serialized quaternion.
  3604. */
  3605. toJSON() {
  3606. return this.toArray();
  3607. }
  3608. _onChange( callback ) {
  3609. this._onChangeCallback = callback;
  3610. return this;
  3611. }
  3612. _onChangeCallback() {}
  3613. *[ Symbol.iterator ]() {
  3614. yield this._x;
  3615. yield this._y;
  3616. yield this._z;
  3617. yield this._w;
  3618. }
  3619. }
  3620. /**
  3621. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3622. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3623. *
  3624. * - A point in 3D space.
  3625. * - A direction and length in 3D space. In three.js the length will
  3626. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3627. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3628. * - Any arbitrary ordered triplet of numbers.
  3629. *
  3630. * There are other things a 3D vector can be used to represent, such as
  3631. * momentum vectors and so on, however these are the most
  3632. * common uses in three.js.
  3633. *
  3634. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3635. * the corresponding order.
  3636. * ```js
  3637. * const a = new THREE.Vector3( 0, 1, 0 );
  3638. *
  3639. * //no arguments; will be initialised to (0, 0, 0)
  3640. * const b = new THREE.Vector3( );
  3641. *
  3642. * const d = a.distanceTo( b );
  3643. * ```
  3644. */
  3645. class Vector3 {
  3646. /**
  3647. * Constructs a new 3D vector.
  3648. *
  3649. * @param {number} [x=0] - The x value of this vector.
  3650. * @param {number} [y=0] - The y value of this vector.
  3651. * @param {number} [z=0] - The z value of this vector.
  3652. */
  3653. constructor( x = 0, y = 0, z = 0 ) {
  3654. /**
  3655. * This flag can be used for type testing.
  3656. *
  3657. * @type {boolean}
  3658. * @readonly
  3659. * @default true
  3660. */
  3661. Vector3.prototype.isVector3 = true;
  3662. /**
  3663. * The x value of this vector.
  3664. *
  3665. * @type {number}
  3666. */
  3667. this.x = x;
  3668. /**
  3669. * The y value of this vector.
  3670. *
  3671. * @type {number}
  3672. */
  3673. this.y = y;
  3674. /**
  3675. * The z value of this vector.
  3676. *
  3677. * @type {number}
  3678. */
  3679. this.z = z;
  3680. }
  3681. /**
  3682. * Sets the vector components.
  3683. *
  3684. * @param {number} x - The value of the x component.
  3685. * @param {number} y - The value of the y component.
  3686. * @param {number} z - The value of the z component.
  3687. * @return {Vector3} A reference to this vector.
  3688. */
  3689. set( x, y, z ) {
  3690. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3691. this.x = x;
  3692. this.y = y;
  3693. this.z = z;
  3694. return this;
  3695. }
  3696. /**
  3697. * Sets the vector components to the same value.
  3698. *
  3699. * @param {number} scalar - The value to set for all vector components.
  3700. * @return {Vector3} A reference to this vector.
  3701. */
  3702. setScalar( scalar ) {
  3703. this.x = scalar;
  3704. this.y = scalar;
  3705. this.z = scalar;
  3706. return this;
  3707. }
  3708. /**
  3709. * Sets the vector's x component to the given value
  3710. *
  3711. * @param {number} x - The value to set.
  3712. * @return {Vector3} A reference to this vector.
  3713. */
  3714. setX( x ) {
  3715. this.x = x;
  3716. return this;
  3717. }
  3718. /**
  3719. * Sets the vector's y component to the given value
  3720. *
  3721. * @param {number} y - The value to set.
  3722. * @return {Vector3} A reference to this vector.
  3723. */
  3724. setY( y ) {
  3725. this.y = y;
  3726. return this;
  3727. }
  3728. /**
  3729. * Sets the vector's z component to the given value
  3730. *
  3731. * @param {number} z - The value to set.
  3732. * @return {Vector3} A reference to this vector.
  3733. */
  3734. setZ( z ) {
  3735. this.z = z;
  3736. return this;
  3737. }
  3738. /**
  3739. * Allows to set a vector component with an index.
  3740. *
  3741. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3742. * @param {number} value - The value to set.
  3743. * @return {Vector3} A reference to this vector.
  3744. */
  3745. setComponent( index, value ) {
  3746. switch ( index ) {
  3747. case 0: this.x = value; break;
  3748. case 1: this.y = value; break;
  3749. case 2: this.z = value; break;
  3750. default: throw new Error( 'index is out of range: ' + index );
  3751. }
  3752. return this;
  3753. }
  3754. /**
  3755. * Returns the value of the vector component which matches the given index.
  3756. *
  3757. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3758. * @return {number} A vector component value.
  3759. */
  3760. getComponent( index ) {
  3761. switch ( index ) {
  3762. case 0: return this.x;
  3763. case 1: return this.y;
  3764. case 2: return this.z;
  3765. default: throw new Error( 'index is out of range: ' + index );
  3766. }
  3767. }
  3768. /**
  3769. * Returns a new vector with copied values from this instance.
  3770. *
  3771. * @return {Vector3} A clone of this instance.
  3772. */
  3773. clone() {
  3774. return new this.constructor( this.x, this.y, this.z );
  3775. }
  3776. /**
  3777. * Copies the values of the given vector to this instance.
  3778. *
  3779. * @param {Vector3} v - The vector to copy.
  3780. * @return {Vector3} A reference to this vector.
  3781. */
  3782. copy( v ) {
  3783. this.x = v.x;
  3784. this.y = v.y;
  3785. this.z = v.z;
  3786. return this;
  3787. }
  3788. /**
  3789. * Adds the given vector to this instance.
  3790. *
  3791. * @param {Vector3} v - The vector to add.
  3792. * @return {Vector3} A reference to this vector.
  3793. */
  3794. add( v ) {
  3795. this.x += v.x;
  3796. this.y += v.y;
  3797. this.z += v.z;
  3798. return this;
  3799. }
  3800. /**
  3801. * Adds the given scalar value to all components of this instance.
  3802. *
  3803. * @param {number} s - The scalar to add.
  3804. * @return {Vector3} A reference to this vector.
  3805. */
  3806. addScalar( s ) {
  3807. this.x += s;
  3808. this.y += s;
  3809. this.z += s;
  3810. return this;
  3811. }
  3812. /**
  3813. * Adds the given vectors and stores the result in this instance.
  3814. *
  3815. * @param {Vector3} a - The first vector.
  3816. * @param {Vector3} b - The second vector.
  3817. * @return {Vector3} A reference to this vector.
  3818. */
  3819. addVectors( a, b ) {
  3820. this.x = a.x + b.x;
  3821. this.y = a.y + b.y;
  3822. this.z = a.z + b.z;
  3823. return this;
  3824. }
  3825. /**
  3826. * Adds the given vector scaled by the given factor to this instance.
  3827. *
  3828. * @param {Vector3|Vector4} v - The vector.
  3829. * @param {number} s - The factor that scales `v`.
  3830. * @return {Vector3} A reference to this vector.
  3831. */
  3832. addScaledVector( v, s ) {
  3833. this.x += v.x * s;
  3834. this.y += v.y * s;
  3835. this.z += v.z * s;
  3836. return this;
  3837. }
  3838. /**
  3839. * Subtracts the given vector from this instance.
  3840. *
  3841. * @param {Vector3} v - The vector to subtract.
  3842. * @return {Vector3} A reference to this vector.
  3843. */
  3844. sub( v ) {
  3845. this.x -= v.x;
  3846. this.y -= v.y;
  3847. this.z -= v.z;
  3848. return this;
  3849. }
  3850. /**
  3851. * Subtracts the given scalar value from all components of this instance.
  3852. *
  3853. * @param {number} s - The scalar to subtract.
  3854. * @return {Vector3} A reference to this vector.
  3855. */
  3856. subScalar( s ) {
  3857. this.x -= s;
  3858. this.y -= s;
  3859. this.z -= s;
  3860. return this;
  3861. }
  3862. /**
  3863. * Subtracts the given vectors and stores the result in this instance.
  3864. *
  3865. * @param {Vector3} a - The first vector.
  3866. * @param {Vector3} b - The second vector.
  3867. * @return {Vector3} A reference to this vector.
  3868. */
  3869. subVectors( a, b ) {
  3870. this.x = a.x - b.x;
  3871. this.y = a.y - b.y;
  3872. this.z = a.z - b.z;
  3873. return this;
  3874. }
  3875. /**
  3876. * Multiplies the given vector with this instance.
  3877. *
  3878. * @param {Vector3} v - The vector to multiply.
  3879. * @return {Vector3} A reference to this vector.
  3880. */
  3881. multiply( v ) {
  3882. this.x *= v.x;
  3883. this.y *= v.y;
  3884. this.z *= v.z;
  3885. return this;
  3886. }
  3887. /**
  3888. * Multiplies the given scalar value with all components of this instance.
  3889. *
  3890. * @param {number} scalar - The scalar to multiply.
  3891. * @return {Vector3} A reference to this vector.
  3892. */
  3893. multiplyScalar( scalar ) {
  3894. this.x *= scalar;
  3895. this.y *= scalar;
  3896. this.z *= scalar;
  3897. return this;
  3898. }
  3899. /**
  3900. * Multiplies the given vectors and stores the result in this instance.
  3901. *
  3902. * @param {Vector3} a - The first vector.
  3903. * @param {Vector3} b - The second vector.
  3904. * @return {Vector3} A reference to this vector.
  3905. */
  3906. multiplyVectors( a, b ) {
  3907. this.x = a.x * b.x;
  3908. this.y = a.y * b.y;
  3909. this.z = a.z * b.z;
  3910. return this;
  3911. }
  3912. /**
  3913. * Applies the given Euler rotation to this vector.
  3914. *
  3915. * @param {Euler} euler - The Euler angles.
  3916. * @return {Vector3} A reference to this vector.
  3917. */
  3918. applyEuler( euler ) {
  3919. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3920. }
  3921. /**
  3922. * Applies a rotation specified by an axis and an angle to this vector.
  3923. *
  3924. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3925. * @param {number} angle - The angle in radians.
  3926. * @return {Vector3} A reference to this vector.
  3927. */
  3928. applyAxisAngle( axis, angle ) {
  3929. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3930. }
  3931. /**
  3932. * Multiplies this vector with the given 3x3 matrix.
  3933. *
  3934. * @param {Matrix3} m - The 3x3 matrix.
  3935. * @return {Vector3} A reference to this vector.
  3936. */
  3937. applyMatrix3( m ) {
  3938. const x = this.x, y = this.y, z = this.z;
  3939. const e = m.elements;
  3940. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3941. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3942. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3943. return this;
  3944. }
  3945. /**
  3946. * Multiplies this vector by the given normal matrix and normalizes
  3947. * the result.
  3948. *
  3949. * @param {Matrix3} m - The normal matrix.
  3950. * @return {Vector3} A reference to this vector.
  3951. */
  3952. applyNormalMatrix( m ) {
  3953. return this.applyMatrix3( m ).normalize();
  3954. }
  3955. /**
  3956. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3957. * divides by perspective.
  3958. *
  3959. * @param {Matrix4} m - The matrix to apply.
  3960. * @return {Vector3} A reference to this vector.
  3961. */
  3962. applyMatrix4( m ) {
  3963. const x = this.x, y = this.y, z = this.z;
  3964. const e = m.elements;
  3965. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3966. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3967. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3968. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3969. return this;
  3970. }
  3971. /**
  3972. * Applies the given Quaternion to this vector.
  3973. *
  3974. * @param {Quaternion} q - The Quaternion.
  3975. * @return {Vector3} A reference to this vector.
  3976. */
  3977. applyQuaternion( q ) {
  3978. // quaternion q is assumed to have unit length
  3979. const vx = this.x, vy = this.y, vz = this.z;
  3980. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3981. // t = 2 * cross( q.xyz, v );
  3982. const tx = 2 * ( qy * vz - qz * vy );
  3983. const ty = 2 * ( qz * vx - qx * vz );
  3984. const tz = 2 * ( qx * vy - qy * vx );
  3985. // v + q.w * t + cross( q.xyz, t );
  3986. this.x = vx + qw * tx + qy * tz - qz * ty;
  3987. this.y = vy + qw * ty + qz * tx - qx * tz;
  3988. this.z = vz + qw * tz + qx * ty - qy * tx;
  3989. return this;
  3990. }
  3991. /**
  3992. * Projects this vector from world space into the camera's normalized
  3993. * device coordinate (NDC) space.
  3994. *
  3995. * @param {Camera} camera - The camera.
  3996. * @return {Vector3} A reference to this vector.
  3997. */
  3998. project( camera ) {
  3999. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4000. }
  4001. /**
  4002. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4003. * space into world space.
  4004. *
  4005. * @param {Camera} camera - The camera.
  4006. * @return {Vector3} A reference to this vector.
  4007. */
  4008. unproject( camera ) {
  4009. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4010. }
  4011. /**
  4012. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4013. * subset of the given 4x4 matrix and then normalizes the result.
  4014. *
  4015. * @param {Matrix4} m - The matrix.
  4016. * @return {Vector3} A reference to this vector.
  4017. */
  4018. transformDirection( m ) {
  4019. // input: THREE.Matrix4 affine matrix
  4020. // vector interpreted as a direction
  4021. const x = this.x, y = this.y, z = this.z;
  4022. const e = m.elements;
  4023. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4024. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4025. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4026. return this.normalize();
  4027. }
  4028. /**
  4029. * Divides this instance by the given vector.
  4030. *
  4031. * @param {Vector3} v - The vector to divide.
  4032. * @return {Vector3} A reference to this vector.
  4033. */
  4034. divide( v ) {
  4035. this.x /= v.x;
  4036. this.y /= v.y;
  4037. this.z /= v.z;
  4038. return this;
  4039. }
  4040. /**
  4041. * Divides this vector by the given scalar.
  4042. *
  4043. * @param {number} scalar - The scalar to divide.
  4044. * @return {Vector3} A reference to this vector.
  4045. */
  4046. divideScalar( scalar ) {
  4047. return this.multiplyScalar( 1 / scalar );
  4048. }
  4049. /**
  4050. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4051. * value, replace that value with the corresponding min value.
  4052. *
  4053. * @param {Vector3} v - The vector.
  4054. * @return {Vector3} A reference to this vector.
  4055. */
  4056. min( v ) {
  4057. this.x = Math.min( this.x, v.x );
  4058. this.y = Math.min( this.y, v.y );
  4059. this.z = Math.min( this.z, v.z );
  4060. return this;
  4061. }
  4062. /**
  4063. * If this vector's x, y or z value is less than the given vector's x, y or z
  4064. * value, replace that value with the corresponding max value.
  4065. *
  4066. * @param {Vector3} v - The vector.
  4067. * @return {Vector3} A reference to this vector.
  4068. */
  4069. max( v ) {
  4070. this.x = Math.max( this.x, v.x );
  4071. this.y = Math.max( this.y, v.y );
  4072. this.z = Math.max( this.z, v.z );
  4073. return this;
  4074. }
  4075. /**
  4076. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4077. * value, it is replaced by the corresponding value.
  4078. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4079. * it is replaced by the corresponding value.
  4080. *
  4081. * @param {Vector3} min - The minimum x, y and z values.
  4082. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4083. * @return {Vector3} A reference to this vector.
  4084. */
  4085. clamp( min, max ) {
  4086. // assumes min < max, componentwise
  4087. this.x = clamp( this.x, min.x, max.x );
  4088. this.y = clamp( this.y, min.y, max.y );
  4089. this.z = clamp( this.z, min.z, max.z );
  4090. return this;
  4091. }
  4092. /**
  4093. * If this vector's x, y or z values are greater than the max value, they are
  4094. * replaced by the max value.
  4095. * If this vector's x, y or z values are less than the min value, they are
  4096. * replaced by the min value.
  4097. *
  4098. * @param {number} minVal - The minimum value the components will be clamped to.
  4099. * @param {number} maxVal - The maximum value the components will be clamped to.
  4100. * @return {Vector3} A reference to this vector.
  4101. */
  4102. clampScalar( minVal, maxVal ) {
  4103. this.x = clamp( this.x, minVal, maxVal );
  4104. this.y = clamp( this.y, minVal, maxVal );
  4105. this.z = clamp( this.z, minVal, maxVal );
  4106. return this;
  4107. }
  4108. /**
  4109. * If this vector's length is greater than the max value, it is replaced by
  4110. * the max value.
  4111. * If this vector's length is less than the min value, it is replaced by the
  4112. * min value.
  4113. *
  4114. * @param {number} min - The minimum value the vector length will be clamped to.
  4115. * @param {number} max - The maximum value the vector length will be clamped to.
  4116. * @return {Vector3} A reference to this vector.
  4117. */
  4118. clampLength( min, max ) {
  4119. const length = this.length();
  4120. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4121. }
  4122. /**
  4123. * The components of this vector are rounded down to the nearest integer value.
  4124. *
  4125. * @return {Vector3} A reference to this vector.
  4126. */
  4127. floor() {
  4128. this.x = Math.floor( this.x );
  4129. this.y = Math.floor( this.y );
  4130. this.z = Math.floor( this.z );
  4131. return this;
  4132. }
  4133. /**
  4134. * The components of this vector are rounded up to the nearest integer value.
  4135. *
  4136. * @return {Vector3} A reference to this vector.
  4137. */
  4138. ceil() {
  4139. this.x = Math.ceil( this.x );
  4140. this.y = Math.ceil( this.y );
  4141. this.z = Math.ceil( this.z );
  4142. return this;
  4143. }
  4144. /**
  4145. * The components of this vector are rounded to the nearest integer value
  4146. *
  4147. * @return {Vector3} A reference to this vector.
  4148. */
  4149. round() {
  4150. this.x = Math.round( this.x );
  4151. this.y = Math.round( this.y );
  4152. this.z = Math.round( this.z );
  4153. return this;
  4154. }
  4155. /**
  4156. * The components of this vector are rounded towards zero (up if negative,
  4157. * down if positive) to an integer value.
  4158. *
  4159. * @return {Vector3} A reference to this vector.
  4160. */
  4161. roundToZero() {
  4162. this.x = Math.trunc( this.x );
  4163. this.y = Math.trunc( this.y );
  4164. this.z = Math.trunc( this.z );
  4165. return this;
  4166. }
  4167. /**
  4168. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4169. *
  4170. * @return {Vector3} A reference to this vector.
  4171. */
  4172. negate() {
  4173. this.x = - this.x;
  4174. this.y = - this.y;
  4175. this.z = - this.z;
  4176. return this;
  4177. }
  4178. /**
  4179. * Calculates the dot product of the given vector with this instance.
  4180. *
  4181. * @param {Vector3} v - The vector to compute the dot product with.
  4182. * @return {number} The result of the dot product.
  4183. */
  4184. dot( v ) {
  4185. return this.x * v.x + this.y * v.y + this.z * v.z;
  4186. }
  4187. /**
  4188. * Computes the square of the Euclidean length (straight-line length) from
  4189. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4190. * compare the length squared instead as it is slightly more efficient to calculate.
  4191. *
  4192. * @return {number} The square length of this vector.
  4193. */
  4194. lengthSq() {
  4195. return this.x * this.x + this.y * this.y + this.z * this.z;
  4196. }
  4197. /**
  4198. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4199. *
  4200. * @return {number} The length of this vector.
  4201. */
  4202. length() {
  4203. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4204. }
  4205. /**
  4206. * Computes the Manhattan length of this vector.
  4207. *
  4208. * @return {number} The length of this vector.
  4209. */
  4210. manhattanLength() {
  4211. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4212. }
  4213. /**
  4214. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4215. * with the same direction as this one, but with a vector length of `1`.
  4216. *
  4217. * @return {Vector3} A reference to this vector.
  4218. */
  4219. normalize() {
  4220. return this.divideScalar( this.length() || 1 );
  4221. }
  4222. /**
  4223. * Sets this vector to a vector with the same direction as this one, but
  4224. * with the specified length.
  4225. *
  4226. * @param {number} length - The new length of this vector.
  4227. * @return {Vector3} A reference to this vector.
  4228. */
  4229. setLength( length ) {
  4230. return this.normalize().multiplyScalar( length );
  4231. }
  4232. /**
  4233. * Linearly interpolates between the given vector and this instance, where
  4234. * alpha is the percent distance along the line - alpha = 0 will be this
  4235. * vector, and alpha = 1 will be the given one.
  4236. *
  4237. * @param {Vector3} v - The vector to interpolate towards.
  4238. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4239. * @return {Vector3} A reference to this vector.
  4240. */
  4241. lerp( v, alpha ) {
  4242. this.x += ( v.x - this.x ) * alpha;
  4243. this.y += ( v.y - this.y ) * alpha;
  4244. this.z += ( v.z - this.z ) * alpha;
  4245. return this;
  4246. }
  4247. /**
  4248. * Linearly interpolates between the given vectors, where alpha is the percent
  4249. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4250. * be the second one. The result is stored in this instance.
  4251. *
  4252. * @param {Vector3} v1 - The first vector.
  4253. * @param {Vector3} v2 - The second vector.
  4254. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4255. * @return {Vector3} A reference to this vector.
  4256. */
  4257. lerpVectors( v1, v2, alpha ) {
  4258. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4259. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4260. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4261. return this;
  4262. }
  4263. /**
  4264. * Calculates the cross product of the given vector with this instance.
  4265. *
  4266. * @param {Vector3} v - The vector to compute the cross product with.
  4267. * @return {Vector3} The result of the cross product.
  4268. */
  4269. cross( v ) {
  4270. return this.crossVectors( this, v );
  4271. }
  4272. /**
  4273. * Calculates the cross product of the given vectors and stores the result
  4274. * in this instance.
  4275. *
  4276. * @param {Vector3} a - The first vector.
  4277. * @param {Vector3} b - The second vector.
  4278. * @return {Vector3} A reference to this vector.
  4279. */
  4280. crossVectors( a, b ) {
  4281. const ax = a.x, ay = a.y, az = a.z;
  4282. const bx = b.x, by = b.y, bz = b.z;
  4283. this.x = ay * bz - az * by;
  4284. this.y = az * bx - ax * bz;
  4285. this.z = ax * by - ay * bx;
  4286. return this;
  4287. }
  4288. /**
  4289. * Projects this vector onto the given one.
  4290. *
  4291. * @param {Vector3} v - The vector to project to.
  4292. * @return {Vector3} A reference to this vector.
  4293. */
  4294. projectOnVector( v ) {
  4295. const denominator = v.lengthSq();
  4296. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4297. const scalar = v.dot( this ) / denominator;
  4298. return this.copy( v ).multiplyScalar( scalar );
  4299. }
  4300. /**
  4301. * Projects this vector onto a plane by subtracting this
  4302. * vector projected onto the plane's normal from this vector.
  4303. *
  4304. * @param {Vector3} planeNormal - The plane normal.
  4305. * @return {Vector3} A reference to this vector.
  4306. */
  4307. projectOnPlane( planeNormal ) {
  4308. _vector$c.copy( this ).projectOnVector( planeNormal );
  4309. return this.sub( _vector$c );
  4310. }
  4311. /**
  4312. * Reflects this vector off a plane orthogonal to the given normal vector.
  4313. *
  4314. * @param {Vector3} normal - The (normalized) normal vector.
  4315. * @return {Vector3} A reference to this vector.
  4316. */
  4317. reflect( normal ) {
  4318. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4319. }
  4320. /**
  4321. * Returns the angle between the given vector and this instance in radians.
  4322. *
  4323. * @param {Vector3} v - The vector to compute the angle with.
  4324. * @return {number} The angle in radians.
  4325. */
  4326. angleTo( v ) {
  4327. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4328. if ( denominator === 0 ) return Math.PI / 2;
  4329. const theta = this.dot( v ) / denominator;
  4330. // clamp, to handle numerical problems
  4331. return Math.acos( clamp( theta, -1, 1 ) );
  4332. }
  4333. /**
  4334. * Computes the distance from the given vector to this instance.
  4335. *
  4336. * @param {Vector3} v - The vector to compute the distance to.
  4337. * @return {number} The distance.
  4338. */
  4339. distanceTo( v ) {
  4340. return Math.sqrt( this.distanceToSquared( v ) );
  4341. }
  4342. /**
  4343. * Computes the squared distance from the given vector to this instance.
  4344. * If you are just comparing the distance with another distance, you should compare
  4345. * the distance squared instead as it is slightly more efficient to calculate.
  4346. *
  4347. * @param {Vector3} v - The vector to compute the squared distance to.
  4348. * @return {number} The squared distance.
  4349. */
  4350. distanceToSquared( v ) {
  4351. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4352. return dx * dx + dy * dy + dz * dz;
  4353. }
  4354. /**
  4355. * Computes the Manhattan distance from the given vector to this instance.
  4356. *
  4357. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4358. * @return {number} The Manhattan distance.
  4359. */
  4360. manhattanDistanceTo( v ) {
  4361. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4362. }
  4363. /**
  4364. * Sets the vector components from the given spherical coordinates.
  4365. *
  4366. * @param {Spherical} s - The spherical coordinates.
  4367. * @return {Vector3} A reference to this vector.
  4368. */
  4369. setFromSpherical( s ) {
  4370. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4371. }
  4372. /**
  4373. * Sets the vector components from the given spherical coordinates.
  4374. *
  4375. * @param {number} radius - The radius.
  4376. * @param {number} phi - The phi angle in radians.
  4377. * @param {number} theta - The theta angle in radians.
  4378. * @return {Vector3} A reference to this vector.
  4379. */
  4380. setFromSphericalCoords( radius, phi, theta ) {
  4381. const sinPhiRadius = Math.sin( phi ) * radius;
  4382. this.x = sinPhiRadius * Math.sin( theta );
  4383. this.y = Math.cos( phi ) * radius;
  4384. this.z = sinPhiRadius * Math.cos( theta );
  4385. return this;
  4386. }
  4387. /**
  4388. * Sets the vector components from the given cylindrical coordinates.
  4389. *
  4390. * @param {Cylindrical} c - The cylindrical coordinates.
  4391. * @return {Vector3} A reference to this vector.
  4392. */
  4393. setFromCylindrical( c ) {
  4394. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4395. }
  4396. /**
  4397. * Sets the vector components from the given cylindrical coordinates.
  4398. *
  4399. * @param {number} radius - The radius.
  4400. * @param {number} theta - The theta angle in radians.
  4401. * @param {number} y - The y value.
  4402. * @return {Vector3} A reference to this vector.
  4403. */
  4404. setFromCylindricalCoords( radius, theta, y ) {
  4405. this.x = radius * Math.sin( theta );
  4406. this.y = y;
  4407. this.z = radius * Math.cos( theta );
  4408. return this;
  4409. }
  4410. /**
  4411. * Sets the vector components to the position elements of the
  4412. * given transformation matrix.
  4413. *
  4414. * @param {Matrix4} m - The 4x4 matrix.
  4415. * @return {Vector3} A reference to this vector.
  4416. */
  4417. setFromMatrixPosition( m ) {
  4418. const e = m.elements;
  4419. this.x = e[ 12 ];
  4420. this.y = e[ 13 ];
  4421. this.z = e[ 14 ];
  4422. return this;
  4423. }
  4424. /**
  4425. * Sets the vector components to the scale elements of the
  4426. * given transformation matrix.
  4427. *
  4428. * @param {Matrix4} m - The 4x4 matrix.
  4429. * @return {Vector3} A reference to this vector.
  4430. */
  4431. setFromMatrixScale( m ) {
  4432. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4433. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4434. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4435. this.x = sx;
  4436. this.y = sy;
  4437. this.z = sz;
  4438. return this;
  4439. }
  4440. /**
  4441. * Sets the vector components from the specified matrix column.
  4442. *
  4443. * @param {Matrix4} m - The 4x4 matrix.
  4444. * @param {number} index - The column index.
  4445. * @return {Vector3} A reference to this vector.
  4446. */
  4447. setFromMatrixColumn( m, index ) {
  4448. return this.fromArray( m.elements, index * 4 );
  4449. }
  4450. /**
  4451. * Sets the vector components from the specified matrix column.
  4452. *
  4453. * @param {Matrix3} m - The 3x3 matrix.
  4454. * @param {number} index - The column index.
  4455. * @return {Vector3} A reference to this vector.
  4456. */
  4457. setFromMatrix3Column( m, index ) {
  4458. return this.fromArray( m.elements, index * 3 );
  4459. }
  4460. /**
  4461. * Sets the vector components from the given Euler angles.
  4462. *
  4463. * @param {Euler} e - The Euler angles to set.
  4464. * @return {Vector3} A reference to this vector.
  4465. */
  4466. setFromEuler( e ) {
  4467. this.x = e._x;
  4468. this.y = e._y;
  4469. this.z = e._z;
  4470. return this;
  4471. }
  4472. /**
  4473. * Sets the vector components from the RGB components of the
  4474. * given color.
  4475. *
  4476. * @param {Color} c - The color to set.
  4477. * @return {Vector3} A reference to this vector.
  4478. */
  4479. setFromColor( c ) {
  4480. this.x = c.r;
  4481. this.y = c.g;
  4482. this.z = c.b;
  4483. return this;
  4484. }
  4485. /**
  4486. * Returns `true` if this vector is equal with the given one.
  4487. *
  4488. * @param {Vector3} v - The vector to test for equality.
  4489. * @return {boolean} Whether this vector is equal with the given one.
  4490. */
  4491. equals( v ) {
  4492. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4493. }
  4494. /**
  4495. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4496. * and z value to be `array[ offset + 2 ]`.
  4497. *
  4498. * @param {Array<number>} array - An array holding the vector component values.
  4499. * @param {number} [offset=0] - The offset into the array.
  4500. * @return {Vector3} A reference to this vector.
  4501. */
  4502. fromArray( array, offset = 0 ) {
  4503. this.x = array[ offset ];
  4504. this.y = array[ offset + 1 ];
  4505. this.z = array[ offset + 2 ];
  4506. return this;
  4507. }
  4508. /**
  4509. * Writes the components of this vector to the given array. If no array is provided,
  4510. * the method returns a new instance.
  4511. *
  4512. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4513. * @param {number} [offset=0] - Index of the first element in the array.
  4514. * @return {Array<number>} The vector components.
  4515. */
  4516. toArray( array = [], offset = 0 ) {
  4517. array[ offset ] = this.x;
  4518. array[ offset + 1 ] = this.y;
  4519. array[ offset + 2 ] = this.z;
  4520. return array;
  4521. }
  4522. /**
  4523. * Sets the components of this vector from the given buffer attribute.
  4524. *
  4525. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4526. * @param {number} index - The index into the attribute.
  4527. * @return {Vector3} A reference to this vector.
  4528. */
  4529. fromBufferAttribute( attribute, index ) {
  4530. this.x = attribute.getX( index );
  4531. this.y = attribute.getY( index );
  4532. this.z = attribute.getZ( index );
  4533. return this;
  4534. }
  4535. /**
  4536. * Sets each component of this vector to a pseudo-random value between `0` and
  4537. * `1`, excluding `1`.
  4538. *
  4539. * @return {Vector3} A reference to this vector.
  4540. */
  4541. random() {
  4542. this.x = Math.random();
  4543. this.y = Math.random();
  4544. this.z = Math.random();
  4545. return this;
  4546. }
  4547. /**
  4548. * Sets this vector to a uniformly random point on a unit sphere.
  4549. *
  4550. * @return {Vector3} A reference to this vector.
  4551. */
  4552. randomDirection() {
  4553. // https://mathworld.wolfram.com/SpherePointPicking.html
  4554. const theta = Math.random() * Math.PI * 2;
  4555. const u = Math.random() * 2 - 1;
  4556. const c = Math.sqrt( 1 - u * u );
  4557. this.x = c * Math.cos( theta );
  4558. this.y = u;
  4559. this.z = c * Math.sin( theta );
  4560. return this;
  4561. }
  4562. *[ Symbol.iterator ]() {
  4563. yield this.x;
  4564. yield this.y;
  4565. yield this.z;
  4566. }
  4567. }
  4568. const _vector$c = /*@__PURE__*/ new Vector3();
  4569. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4570. /**
  4571. * Represents a 3x3 matrix.
  4572. *
  4573. * A Note on Row-Major and Column-Major Ordering:
  4574. *
  4575. * The constructor and {@link Matrix3#set} method take arguments in
  4576. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4577. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4578. * This means that calling:
  4579. * ```js
  4580. * const m = new THREE.Matrix();
  4581. * m.set( 11, 12, 13,
  4582. * 21, 22, 23,
  4583. * 31, 32, 33 );
  4584. * ```
  4585. * will result in the elements array containing:
  4586. * ```js
  4587. * m.elements = [ 11, 21, 31,
  4588. * 12, 22, 32,
  4589. * 13, 23, 33 ];
  4590. * ```
  4591. * and internally all calculations are performed using column-major ordering.
  4592. * However, as the actual ordering makes no difference mathematically and
  4593. * most people are used to thinking about matrices in row-major order, the
  4594. * three.js documentation shows matrices in row-major order. Just bear in
  4595. * mind that if you are reading the source code, you'll have to take the
  4596. * transpose of any matrices outlined here to make sense of the calculations.
  4597. */
  4598. class Matrix3 {
  4599. /**
  4600. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4601. * in row-major order. If no arguments are provided, the constructor
  4602. * initializes the matrix as an identity matrix.
  4603. *
  4604. * @param {number} [n11] - 1-1 matrix element.
  4605. * @param {number} [n12] - 1-2 matrix element.
  4606. * @param {number} [n13] - 1-3 matrix element.
  4607. * @param {number} [n21] - 2-1 matrix element.
  4608. * @param {number} [n22] - 2-2 matrix element.
  4609. * @param {number} [n23] - 2-3 matrix element.
  4610. * @param {number} [n31] - 3-1 matrix element.
  4611. * @param {number} [n32] - 3-2 matrix element.
  4612. * @param {number} [n33] - 3-3 matrix element.
  4613. */
  4614. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4615. /**
  4616. * This flag can be used for type testing.
  4617. *
  4618. * @type {boolean}
  4619. * @readonly
  4620. * @default true
  4621. */
  4622. Matrix3.prototype.isMatrix3 = true;
  4623. /**
  4624. * A column-major list of matrix values.
  4625. *
  4626. * @type {Array<number>}
  4627. */
  4628. this.elements = [
  4629. 1, 0, 0,
  4630. 0, 1, 0,
  4631. 0, 0, 1
  4632. ];
  4633. if ( n11 !== undefined ) {
  4634. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4635. }
  4636. }
  4637. /**
  4638. * Sets the elements of the matrix.The arguments are supposed to be
  4639. * in row-major order.
  4640. *
  4641. * @param {number} [n11] - 1-1 matrix element.
  4642. * @param {number} [n12] - 1-2 matrix element.
  4643. * @param {number} [n13] - 1-3 matrix element.
  4644. * @param {number} [n21] - 2-1 matrix element.
  4645. * @param {number} [n22] - 2-2 matrix element.
  4646. * @param {number} [n23] - 2-3 matrix element.
  4647. * @param {number} [n31] - 3-1 matrix element.
  4648. * @param {number} [n32] - 3-2 matrix element.
  4649. * @param {number} [n33] - 3-3 matrix element.
  4650. * @return {Matrix3} A reference to this matrix.
  4651. */
  4652. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4653. const te = this.elements;
  4654. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4655. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4656. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4657. return this;
  4658. }
  4659. /**
  4660. * Sets this matrix to the 3x3 identity matrix.
  4661. *
  4662. * @return {Matrix3} A reference to this matrix.
  4663. */
  4664. identity() {
  4665. this.set(
  4666. 1, 0, 0,
  4667. 0, 1, 0,
  4668. 0, 0, 1
  4669. );
  4670. return this;
  4671. }
  4672. /**
  4673. * Copies the values of the given matrix to this instance.
  4674. *
  4675. * @param {Matrix3} m - The matrix to copy.
  4676. * @return {Matrix3} A reference to this matrix.
  4677. */
  4678. copy( m ) {
  4679. const te = this.elements;
  4680. const me = m.elements;
  4681. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4682. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4683. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4684. return this;
  4685. }
  4686. /**
  4687. * Extracts the basis of this matrix into the three axis vectors provided.
  4688. *
  4689. * @param {Vector3} xAxis - The basis's x axis.
  4690. * @param {Vector3} yAxis - The basis's y axis.
  4691. * @param {Vector3} zAxis - The basis's z axis.
  4692. * @return {Matrix3} A reference to this matrix.
  4693. */
  4694. extractBasis( xAxis, yAxis, zAxis ) {
  4695. xAxis.setFromMatrix3Column( this, 0 );
  4696. yAxis.setFromMatrix3Column( this, 1 );
  4697. zAxis.setFromMatrix3Column( this, 2 );
  4698. return this;
  4699. }
  4700. /**
  4701. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4702. *
  4703. * @param {Matrix4} m - The 4x4 matrix.
  4704. * @return {Matrix3} A reference to this matrix.
  4705. */
  4706. setFromMatrix4( m ) {
  4707. const me = m.elements;
  4708. this.set(
  4709. me[ 0 ], me[ 4 ], me[ 8 ],
  4710. me[ 1 ], me[ 5 ], me[ 9 ],
  4711. me[ 2 ], me[ 6 ], me[ 10 ]
  4712. );
  4713. return this;
  4714. }
  4715. /**
  4716. * Post-multiplies this matrix by the given 3x3 matrix.
  4717. *
  4718. * @param {Matrix3} m - The matrix to multiply with.
  4719. * @return {Matrix3} A reference to this matrix.
  4720. */
  4721. multiply( m ) {
  4722. return this.multiplyMatrices( this, m );
  4723. }
  4724. /**
  4725. * Pre-multiplies this matrix by the given 3x3 matrix.
  4726. *
  4727. * @param {Matrix3} m - The matrix to multiply with.
  4728. * @return {Matrix3} A reference to this matrix.
  4729. */
  4730. premultiply( m ) {
  4731. return this.multiplyMatrices( m, this );
  4732. }
  4733. /**
  4734. * Multiples the given 3x3 matrices and stores the result
  4735. * in this matrix.
  4736. *
  4737. * @param {Matrix3} a - The first matrix.
  4738. * @param {Matrix3} b - The second matrix.
  4739. * @return {Matrix3} A reference to this matrix.
  4740. */
  4741. multiplyMatrices( a, b ) {
  4742. const ae = a.elements;
  4743. const be = b.elements;
  4744. const te = this.elements;
  4745. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4746. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4747. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4748. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4749. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4750. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4751. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4752. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4753. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4754. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4755. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4756. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4757. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4758. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4759. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4760. return this;
  4761. }
  4762. /**
  4763. * Multiplies every component of the matrix by the given scalar.
  4764. *
  4765. * @param {number} s - The scalar.
  4766. * @return {Matrix3} A reference to this matrix.
  4767. */
  4768. multiplyScalar( s ) {
  4769. const te = this.elements;
  4770. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4771. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4772. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4773. return this;
  4774. }
  4775. /**
  4776. * Computes and returns the determinant of this matrix.
  4777. *
  4778. * @return {number} The determinant.
  4779. */
  4780. determinant() {
  4781. const te = this.elements;
  4782. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4783. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4784. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4785. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4786. }
  4787. /**
  4788. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4789. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4790. * a zero matrix instead.
  4791. *
  4792. * @return {Matrix3} A reference to this matrix.
  4793. */
  4794. invert() {
  4795. const te = this.elements,
  4796. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4797. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4798. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4799. t11 = n33 * n22 - n32 * n23,
  4800. t12 = n32 * n13 - n33 * n12,
  4801. t13 = n23 * n12 - n22 * n13,
  4802. det = n11 * t11 + n21 * t12 + n31 * t13;
  4803. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4804. const detInv = 1 / det;
  4805. te[ 0 ] = t11 * detInv;
  4806. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4807. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4808. te[ 3 ] = t12 * detInv;
  4809. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4810. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4811. te[ 6 ] = t13 * detInv;
  4812. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4813. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4814. return this;
  4815. }
  4816. /**
  4817. * Transposes this matrix in place.
  4818. *
  4819. * @return {Matrix3} A reference to this matrix.
  4820. */
  4821. transpose() {
  4822. let tmp;
  4823. const m = this.elements;
  4824. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4825. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4826. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4827. return this;
  4828. }
  4829. /**
  4830. * Computes the normal matrix which is the inverse transpose of the upper
  4831. * left 3x3 portion of the given 4x4 matrix.
  4832. *
  4833. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4834. * @return {Matrix3} A reference to this matrix.
  4835. */
  4836. getNormalMatrix( matrix4 ) {
  4837. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4838. }
  4839. /**
  4840. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4841. *
  4842. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4843. * @return {Matrix3} A reference to this matrix.
  4844. */
  4845. transposeIntoArray( r ) {
  4846. const m = this.elements;
  4847. r[ 0 ] = m[ 0 ];
  4848. r[ 1 ] = m[ 3 ];
  4849. r[ 2 ] = m[ 6 ];
  4850. r[ 3 ] = m[ 1 ];
  4851. r[ 4 ] = m[ 4 ];
  4852. r[ 5 ] = m[ 7 ];
  4853. r[ 6 ] = m[ 2 ];
  4854. r[ 7 ] = m[ 5 ];
  4855. r[ 8 ] = m[ 8 ];
  4856. return this;
  4857. }
  4858. /**
  4859. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4860. *
  4861. * @param {number} tx - Offset x.
  4862. * @param {number} ty - Offset y.
  4863. * @param {number} sx - Repeat x.
  4864. * @param {number} sy - Repeat y.
  4865. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4866. * @param {number} cx - Center x of rotation.
  4867. * @param {number} cy - Center y of rotation
  4868. * @return {Matrix3} A reference to this matrix.
  4869. */
  4870. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4871. const c = Math.cos( rotation );
  4872. const s = Math.sin( rotation );
  4873. this.set(
  4874. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4875. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4876. 0, 0, 1
  4877. );
  4878. return this;
  4879. }
  4880. /**
  4881. * Scales this matrix with the given scalar values.
  4882. *
  4883. * @param {number} sx - The amount to scale in the X axis.
  4884. * @param {number} sy - The amount to scale in the Y axis.
  4885. * @return {Matrix3} A reference to this matrix.
  4886. */
  4887. scale( sx, sy ) {
  4888. this.premultiply( _m3.makeScale( sx, sy ) );
  4889. return this;
  4890. }
  4891. /**
  4892. * Rotates this matrix by the given angle.
  4893. *
  4894. * @param {number} theta - The rotation in radians.
  4895. * @return {Matrix3} A reference to this matrix.
  4896. */
  4897. rotate( theta ) {
  4898. this.premultiply( _m3.makeRotation( - theta ) );
  4899. return this;
  4900. }
  4901. /**
  4902. * Translates this matrix by the given scalar values.
  4903. *
  4904. * @param {number} tx - The amount to translate in the X axis.
  4905. * @param {number} ty - The amount to translate in the Y axis.
  4906. * @return {Matrix3} A reference to this matrix.
  4907. */
  4908. translate( tx, ty ) {
  4909. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4910. return this;
  4911. }
  4912. // for 2D Transforms
  4913. /**
  4914. * Sets this matrix as a 2D translation transform.
  4915. *
  4916. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4917. * @param {number} y - The amount to translate in the Y axis.
  4918. * @return {Matrix3} A reference to this matrix.
  4919. */
  4920. makeTranslation( x, y ) {
  4921. if ( x.isVector2 ) {
  4922. this.set(
  4923. 1, 0, x.x,
  4924. 0, 1, x.y,
  4925. 0, 0, 1
  4926. );
  4927. } else {
  4928. this.set(
  4929. 1, 0, x,
  4930. 0, 1, y,
  4931. 0, 0, 1
  4932. );
  4933. }
  4934. return this;
  4935. }
  4936. /**
  4937. * Sets this matrix as a 2D rotational transformation.
  4938. *
  4939. * @param {number} theta - The rotation in radians.
  4940. * @return {Matrix3} A reference to this matrix.
  4941. */
  4942. makeRotation( theta ) {
  4943. // counterclockwise
  4944. const c = Math.cos( theta );
  4945. const s = Math.sin( theta );
  4946. this.set(
  4947. c, - s, 0,
  4948. s, c, 0,
  4949. 0, 0, 1
  4950. );
  4951. return this;
  4952. }
  4953. /**
  4954. * Sets this matrix as a 2D scale transform.
  4955. *
  4956. * @param {number} x - The amount to scale in the X axis.
  4957. * @param {number} y - The amount to scale in the Y axis.
  4958. * @return {Matrix3} A reference to this matrix.
  4959. */
  4960. makeScale( x, y ) {
  4961. this.set(
  4962. x, 0, 0,
  4963. 0, y, 0,
  4964. 0, 0, 1
  4965. );
  4966. return this;
  4967. }
  4968. /**
  4969. * Returns `true` if this matrix is equal with the given one.
  4970. *
  4971. * @param {Matrix3} matrix - The matrix to test for equality.
  4972. * @return {boolean} Whether this matrix is equal with the given one.
  4973. */
  4974. equals( matrix ) {
  4975. const te = this.elements;
  4976. const me = matrix.elements;
  4977. for ( let i = 0; i < 9; i ++ ) {
  4978. if ( te[ i ] !== me[ i ] ) return false;
  4979. }
  4980. return true;
  4981. }
  4982. /**
  4983. * Sets the elements of the matrix from the given array.
  4984. *
  4985. * @param {Array<number>} array - The matrix elements in column-major order.
  4986. * @param {number} [offset=0] - Index of the first element in the array.
  4987. * @return {Matrix3} A reference to this matrix.
  4988. */
  4989. fromArray( array, offset = 0 ) {
  4990. for ( let i = 0; i < 9; i ++ ) {
  4991. this.elements[ i ] = array[ i + offset ];
  4992. }
  4993. return this;
  4994. }
  4995. /**
  4996. * Writes the elements of this matrix to the given array. If no array is provided,
  4997. * the method returns a new instance.
  4998. *
  4999. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5000. * @param {number} [offset=0] - Index of the first element in the array.
  5001. * @return {Array<number>} The matrix elements in column-major order.
  5002. */
  5003. toArray( array = [], offset = 0 ) {
  5004. const te = this.elements;
  5005. array[ offset ] = te[ 0 ];
  5006. array[ offset + 1 ] = te[ 1 ];
  5007. array[ offset + 2 ] = te[ 2 ];
  5008. array[ offset + 3 ] = te[ 3 ];
  5009. array[ offset + 4 ] = te[ 4 ];
  5010. array[ offset + 5 ] = te[ 5 ];
  5011. array[ offset + 6 ] = te[ 6 ];
  5012. array[ offset + 7 ] = te[ 7 ];
  5013. array[ offset + 8 ] = te[ 8 ];
  5014. return array;
  5015. }
  5016. /**
  5017. * Returns a matrix with copied values from this instance.
  5018. *
  5019. * @return {Matrix3} A clone of this instance.
  5020. */
  5021. clone() {
  5022. return new this.constructor().fromArray( this.elements );
  5023. }
  5024. }
  5025. const _m3 = /*@__PURE__*/ new Matrix3();
  5026. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5027. 0.4123908, 0.3575843, 0.1804808,
  5028. 0.2126390, 0.7151687, 0.0721923,
  5029. 0.0193308, 0.1191948, 0.9505322
  5030. );
  5031. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5032. 3.2409699, -1.5373832, -0.4986108,
  5033. -0.9692436, 1.8759675, 0.0415551,
  5034. 0.0556301, -0.203977, 1.0569715
  5035. );
  5036. function createColorManagement() {
  5037. const ColorManagement = {
  5038. enabled: true,
  5039. workingColorSpace: LinearSRGBColorSpace,
  5040. /**
  5041. * Implementations of supported color spaces.
  5042. *
  5043. * Required:
  5044. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5045. * - whitePoint: reference white [ x y ]
  5046. * - transfer: transfer function (pre-defined)
  5047. * - toXYZ: Matrix3 RGB to XYZ transform
  5048. * - fromXYZ: Matrix3 XYZ to RGB transform
  5049. * - luminanceCoefficients: RGB luminance coefficients
  5050. *
  5051. * Optional:
  5052. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5053. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5054. *
  5055. * Reference:
  5056. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5057. */
  5058. spaces: {},
  5059. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5060. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5061. return color;
  5062. }
  5063. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5064. color.r = SRGBToLinear( color.r );
  5065. color.g = SRGBToLinear( color.g );
  5066. color.b = SRGBToLinear( color.b );
  5067. }
  5068. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5069. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5070. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5071. }
  5072. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5073. color.r = LinearToSRGB( color.r );
  5074. color.g = LinearToSRGB( color.g );
  5075. color.b = LinearToSRGB( color.b );
  5076. }
  5077. return color;
  5078. },
  5079. workingToColorSpace: function ( color, targetColorSpace ) {
  5080. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5081. },
  5082. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5083. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5084. },
  5085. getPrimaries: function ( colorSpace ) {
  5086. return this.spaces[ colorSpace ].primaries;
  5087. },
  5088. getTransfer: function ( colorSpace ) {
  5089. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5090. return this.spaces[ colorSpace ].transfer;
  5091. },
  5092. getToneMappingMode: function ( colorSpace ) {
  5093. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5094. },
  5095. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5096. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5097. },
  5098. define: function ( colorSpaces ) {
  5099. Object.assign( this.spaces, colorSpaces );
  5100. },
  5101. // Internal APIs
  5102. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5103. return targetMatrix
  5104. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5105. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5106. },
  5107. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5108. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5109. },
  5110. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5111. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5112. },
  5113. // Deprecated
  5114. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5115. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5116. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5117. },
  5118. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5119. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5120. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5121. },
  5122. };
  5123. /******************************************************************************
  5124. * sRGB definitions
  5125. */
  5126. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5127. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5128. const D65 = [ 0.3127, 0.3290 ];
  5129. ColorManagement.define( {
  5130. [ LinearSRGBColorSpace ]: {
  5131. primaries: REC709_PRIMARIES,
  5132. whitePoint: D65,
  5133. transfer: LinearTransfer,
  5134. toXYZ: LINEAR_REC709_TO_XYZ,
  5135. fromXYZ: XYZ_TO_LINEAR_REC709,
  5136. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5137. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5138. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5139. },
  5140. [ SRGBColorSpace ]: {
  5141. primaries: REC709_PRIMARIES,
  5142. whitePoint: D65,
  5143. transfer: SRGBTransfer,
  5144. toXYZ: LINEAR_REC709_TO_XYZ,
  5145. fromXYZ: XYZ_TO_LINEAR_REC709,
  5146. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5147. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5148. },
  5149. } );
  5150. return ColorManagement;
  5151. }
  5152. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5153. function SRGBToLinear( c ) {
  5154. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5155. }
  5156. function LinearToSRGB( c ) {
  5157. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5158. }
  5159. let _canvas;
  5160. /**
  5161. * A class containing utility functions for images.
  5162. *
  5163. * @hideconstructor
  5164. */
  5165. class ImageUtils {
  5166. /**
  5167. * Returns a data URI containing a representation of the given image.
  5168. *
  5169. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5170. * @param {string} [type='image/png'] - Indicates the image format.
  5171. * @return {string} The data URI.
  5172. */
  5173. static getDataURL( image, type = 'image/png' ) {
  5174. if ( /^data:/i.test( image.src ) ) {
  5175. return image.src;
  5176. }
  5177. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5178. return image.src;
  5179. }
  5180. let canvas;
  5181. if ( image instanceof HTMLCanvasElement ) {
  5182. canvas = image;
  5183. } else {
  5184. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5185. _canvas.width = image.width;
  5186. _canvas.height = image.height;
  5187. const context = _canvas.getContext( '2d' );
  5188. if ( image instanceof ImageData ) {
  5189. context.putImageData( image, 0, 0 );
  5190. } else {
  5191. context.drawImage( image, 0, 0, image.width, image.height );
  5192. }
  5193. canvas = _canvas;
  5194. }
  5195. return canvas.toDataURL( type );
  5196. }
  5197. /**
  5198. * Converts the given sRGB image data to linear color space.
  5199. *
  5200. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5201. * @return {HTMLCanvasElement|Object} The converted image.
  5202. */
  5203. static sRGBToLinear( image ) {
  5204. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5205. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5206. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5207. const canvas = createElementNS( 'canvas' );
  5208. canvas.width = image.width;
  5209. canvas.height = image.height;
  5210. const context = canvas.getContext( '2d' );
  5211. context.drawImage( image, 0, 0, image.width, image.height );
  5212. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5213. const data = imageData.data;
  5214. for ( let i = 0; i < data.length; i ++ ) {
  5215. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5216. }
  5217. context.putImageData( imageData, 0, 0 );
  5218. return canvas;
  5219. } else if ( image.data ) {
  5220. const data = image.data.slice( 0 );
  5221. for ( let i = 0; i < data.length; i ++ ) {
  5222. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5223. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5224. } else {
  5225. // assuming float
  5226. data[ i ] = SRGBToLinear( data[ i ] );
  5227. }
  5228. }
  5229. return {
  5230. data: data,
  5231. width: image.width,
  5232. height: image.height
  5233. };
  5234. } else {
  5235. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5236. return image;
  5237. }
  5238. }
  5239. }
  5240. let _sourceId = 0;
  5241. /**
  5242. * Represents the data source of a texture.
  5243. *
  5244. * The main purpose of this class is to decouple the data definition from the texture
  5245. * definition so the same data can be used with multiple texture instances.
  5246. */
  5247. class Source {
  5248. /**
  5249. * Constructs a new video texture.
  5250. *
  5251. * @param {any} [data=null] - The data definition of a texture.
  5252. */
  5253. constructor( data = null ) {
  5254. /**
  5255. * This flag can be used for type testing.
  5256. *
  5257. * @type {boolean}
  5258. * @readonly
  5259. * @default true
  5260. */
  5261. this.isSource = true;
  5262. /**
  5263. * The ID of the source.
  5264. *
  5265. * @name Source#id
  5266. * @type {number}
  5267. * @readonly
  5268. */
  5269. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5270. /**
  5271. * The UUID of the source.
  5272. *
  5273. * @type {string}
  5274. * @readonly
  5275. */
  5276. this.uuid = generateUUID();
  5277. /**
  5278. * The data definition of a texture.
  5279. *
  5280. * @type {any}
  5281. */
  5282. this.data = data;
  5283. /**
  5284. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5285. * provides more control on how texture data should be processed. When `dataReady` is set
  5286. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5287. * the data into the GPU memory.
  5288. *
  5289. * @type {boolean}
  5290. * @default true
  5291. */
  5292. this.dataReady = true;
  5293. /**
  5294. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5295. *
  5296. * @type {number}
  5297. * @readonly
  5298. * @default 0
  5299. */
  5300. this.version = 0;
  5301. }
  5302. /**
  5303. * Returns the dimensions of the source into the given target vector.
  5304. *
  5305. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5306. * @return {(Vector2|Vector3)} The dimensions of the source.
  5307. */
  5308. getSize( target ) {
  5309. const data = this.data;
  5310. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5311. target.set( data.videoWidth, data.videoHeight, 0 );
  5312. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5313. target.set( data.displayHeight, data.displayWidth, 0 );
  5314. } else if ( data !== null ) {
  5315. target.set( data.width, data.height, data.depth || 0 );
  5316. } else {
  5317. target.set( 0, 0, 0 );
  5318. }
  5319. return target;
  5320. }
  5321. /**
  5322. * When the property is set to `true`, the engine allocates the memory
  5323. * for the texture (if necessary) and triggers the actual texture upload
  5324. * to the GPU next time the source is used.
  5325. *
  5326. * @type {boolean}
  5327. * @default false
  5328. * @param {boolean} value
  5329. */
  5330. set needsUpdate( value ) {
  5331. if ( value === true ) this.version ++;
  5332. }
  5333. /**
  5334. * Serializes the source into JSON.
  5335. *
  5336. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5337. * @return {Object} A JSON object representing the serialized source.
  5338. * @see {@link ObjectLoader#parse}
  5339. */
  5340. toJSON( meta ) {
  5341. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5342. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5343. return meta.images[ this.uuid ];
  5344. }
  5345. const output = {
  5346. uuid: this.uuid,
  5347. url: ''
  5348. };
  5349. const data = this.data;
  5350. if ( data !== null ) {
  5351. let url;
  5352. if ( Array.isArray( data ) ) {
  5353. // cube texture
  5354. url = [];
  5355. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5356. if ( data[ i ].isDataTexture ) {
  5357. url.push( serializeImage( data[ i ].image ) );
  5358. } else {
  5359. url.push( serializeImage( data[ i ] ) );
  5360. }
  5361. }
  5362. } else {
  5363. // texture
  5364. url = serializeImage( data );
  5365. }
  5366. output.url = url;
  5367. }
  5368. if ( ! isRootObject ) {
  5369. meta.images[ this.uuid ] = output;
  5370. }
  5371. return output;
  5372. }
  5373. }
  5374. function serializeImage( image ) {
  5375. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5376. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5377. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5378. // default images
  5379. return ImageUtils.getDataURL( image );
  5380. } else {
  5381. if ( image.data ) {
  5382. // images of DataTexture
  5383. return {
  5384. data: Array.from( image.data ),
  5385. width: image.width,
  5386. height: image.height,
  5387. type: image.data.constructor.name
  5388. };
  5389. } else {
  5390. warn( 'Texture: Unable to serialize Texture.' );
  5391. return {};
  5392. }
  5393. }
  5394. }
  5395. let _textureId = 0;
  5396. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5397. /**
  5398. * Base class for all textures.
  5399. *
  5400. * Note: After the initial use of a texture, its dimensions, format, and type
  5401. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5402. *
  5403. * @augments EventDispatcher
  5404. */
  5405. class Texture extends EventDispatcher {
  5406. /**
  5407. * Constructs a new texture.
  5408. *
  5409. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5410. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5411. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5412. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5413. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5414. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5415. * @param {number} [format=RGBAFormat] - The texture format.
  5416. * @param {number} [type=UnsignedByteType] - The texture type.
  5417. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5418. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5419. */
  5420. 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 ) {
  5421. super();
  5422. /**
  5423. * This flag can be used for type testing.
  5424. *
  5425. * @type {boolean}
  5426. * @readonly
  5427. * @default true
  5428. */
  5429. this.isTexture = true;
  5430. /**
  5431. * The ID of the texture.
  5432. *
  5433. * @name Texture#id
  5434. * @type {number}
  5435. * @readonly
  5436. */
  5437. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5438. /**
  5439. * The UUID of the material.
  5440. *
  5441. * @type {string}
  5442. * @readonly
  5443. */
  5444. this.uuid = generateUUID();
  5445. /**
  5446. * The name of the material.
  5447. *
  5448. * @type {string}
  5449. */
  5450. this.name = '';
  5451. /**
  5452. * The data definition of a texture. A reference to the data source can be
  5453. * shared across textures. This is often useful in context of spritesheets
  5454. * where multiple textures render the same data but with different texture
  5455. * transformations.
  5456. *
  5457. * @type {Source}
  5458. */
  5459. this.source = new Source( image );
  5460. /**
  5461. * An array holding user-defined mipmaps.
  5462. *
  5463. * @type {Array<Object>}
  5464. */
  5465. this.mipmaps = [];
  5466. /**
  5467. * How the texture is applied to the object. The value `UVMapping`
  5468. * is the default, where texture or uv coordinates are used to apply the map.
  5469. *
  5470. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5471. * @default UVMapping
  5472. */
  5473. this.mapping = mapping;
  5474. /**
  5475. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5476. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5477. *
  5478. * @type {number}
  5479. * @default 0
  5480. */
  5481. this.channel = 0;
  5482. /**
  5483. * This defines how the texture is wrapped horizontally and corresponds to
  5484. * *U* in UV mapping.
  5485. *
  5486. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5487. * @default ClampToEdgeWrapping
  5488. */
  5489. this.wrapS = wrapS;
  5490. /**
  5491. * This defines how the texture is wrapped horizontally and corresponds to
  5492. * *V* in UV mapping.
  5493. *
  5494. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5495. * @default ClampToEdgeWrapping
  5496. */
  5497. this.wrapT = wrapT;
  5498. /**
  5499. * How the texture is sampled when a texel covers more than one pixel.
  5500. *
  5501. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5502. * @default LinearFilter
  5503. */
  5504. this.magFilter = magFilter;
  5505. /**
  5506. * How the texture is sampled when a texel covers less than one pixel.
  5507. *
  5508. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5509. * @default LinearMipmapLinearFilter
  5510. */
  5511. this.minFilter = minFilter;
  5512. /**
  5513. * The number of samples taken along the axis through the pixel that has the
  5514. * highest density of texels. By default, this value is `1`. A higher value
  5515. * gives a less blurry result than a basic mipmap, at the cost of more
  5516. * texture samples being used.
  5517. *
  5518. * @type {number}
  5519. * @default Texture.DEFAULT_ANISOTROPY
  5520. */
  5521. this.anisotropy = anisotropy;
  5522. /**
  5523. * The format of the texture.
  5524. *
  5525. * @type {number}
  5526. * @default RGBAFormat
  5527. */
  5528. this.format = format;
  5529. /**
  5530. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5531. * defines how the texture data is going to be stored on the GPU.
  5532. *
  5533. * This property allows to overwrite the default format.
  5534. *
  5535. * @type {?string}
  5536. * @default null
  5537. */
  5538. this.internalFormat = null;
  5539. /**
  5540. * The data type of the texture.
  5541. *
  5542. * @type {number}
  5543. * @default UnsignedByteType
  5544. */
  5545. this.type = type;
  5546. /**
  5547. * How much a single repetition of the texture is offset from the beginning,
  5548. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5549. *
  5550. * @type {Vector2}
  5551. * @default (0,0)
  5552. */
  5553. this.offset = new Vector2( 0, 0 );
  5554. /**
  5555. * How many times the texture is repeated across the surface, in each
  5556. * direction U and V. If repeat is set greater than `1` in either direction,
  5557. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5558. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5559. *
  5560. * @type {Vector2}
  5561. * @default (1,1)
  5562. */
  5563. this.repeat = new Vector2( 1, 1 );
  5564. /**
  5565. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5566. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5567. *
  5568. * @type {Vector2}
  5569. * @default (0,0)
  5570. */
  5571. this.center = new Vector2( 0, 0 );
  5572. /**
  5573. * How much the texture is rotated around the center point, in radians.
  5574. * Positive values are counter-clockwise.
  5575. *
  5576. * @type {number}
  5577. * @default 0
  5578. */
  5579. this.rotation = 0;
  5580. /**
  5581. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5582. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5583. * {@link Texture#rotation}, and {@link Texture#center}.
  5584. *
  5585. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5586. *
  5587. * @type {boolean}
  5588. * @default true
  5589. */
  5590. this.matrixAutoUpdate = true;
  5591. /**
  5592. * The uv-transformation matrix of the texture.
  5593. *
  5594. * @type {Matrix3}
  5595. */
  5596. this.matrix = new Matrix3();
  5597. /**
  5598. * Whether to generate mipmaps (if possible) for a texture.
  5599. *
  5600. * Set this to `false` if you are creating mipmaps manually.
  5601. *
  5602. * @type {boolean}
  5603. * @default true
  5604. */
  5605. this.generateMipmaps = true;
  5606. /**
  5607. * If set to `true`, the alpha channel, if present, is multiplied into the
  5608. * color channels when the texture is uploaded to the GPU.
  5609. *
  5610. * Note that this property has no effect when using `ImageBitmap`. You need to
  5611. * configure premultiply alpha on bitmap creation instead.
  5612. *
  5613. * @type {boolean}
  5614. * @default false
  5615. */
  5616. this.premultiplyAlpha = false;
  5617. /**
  5618. * If set to `true`, the texture is flipped along the vertical axis when
  5619. * uploaded to the GPU.
  5620. *
  5621. * Note that this property has no effect when using `ImageBitmap`. You need to
  5622. * configure the flip on bitmap creation instead.
  5623. *
  5624. * @type {boolean}
  5625. * @default true
  5626. */
  5627. this.flipY = true;
  5628. /**
  5629. * Specifies the alignment requirements for the start of each pixel row in memory.
  5630. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5631. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5632. *
  5633. * @type {number}
  5634. * @default 4
  5635. */
  5636. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5637. /**
  5638. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5639. *
  5640. * @type {string}
  5641. * @default NoColorSpace
  5642. */
  5643. this.colorSpace = colorSpace;
  5644. /**
  5645. * An object that can be used to store custom data about the texture. It
  5646. * should not hold references to functions as these will not be cloned.
  5647. *
  5648. * @type {Object}
  5649. */
  5650. this.userData = {};
  5651. /**
  5652. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5653. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5654. *
  5655. * @type {Array<Object>}
  5656. */
  5657. this.updateRanges = [];
  5658. /**
  5659. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5660. *
  5661. * @type {number}
  5662. * @readonly
  5663. * @default 0
  5664. */
  5665. this.version = 0;
  5666. /**
  5667. * A callback function, called when the texture is updated (e.g., when
  5668. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5669. *
  5670. * @type {?Function}
  5671. * @default null
  5672. */
  5673. this.onUpdate = null;
  5674. /**
  5675. * An optional back reference to the textures render target.
  5676. *
  5677. * @type {?(RenderTarget|WebGLRenderTarget)}
  5678. * @default null
  5679. */
  5680. this.renderTarget = null;
  5681. /**
  5682. * Indicates whether a texture belongs to a render target or not.
  5683. *
  5684. * @type {boolean}
  5685. * @readonly
  5686. * @default false
  5687. */
  5688. this.isRenderTargetTexture = false;
  5689. /**
  5690. * Indicates if a texture should be handled like a texture array.
  5691. *
  5692. * @type {boolean}
  5693. * @readonly
  5694. * @default false
  5695. */
  5696. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5697. /**
  5698. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5699. * (only relevant for render target textures).
  5700. *
  5701. * @type {number}
  5702. * @readonly
  5703. * @default 0
  5704. */
  5705. this.pmremVersion = 0;
  5706. }
  5707. /**
  5708. * The width of the texture in pixels.
  5709. */
  5710. get width() {
  5711. return this.source.getSize( _tempVec3 ).x;
  5712. }
  5713. /**
  5714. * The height of the texture in pixels.
  5715. */
  5716. get height() {
  5717. return this.source.getSize( _tempVec3 ).y;
  5718. }
  5719. /**
  5720. * The depth of the texture in pixels.
  5721. */
  5722. get depth() {
  5723. return this.source.getSize( _tempVec3 ).z;
  5724. }
  5725. /**
  5726. * The image object holding the texture data.
  5727. *
  5728. * @type {?Object}
  5729. */
  5730. get image() {
  5731. return this.source.data;
  5732. }
  5733. set image( value = null ) {
  5734. this.source.data = value;
  5735. }
  5736. /**
  5737. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5738. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5739. */
  5740. updateMatrix() {
  5741. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5742. }
  5743. /**
  5744. * Adds a range of data in the data texture to be updated on the GPU.
  5745. *
  5746. * @param {number} start - Position at which to start update.
  5747. * @param {number} count - The number of components to update.
  5748. */
  5749. addUpdateRange( start, count ) {
  5750. this.updateRanges.push( { start, count } );
  5751. }
  5752. /**
  5753. * Clears the update ranges.
  5754. */
  5755. clearUpdateRanges() {
  5756. this.updateRanges.length = 0;
  5757. }
  5758. /**
  5759. * Returns a new texture with copied values from this instance.
  5760. *
  5761. * @return {Texture} A clone of this instance.
  5762. */
  5763. clone() {
  5764. return new this.constructor().copy( this );
  5765. }
  5766. /**
  5767. * Copies the values of the given texture to this instance.
  5768. *
  5769. * @param {Texture} source - The texture to copy.
  5770. * @return {Texture} A reference to this instance.
  5771. */
  5772. copy( source ) {
  5773. this.name = source.name;
  5774. this.source = source.source;
  5775. this.mipmaps = source.mipmaps.slice( 0 );
  5776. this.mapping = source.mapping;
  5777. this.channel = source.channel;
  5778. this.wrapS = source.wrapS;
  5779. this.wrapT = source.wrapT;
  5780. this.magFilter = source.magFilter;
  5781. this.minFilter = source.minFilter;
  5782. this.anisotropy = source.anisotropy;
  5783. this.format = source.format;
  5784. this.internalFormat = source.internalFormat;
  5785. this.type = source.type;
  5786. this.offset.copy( source.offset );
  5787. this.repeat.copy( source.repeat );
  5788. this.center.copy( source.center );
  5789. this.rotation = source.rotation;
  5790. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5791. this.matrix.copy( source.matrix );
  5792. this.generateMipmaps = source.generateMipmaps;
  5793. this.premultiplyAlpha = source.premultiplyAlpha;
  5794. this.flipY = source.flipY;
  5795. this.unpackAlignment = source.unpackAlignment;
  5796. this.colorSpace = source.colorSpace;
  5797. this.renderTarget = source.renderTarget;
  5798. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5799. this.isArrayTexture = source.isArrayTexture;
  5800. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5801. this.needsUpdate = true;
  5802. return this;
  5803. }
  5804. /**
  5805. * Sets this texture's properties based on `values`.
  5806. * @param {Object} values - A container with texture parameters.
  5807. */
  5808. setValues( values ) {
  5809. for ( const key in values ) {
  5810. const newValue = values[ key ];
  5811. if ( newValue === undefined ) {
  5812. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5813. continue;
  5814. }
  5815. const currentValue = this[ key ];
  5816. if ( currentValue === undefined ) {
  5817. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5818. continue;
  5819. }
  5820. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5821. currentValue.copy( newValue );
  5822. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5823. currentValue.copy( newValue );
  5824. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5825. currentValue.copy( newValue );
  5826. } else {
  5827. this[ key ] = newValue;
  5828. }
  5829. }
  5830. }
  5831. /**
  5832. * Serializes the texture into JSON.
  5833. *
  5834. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5835. * @return {Object} A JSON object representing the serialized texture.
  5836. * @see {@link ObjectLoader#parse}
  5837. */
  5838. toJSON( meta ) {
  5839. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5840. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5841. return meta.textures[ this.uuid ];
  5842. }
  5843. const output = {
  5844. metadata: {
  5845. version: 4.7,
  5846. type: 'Texture',
  5847. generator: 'Texture.toJSON'
  5848. },
  5849. uuid: this.uuid,
  5850. name: this.name,
  5851. image: this.source.toJSON( meta ).uuid,
  5852. mapping: this.mapping,
  5853. channel: this.channel,
  5854. repeat: [ this.repeat.x, this.repeat.y ],
  5855. offset: [ this.offset.x, this.offset.y ],
  5856. center: [ this.center.x, this.center.y ],
  5857. rotation: this.rotation,
  5858. wrap: [ this.wrapS, this.wrapT ],
  5859. format: this.format,
  5860. internalFormat: this.internalFormat,
  5861. type: this.type,
  5862. colorSpace: this.colorSpace,
  5863. minFilter: this.minFilter,
  5864. magFilter: this.magFilter,
  5865. anisotropy: this.anisotropy,
  5866. flipY: this.flipY,
  5867. generateMipmaps: this.generateMipmaps,
  5868. premultiplyAlpha: this.premultiplyAlpha,
  5869. unpackAlignment: this.unpackAlignment
  5870. };
  5871. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5872. if ( ! isRootObject ) {
  5873. meta.textures[ this.uuid ] = output;
  5874. }
  5875. return output;
  5876. }
  5877. /**
  5878. * Frees the GPU-related resources allocated by this instance. Call this
  5879. * method whenever this instance is no longer used in your app.
  5880. *
  5881. * @fires Texture#dispose
  5882. */
  5883. dispose() {
  5884. /**
  5885. * Fires when the texture has been disposed of.
  5886. *
  5887. * @event Texture#dispose
  5888. * @type {Object}
  5889. */
  5890. this.dispatchEvent( { type: 'dispose' } );
  5891. }
  5892. /**
  5893. * Transforms the given uv vector with the textures uv transformation matrix.
  5894. *
  5895. * @param {Vector2} uv - The uv vector.
  5896. * @return {Vector2} The transformed uv vector.
  5897. */
  5898. transformUv( uv ) {
  5899. if ( this.mapping !== UVMapping ) return uv;
  5900. uv.applyMatrix3( this.matrix );
  5901. if ( uv.x < 0 || uv.x > 1 ) {
  5902. switch ( this.wrapS ) {
  5903. case RepeatWrapping:
  5904. uv.x = uv.x - Math.floor( uv.x );
  5905. break;
  5906. case ClampToEdgeWrapping:
  5907. uv.x = uv.x < 0 ? 0 : 1;
  5908. break;
  5909. case MirroredRepeatWrapping:
  5910. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5911. uv.x = Math.ceil( uv.x ) - uv.x;
  5912. } else {
  5913. uv.x = uv.x - Math.floor( uv.x );
  5914. }
  5915. break;
  5916. }
  5917. }
  5918. if ( uv.y < 0 || uv.y > 1 ) {
  5919. switch ( this.wrapT ) {
  5920. case RepeatWrapping:
  5921. uv.y = uv.y - Math.floor( uv.y );
  5922. break;
  5923. case ClampToEdgeWrapping:
  5924. uv.y = uv.y < 0 ? 0 : 1;
  5925. break;
  5926. case MirroredRepeatWrapping:
  5927. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5928. uv.y = Math.ceil( uv.y ) - uv.y;
  5929. } else {
  5930. uv.y = uv.y - Math.floor( uv.y );
  5931. }
  5932. break;
  5933. }
  5934. }
  5935. if ( this.flipY ) {
  5936. uv.y = 1 - uv.y;
  5937. }
  5938. return uv;
  5939. }
  5940. /**
  5941. * Setting this property to `true` indicates the engine the texture
  5942. * must be updated in the next render. This triggers a texture upload
  5943. * to the GPU and ensures correct texture parameter configuration.
  5944. *
  5945. * @type {boolean}
  5946. * @default false
  5947. * @param {boolean} value
  5948. */
  5949. set needsUpdate( value ) {
  5950. if ( value === true ) {
  5951. this.version ++;
  5952. this.source.needsUpdate = true;
  5953. }
  5954. }
  5955. /**
  5956. * Setting this property to `true` indicates the engine the PMREM
  5957. * must be regenerated.
  5958. *
  5959. * @type {boolean}
  5960. * @default false
  5961. * @param {boolean} value
  5962. */
  5963. set needsPMREMUpdate( value ) {
  5964. if ( value === true ) {
  5965. this.pmremVersion ++;
  5966. }
  5967. }
  5968. }
  5969. /**
  5970. * The default image for all textures.
  5971. *
  5972. * @static
  5973. * @type {?Image}
  5974. * @default null
  5975. */
  5976. Texture.DEFAULT_IMAGE = null;
  5977. /**
  5978. * The default mapping for all textures.
  5979. *
  5980. * @static
  5981. * @type {number}
  5982. * @default UVMapping
  5983. */
  5984. Texture.DEFAULT_MAPPING = UVMapping;
  5985. /**
  5986. * The default anisotropy value for all textures.
  5987. *
  5988. * @static
  5989. * @type {number}
  5990. * @default 1
  5991. */
  5992. Texture.DEFAULT_ANISOTROPY = 1;
  5993. /**
  5994. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5995. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5996. *
  5997. * - A point in 4D space.
  5998. * - A direction and length in 4D space. In three.js the length will
  5999. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6000. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6001. * - Any arbitrary ordered quadruplet of numbers.
  6002. *
  6003. * There are other things a 4D vector can be used to represent, however these
  6004. * are the most common uses in *three.js*.
  6005. *
  6006. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6007. * the corresponding order.
  6008. * ```js
  6009. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6010. *
  6011. * //no arguments; will be initialised to (0, 0, 0, 1)
  6012. * const b = new THREE.Vector4( );
  6013. *
  6014. * const d = a.dot( b );
  6015. * ```
  6016. */
  6017. class Vector4 {
  6018. /**
  6019. * Constructs a new 4D vector.
  6020. *
  6021. * @param {number} [x=0] - The x value of this vector.
  6022. * @param {number} [y=0] - The y value of this vector.
  6023. * @param {number} [z=0] - The z value of this vector.
  6024. * @param {number} [w=1] - The w value of this vector.
  6025. */
  6026. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6027. /**
  6028. * This flag can be used for type testing.
  6029. *
  6030. * @type {boolean}
  6031. * @readonly
  6032. * @default true
  6033. */
  6034. Vector4.prototype.isVector4 = true;
  6035. /**
  6036. * The x value of this vector.
  6037. *
  6038. * @type {number}
  6039. */
  6040. this.x = x;
  6041. /**
  6042. * The y value of this vector.
  6043. *
  6044. * @type {number}
  6045. */
  6046. this.y = y;
  6047. /**
  6048. * The z value of this vector.
  6049. *
  6050. * @type {number}
  6051. */
  6052. this.z = z;
  6053. /**
  6054. * The w value of this vector.
  6055. *
  6056. * @type {number}
  6057. */
  6058. this.w = w;
  6059. }
  6060. /**
  6061. * Alias for {@link Vector4#z}.
  6062. *
  6063. * @type {number}
  6064. */
  6065. get width() {
  6066. return this.z;
  6067. }
  6068. set width( value ) {
  6069. this.z = value;
  6070. }
  6071. /**
  6072. * Alias for {@link Vector4#w}.
  6073. *
  6074. * @type {number}
  6075. */
  6076. get height() {
  6077. return this.w;
  6078. }
  6079. set height( value ) {
  6080. this.w = value;
  6081. }
  6082. /**
  6083. * Sets the vector components.
  6084. *
  6085. * @param {number} x - The value of the x component.
  6086. * @param {number} y - The value of the y component.
  6087. * @param {number} z - The value of the z component.
  6088. * @param {number} w - The value of the w component.
  6089. * @return {Vector4} A reference to this vector.
  6090. */
  6091. set( x, y, z, w ) {
  6092. this.x = x;
  6093. this.y = y;
  6094. this.z = z;
  6095. this.w = w;
  6096. return this;
  6097. }
  6098. /**
  6099. * Sets the vector components to the same value.
  6100. *
  6101. * @param {number} scalar - The value to set for all vector components.
  6102. * @return {Vector4} A reference to this vector.
  6103. */
  6104. setScalar( scalar ) {
  6105. this.x = scalar;
  6106. this.y = scalar;
  6107. this.z = scalar;
  6108. this.w = scalar;
  6109. return this;
  6110. }
  6111. /**
  6112. * Sets the vector's x component to the given value
  6113. *
  6114. * @param {number} x - The value to set.
  6115. * @return {Vector4} A reference to this vector.
  6116. */
  6117. setX( x ) {
  6118. this.x = x;
  6119. return this;
  6120. }
  6121. /**
  6122. * Sets the vector's y component to the given value
  6123. *
  6124. * @param {number} y - The value to set.
  6125. * @return {Vector4} A reference to this vector.
  6126. */
  6127. setY( y ) {
  6128. this.y = y;
  6129. return this;
  6130. }
  6131. /**
  6132. * Sets the vector's z component to the given value
  6133. *
  6134. * @param {number} z - The value to set.
  6135. * @return {Vector4} A reference to this vector.
  6136. */
  6137. setZ( z ) {
  6138. this.z = z;
  6139. return this;
  6140. }
  6141. /**
  6142. * Sets the vector's w component to the given value
  6143. *
  6144. * @param {number} w - The value to set.
  6145. * @return {Vector4} A reference to this vector.
  6146. */
  6147. setW( w ) {
  6148. this.w = w;
  6149. return this;
  6150. }
  6151. /**
  6152. * Allows to set a vector component with an index.
  6153. *
  6154. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6155. * `2` equals to z, `3` equals to w.
  6156. * @param {number} value - The value to set.
  6157. * @return {Vector4} A reference to this vector.
  6158. */
  6159. setComponent( index, value ) {
  6160. switch ( index ) {
  6161. case 0: this.x = value; break;
  6162. case 1: this.y = value; break;
  6163. case 2: this.z = value; break;
  6164. case 3: this.w = value; break;
  6165. default: throw new Error( 'index is out of range: ' + index );
  6166. }
  6167. return this;
  6168. }
  6169. /**
  6170. * Returns the value of the vector component which matches the given index.
  6171. *
  6172. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6173. * `2` equals to z, `3` equals to w.
  6174. * @return {number} A vector component value.
  6175. */
  6176. getComponent( index ) {
  6177. switch ( index ) {
  6178. case 0: return this.x;
  6179. case 1: return this.y;
  6180. case 2: return this.z;
  6181. case 3: return this.w;
  6182. default: throw new Error( 'index is out of range: ' + index );
  6183. }
  6184. }
  6185. /**
  6186. * Returns a new vector with copied values from this instance.
  6187. *
  6188. * @return {Vector4} A clone of this instance.
  6189. */
  6190. clone() {
  6191. return new this.constructor( this.x, this.y, this.z, this.w );
  6192. }
  6193. /**
  6194. * Copies the values of the given vector to this instance.
  6195. *
  6196. * @param {Vector3|Vector4} v - The vector to copy.
  6197. * @return {Vector4} A reference to this vector.
  6198. */
  6199. copy( v ) {
  6200. this.x = v.x;
  6201. this.y = v.y;
  6202. this.z = v.z;
  6203. this.w = ( v.w !== undefined ) ? v.w : 1;
  6204. return this;
  6205. }
  6206. /**
  6207. * Adds the given vector to this instance.
  6208. *
  6209. * @param {Vector4} v - The vector to add.
  6210. * @return {Vector4} A reference to this vector.
  6211. */
  6212. add( v ) {
  6213. this.x += v.x;
  6214. this.y += v.y;
  6215. this.z += v.z;
  6216. this.w += v.w;
  6217. return this;
  6218. }
  6219. /**
  6220. * Adds the given scalar value to all components of this instance.
  6221. *
  6222. * @param {number} s - The scalar to add.
  6223. * @return {Vector4} A reference to this vector.
  6224. */
  6225. addScalar( s ) {
  6226. this.x += s;
  6227. this.y += s;
  6228. this.z += s;
  6229. this.w += s;
  6230. return this;
  6231. }
  6232. /**
  6233. * Adds the given vectors and stores the result in this instance.
  6234. *
  6235. * @param {Vector4} a - The first vector.
  6236. * @param {Vector4} b - The second vector.
  6237. * @return {Vector4} A reference to this vector.
  6238. */
  6239. addVectors( a, b ) {
  6240. this.x = a.x + b.x;
  6241. this.y = a.y + b.y;
  6242. this.z = a.z + b.z;
  6243. this.w = a.w + b.w;
  6244. return this;
  6245. }
  6246. /**
  6247. * Adds the given vector scaled by the given factor to this instance.
  6248. *
  6249. * @param {Vector4} v - The vector.
  6250. * @param {number} s - The factor that scales `v`.
  6251. * @return {Vector4} A reference to this vector.
  6252. */
  6253. addScaledVector( v, s ) {
  6254. this.x += v.x * s;
  6255. this.y += v.y * s;
  6256. this.z += v.z * s;
  6257. this.w += v.w * s;
  6258. return this;
  6259. }
  6260. /**
  6261. * Subtracts the given vector from this instance.
  6262. *
  6263. * @param {Vector4} v - The vector to subtract.
  6264. * @return {Vector4} A reference to this vector.
  6265. */
  6266. sub( v ) {
  6267. this.x -= v.x;
  6268. this.y -= v.y;
  6269. this.z -= v.z;
  6270. this.w -= v.w;
  6271. return this;
  6272. }
  6273. /**
  6274. * Subtracts the given scalar value from all components of this instance.
  6275. *
  6276. * @param {number} s - The scalar to subtract.
  6277. * @return {Vector4} A reference to this vector.
  6278. */
  6279. subScalar( s ) {
  6280. this.x -= s;
  6281. this.y -= s;
  6282. this.z -= s;
  6283. this.w -= s;
  6284. return this;
  6285. }
  6286. /**
  6287. * Subtracts the given vectors and stores the result in this instance.
  6288. *
  6289. * @param {Vector4} a - The first vector.
  6290. * @param {Vector4} b - The second vector.
  6291. * @return {Vector4} A reference to this vector.
  6292. */
  6293. subVectors( a, b ) {
  6294. this.x = a.x - b.x;
  6295. this.y = a.y - b.y;
  6296. this.z = a.z - b.z;
  6297. this.w = a.w - b.w;
  6298. return this;
  6299. }
  6300. /**
  6301. * Multiplies the given vector with this instance.
  6302. *
  6303. * @param {Vector4} v - The vector to multiply.
  6304. * @return {Vector4} A reference to this vector.
  6305. */
  6306. multiply( v ) {
  6307. this.x *= v.x;
  6308. this.y *= v.y;
  6309. this.z *= v.z;
  6310. this.w *= v.w;
  6311. return this;
  6312. }
  6313. /**
  6314. * Multiplies the given scalar value with all components of this instance.
  6315. *
  6316. * @param {number} scalar - The scalar to multiply.
  6317. * @return {Vector4} A reference to this vector.
  6318. */
  6319. multiplyScalar( scalar ) {
  6320. this.x *= scalar;
  6321. this.y *= scalar;
  6322. this.z *= scalar;
  6323. this.w *= scalar;
  6324. return this;
  6325. }
  6326. /**
  6327. * Multiplies this vector with the given 4x4 matrix.
  6328. *
  6329. * @param {Matrix4} m - The 4x4 matrix.
  6330. * @return {Vector4} A reference to this vector.
  6331. */
  6332. applyMatrix4( m ) {
  6333. const x = this.x, y = this.y, z = this.z, w = this.w;
  6334. const e = m.elements;
  6335. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6336. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6337. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6338. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6339. return this;
  6340. }
  6341. /**
  6342. * Divides this instance by the given vector.
  6343. *
  6344. * @param {Vector4} v - The vector to divide.
  6345. * @return {Vector4} A reference to this vector.
  6346. */
  6347. divide( v ) {
  6348. this.x /= v.x;
  6349. this.y /= v.y;
  6350. this.z /= v.z;
  6351. this.w /= v.w;
  6352. return this;
  6353. }
  6354. /**
  6355. * Divides this vector by the given scalar.
  6356. *
  6357. * @param {number} scalar - The scalar to divide.
  6358. * @return {Vector4} A reference to this vector.
  6359. */
  6360. divideScalar( scalar ) {
  6361. return this.multiplyScalar( 1 / scalar );
  6362. }
  6363. /**
  6364. * Sets the x, y and z components of this
  6365. * vector to the quaternion's axis and w to the angle.
  6366. *
  6367. * @param {Quaternion} q - The Quaternion to set.
  6368. * @return {Vector4} A reference to this vector.
  6369. */
  6370. setAxisAngleFromQuaternion( q ) {
  6371. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6372. // q is assumed to be normalized
  6373. this.w = 2 * Math.acos( q.w );
  6374. const s = Math.sqrt( 1 - q.w * q.w );
  6375. if ( s < 0.0001 ) {
  6376. this.x = 1;
  6377. this.y = 0;
  6378. this.z = 0;
  6379. } else {
  6380. this.x = q.x / s;
  6381. this.y = q.y / s;
  6382. this.z = q.z / s;
  6383. }
  6384. return this;
  6385. }
  6386. /**
  6387. * Sets the x, y and z components of this
  6388. * vector to the axis of rotation and w to the angle.
  6389. *
  6390. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6391. * @return {Vector4} A reference to this vector.
  6392. */
  6393. setAxisAngleFromRotationMatrix( m ) {
  6394. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6395. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6396. let angle, x, y, z; // variables for result
  6397. const epsilon = 0.01, // margin to allow for rounding errors
  6398. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6399. te = m.elements,
  6400. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6401. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6402. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6403. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6404. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6405. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6406. // singularity found
  6407. // first check for identity matrix which must have +1 for all terms
  6408. // in leading diagonal and zero in other terms
  6409. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6410. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6411. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6412. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6413. // this singularity is identity matrix so angle = 0
  6414. this.set( 1, 0, 0, 0 );
  6415. return this; // zero angle, arbitrary axis
  6416. }
  6417. // otherwise this singularity is angle = 180
  6418. angle = Math.PI;
  6419. const xx = ( m11 + 1 ) / 2;
  6420. const yy = ( m22 + 1 ) / 2;
  6421. const zz = ( m33 + 1 ) / 2;
  6422. const xy = ( m12 + m21 ) / 4;
  6423. const xz = ( m13 + m31 ) / 4;
  6424. const yz = ( m23 + m32 ) / 4;
  6425. if ( ( xx > yy ) && ( xx > zz ) ) {
  6426. // m11 is the largest diagonal term
  6427. if ( xx < epsilon ) {
  6428. x = 0;
  6429. y = 0.707106781;
  6430. z = 0.707106781;
  6431. } else {
  6432. x = Math.sqrt( xx );
  6433. y = xy / x;
  6434. z = xz / x;
  6435. }
  6436. } else if ( yy > zz ) {
  6437. // m22 is the largest diagonal term
  6438. if ( yy < epsilon ) {
  6439. x = 0.707106781;
  6440. y = 0;
  6441. z = 0.707106781;
  6442. } else {
  6443. y = Math.sqrt( yy );
  6444. x = xy / y;
  6445. z = yz / y;
  6446. }
  6447. } else {
  6448. // m33 is the largest diagonal term so base result on this
  6449. if ( zz < epsilon ) {
  6450. x = 0.707106781;
  6451. y = 0.707106781;
  6452. z = 0;
  6453. } else {
  6454. z = Math.sqrt( zz );
  6455. x = xz / z;
  6456. y = yz / z;
  6457. }
  6458. }
  6459. this.set( x, y, z, angle );
  6460. return this; // return 180 deg rotation
  6461. }
  6462. // as we have reached here there are no singularities so we can handle normally
  6463. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6464. ( m13 - m31 ) * ( m13 - m31 ) +
  6465. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6466. if ( Math.abs( s ) < 0.001 ) s = 1;
  6467. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6468. // caught by singularity test above, but I've left it in just in case
  6469. this.x = ( m32 - m23 ) / s;
  6470. this.y = ( m13 - m31 ) / s;
  6471. this.z = ( m21 - m12 ) / s;
  6472. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6473. return this;
  6474. }
  6475. /**
  6476. * Sets the vector components to the position elements of the
  6477. * given transformation matrix.
  6478. *
  6479. * @param {Matrix4} m - The 4x4 matrix.
  6480. * @return {Vector4} A reference to this vector.
  6481. */
  6482. setFromMatrixPosition( m ) {
  6483. const e = m.elements;
  6484. this.x = e[ 12 ];
  6485. this.y = e[ 13 ];
  6486. this.z = e[ 14 ];
  6487. this.w = e[ 15 ];
  6488. return this;
  6489. }
  6490. /**
  6491. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6492. * value, replace that value with the corresponding min value.
  6493. *
  6494. * @param {Vector4} v - The vector.
  6495. * @return {Vector4} A reference to this vector.
  6496. */
  6497. min( v ) {
  6498. this.x = Math.min( this.x, v.x );
  6499. this.y = Math.min( this.y, v.y );
  6500. this.z = Math.min( this.z, v.z );
  6501. this.w = Math.min( this.w, v.w );
  6502. return this;
  6503. }
  6504. /**
  6505. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6506. * value, replace that value with the corresponding max value.
  6507. *
  6508. * @param {Vector4} v - The vector.
  6509. * @return {Vector4} A reference to this vector.
  6510. */
  6511. max( v ) {
  6512. this.x = Math.max( this.x, v.x );
  6513. this.y = Math.max( this.y, v.y );
  6514. this.z = Math.max( this.z, v.z );
  6515. this.w = Math.max( this.w, v.w );
  6516. return this;
  6517. }
  6518. /**
  6519. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6520. * value, it is replaced by the corresponding value.
  6521. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6522. * it is replaced by the corresponding value.
  6523. *
  6524. * @param {Vector4} min - The minimum x, y and z values.
  6525. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6526. * @return {Vector4} A reference to this vector.
  6527. */
  6528. clamp( min, max ) {
  6529. // assumes min < max, componentwise
  6530. this.x = clamp( this.x, min.x, max.x );
  6531. this.y = clamp( this.y, min.y, max.y );
  6532. this.z = clamp( this.z, min.z, max.z );
  6533. this.w = clamp( this.w, min.w, max.w );
  6534. return this;
  6535. }
  6536. /**
  6537. * If this vector's x, y, z or w values are greater than the max value, they are
  6538. * replaced by the max value.
  6539. * If this vector's x, y, z or w values are less than the min value, they are
  6540. * replaced by the min value.
  6541. *
  6542. * @param {number} minVal - The minimum value the components will be clamped to.
  6543. * @param {number} maxVal - The maximum value the components will be clamped to.
  6544. * @return {Vector4} A reference to this vector.
  6545. */
  6546. clampScalar( minVal, maxVal ) {
  6547. this.x = clamp( this.x, minVal, maxVal );
  6548. this.y = clamp( this.y, minVal, maxVal );
  6549. this.z = clamp( this.z, minVal, maxVal );
  6550. this.w = clamp( this.w, minVal, maxVal );
  6551. return this;
  6552. }
  6553. /**
  6554. * If this vector's length is greater than the max value, it is replaced by
  6555. * the max value.
  6556. * If this vector's length is less than the min value, it is replaced by the
  6557. * min value.
  6558. *
  6559. * @param {number} min - The minimum value the vector length will be clamped to.
  6560. * @param {number} max - The maximum value the vector length will be clamped to.
  6561. * @return {Vector4} A reference to this vector.
  6562. */
  6563. clampLength( min, max ) {
  6564. const length = this.length();
  6565. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6566. }
  6567. /**
  6568. * The components of this vector are rounded down to the nearest integer value.
  6569. *
  6570. * @return {Vector4} A reference to this vector.
  6571. */
  6572. floor() {
  6573. this.x = Math.floor( this.x );
  6574. this.y = Math.floor( this.y );
  6575. this.z = Math.floor( this.z );
  6576. this.w = Math.floor( this.w );
  6577. return this;
  6578. }
  6579. /**
  6580. * The components of this vector are rounded up to the nearest integer value.
  6581. *
  6582. * @return {Vector4} A reference to this vector.
  6583. */
  6584. ceil() {
  6585. this.x = Math.ceil( this.x );
  6586. this.y = Math.ceil( this.y );
  6587. this.z = Math.ceil( this.z );
  6588. this.w = Math.ceil( this.w );
  6589. return this;
  6590. }
  6591. /**
  6592. * The components of this vector are rounded to the nearest integer value
  6593. *
  6594. * @return {Vector4} A reference to this vector.
  6595. */
  6596. round() {
  6597. this.x = Math.round( this.x );
  6598. this.y = Math.round( this.y );
  6599. this.z = Math.round( this.z );
  6600. this.w = Math.round( this.w );
  6601. return this;
  6602. }
  6603. /**
  6604. * The components of this vector are rounded towards zero (up if negative,
  6605. * down if positive) to an integer value.
  6606. *
  6607. * @return {Vector4} A reference to this vector.
  6608. */
  6609. roundToZero() {
  6610. this.x = Math.trunc( this.x );
  6611. this.y = Math.trunc( this.y );
  6612. this.z = Math.trunc( this.z );
  6613. this.w = Math.trunc( this.w );
  6614. return this;
  6615. }
  6616. /**
  6617. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6618. *
  6619. * @return {Vector4} A reference to this vector.
  6620. */
  6621. negate() {
  6622. this.x = - this.x;
  6623. this.y = - this.y;
  6624. this.z = - this.z;
  6625. this.w = - this.w;
  6626. return this;
  6627. }
  6628. /**
  6629. * Calculates the dot product of the given vector with this instance.
  6630. *
  6631. * @param {Vector4} v - The vector to compute the dot product with.
  6632. * @return {number} The result of the dot product.
  6633. */
  6634. dot( v ) {
  6635. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6636. }
  6637. /**
  6638. * Computes the square of the Euclidean length (straight-line length) from
  6639. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6640. * compare the length squared instead as it is slightly more efficient to calculate.
  6641. *
  6642. * @return {number} The square length of this vector.
  6643. */
  6644. lengthSq() {
  6645. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6646. }
  6647. /**
  6648. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6649. *
  6650. * @return {number} The length of this vector.
  6651. */
  6652. length() {
  6653. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6654. }
  6655. /**
  6656. * Computes the Manhattan length of this vector.
  6657. *
  6658. * @return {number} The length of this vector.
  6659. */
  6660. manhattanLength() {
  6661. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6662. }
  6663. /**
  6664. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6665. * with the same direction as this one, but with a vector length of `1`.
  6666. *
  6667. * @return {Vector4} A reference to this vector.
  6668. */
  6669. normalize() {
  6670. return this.divideScalar( this.length() || 1 );
  6671. }
  6672. /**
  6673. * Sets this vector to a vector with the same direction as this one, but
  6674. * with the specified length.
  6675. *
  6676. * @param {number} length - The new length of this vector.
  6677. * @return {Vector4} A reference to this vector.
  6678. */
  6679. setLength( length ) {
  6680. return this.normalize().multiplyScalar( length );
  6681. }
  6682. /**
  6683. * Linearly interpolates between the given vector and this instance, where
  6684. * alpha is the percent distance along the line - alpha = 0 will be this
  6685. * vector, and alpha = 1 will be the given one.
  6686. *
  6687. * @param {Vector4} v - The vector to interpolate towards.
  6688. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6689. * @return {Vector4} A reference to this vector.
  6690. */
  6691. lerp( v, alpha ) {
  6692. this.x += ( v.x - this.x ) * alpha;
  6693. this.y += ( v.y - this.y ) * alpha;
  6694. this.z += ( v.z - this.z ) * alpha;
  6695. this.w += ( v.w - this.w ) * alpha;
  6696. return this;
  6697. }
  6698. /**
  6699. * Linearly interpolates between the given vectors, where alpha is the percent
  6700. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6701. * be the second one. The result is stored in this instance.
  6702. *
  6703. * @param {Vector4} v1 - The first vector.
  6704. * @param {Vector4} v2 - The second vector.
  6705. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6706. * @return {Vector4} A reference to this vector.
  6707. */
  6708. lerpVectors( v1, v2, alpha ) {
  6709. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6710. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6711. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6712. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6713. return this;
  6714. }
  6715. /**
  6716. * Returns `true` if this vector is equal with the given one.
  6717. *
  6718. * @param {Vector4} v - The vector to test for equality.
  6719. * @return {boolean} Whether this vector is equal with the given one.
  6720. */
  6721. equals( v ) {
  6722. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6723. }
  6724. /**
  6725. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6726. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6727. *
  6728. * @param {Array<number>} array - An array holding the vector component values.
  6729. * @param {number} [offset=0] - The offset into the array.
  6730. * @return {Vector4} A reference to this vector.
  6731. */
  6732. fromArray( array, offset = 0 ) {
  6733. this.x = array[ offset ];
  6734. this.y = array[ offset + 1 ];
  6735. this.z = array[ offset + 2 ];
  6736. this.w = array[ offset + 3 ];
  6737. return this;
  6738. }
  6739. /**
  6740. * Writes the components of this vector to the given array. If no array is provided,
  6741. * the method returns a new instance.
  6742. *
  6743. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6744. * @param {number} [offset=0] - Index of the first element in the array.
  6745. * @return {Array<number>} The vector components.
  6746. */
  6747. toArray( array = [], offset = 0 ) {
  6748. array[ offset ] = this.x;
  6749. array[ offset + 1 ] = this.y;
  6750. array[ offset + 2 ] = this.z;
  6751. array[ offset + 3 ] = this.w;
  6752. return array;
  6753. }
  6754. /**
  6755. * Sets the components of this vector from the given buffer attribute.
  6756. *
  6757. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6758. * @param {number} index - The index into the attribute.
  6759. * @return {Vector4} A reference to this vector.
  6760. */
  6761. fromBufferAttribute( attribute, index ) {
  6762. this.x = attribute.getX( index );
  6763. this.y = attribute.getY( index );
  6764. this.z = attribute.getZ( index );
  6765. this.w = attribute.getW( index );
  6766. return this;
  6767. }
  6768. /**
  6769. * Sets each component of this vector to a pseudo-random value between `0` and
  6770. * `1`, excluding `1`.
  6771. *
  6772. * @return {Vector4} A reference to this vector.
  6773. */
  6774. random() {
  6775. this.x = Math.random();
  6776. this.y = Math.random();
  6777. this.z = Math.random();
  6778. this.w = Math.random();
  6779. return this;
  6780. }
  6781. *[ Symbol.iterator ]() {
  6782. yield this.x;
  6783. yield this.y;
  6784. yield this.z;
  6785. yield this.w;
  6786. }
  6787. }
  6788. /**
  6789. * A render target is a buffer where the video card draws pixels for a scene
  6790. * that is being rendered in the background. It is used in different effects,
  6791. * such as applying postprocessing to a rendered image before displaying it
  6792. * on the screen.
  6793. *
  6794. * @augments EventDispatcher
  6795. */
  6796. class RenderTarget extends EventDispatcher {
  6797. /**
  6798. * Render target options.
  6799. *
  6800. * @typedef {Object} RenderTarget~Options
  6801. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6802. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6803. * @property {number} [minFilter=LinearFilter] - The min filter.
  6804. * @property {number} [format=RGBAFormat] - The texture format.
  6805. * @property {number} [type=UnsignedByteType] - The texture type.
  6806. * @property {?string} [internalFormat=null] - The texture's internal format.
  6807. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6808. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6809. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6810. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6811. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6812. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6813. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6814. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6815. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6816. * @property {number} [samples=0] - The MSAA samples count.
  6817. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6818. * @property {number} [depth=1] - The texture depth.
  6819. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6820. */
  6821. /**
  6822. * Constructs a new render target.
  6823. *
  6824. * @param {number} [width=1] - The width of the render target.
  6825. * @param {number} [height=1] - The height of the render target.
  6826. * @param {RenderTarget~Options} [options] - The configuration object.
  6827. */
  6828. constructor( width = 1, height = 1, options = {} ) {
  6829. super();
  6830. options = Object.assign( {
  6831. generateMipmaps: false,
  6832. internalFormat: null,
  6833. minFilter: LinearFilter,
  6834. depthBuffer: true,
  6835. stencilBuffer: false,
  6836. resolveDepthBuffer: true,
  6837. resolveStencilBuffer: true,
  6838. depthTexture: null,
  6839. samples: 0,
  6840. count: 1,
  6841. depth: 1,
  6842. multiview: false
  6843. }, options );
  6844. /**
  6845. * This flag can be used for type testing.
  6846. *
  6847. * @type {boolean}
  6848. * @readonly
  6849. * @default true
  6850. */
  6851. this.isRenderTarget = true;
  6852. /**
  6853. * The width of the render target.
  6854. *
  6855. * @type {number}
  6856. * @default 1
  6857. */
  6858. this.width = width;
  6859. /**
  6860. * The height of the render target.
  6861. *
  6862. * @type {number}
  6863. * @default 1
  6864. */
  6865. this.height = height;
  6866. /**
  6867. * The depth of the render target.
  6868. *
  6869. * @type {number}
  6870. * @default 1
  6871. */
  6872. this.depth = options.depth;
  6873. /**
  6874. * A rectangular area inside the render target's viewport. Fragments that are
  6875. * outside the area will be discarded.
  6876. *
  6877. * @type {Vector4}
  6878. * @default (0,0,width,height)
  6879. */
  6880. this.scissor = new Vector4( 0, 0, width, height );
  6881. /**
  6882. * Indicates whether the scissor test should be enabled when rendering into
  6883. * this render target or not.
  6884. *
  6885. * @type {boolean}
  6886. * @default false
  6887. */
  6888. this.scissorTest = false;
  6889. /**
  6890. * A rectangular area representing the render target's viewport.
  6891. *
  6892. * @type {Vector4}
  6893. * @default (0,0,width,height)
  6894. */
  6895. this.viewport = new Vector4( 0, 0, width, height );
  6896. const image = { width: width, height: height, depth: options.depth };
  6897. const texture = new Texture( image );
  6898. /**
  6899. * An array of textures. Each color attachment is represented as a separate texture.
  6900. * Has at least a single entry for the default color attachment.
  6901. *
  6902. * @type {Array<Texture>}
  6903. */
  6904. this.textures = [];
  6905. const count = options.count;
  6906. for ( let i = 0; i < count; i ++ ) {
  6907. this.textures[ i ] = texture.clone();
  6908. this.textures[ i ].isRenderTargetTexture = true;
  6909. this.textures[ i ].renderTarget = this;
  6910. }
  6911. this._setTextureOptions( options );
  6912. /**
  6913. * Whether to allocate a depth buffer or not.
  6914. *
  6915. * @type {boolean}
  6916. * @default true
  6917. */
  6918. this.depthBuffer = options.depthBuffer;
  6919. /**
  6920. * Whether to allocate a stencil buffer or not.
  6921. *
  6922. * @type {boolean}
  6923. * @default false
  6924. */
  6925. this.stencilBuffer = options.stencilBuffer;
  6926. /**
  6927. * Whether to resolve the depth buffer or not.
  6928. *
  6929. * @type {boolean}
  6930. * @default true
  6931. */
  6932. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6933. /**
  6934. * Whether to resolve the stencil buffer or not.
  6935. *
  6936. * @type {boolean}
  6937. * @default true
  6938. */
  6939. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6940. this._depthTexture = null;
  6941. this.depthTexture = options.depthTexture;
  6942. /**
  6943. * The number of MSAA samples.
  6944. *
  6945. * A value of `0` disables MSAA.
  6946. *
  6947. * @type {number}
  6948. * @default 0
  6949. */
  6950. this.samples = options.samples;
  6951. /**
  6952. * Whether to this target is used in multiview rendering.
  6953. *
  6954. * @type {boolean}
  6955. * @default false
  6956. */
  6957. this.multiview = options.multiview;
  6958. }
  6959. _setTextureOptions( options = {} ) {
  6960. const values = {
  6961. minFilter: LinearFilter,
  6962. generateMipmaps: false,
  6963. flipY: false,
  6964. internalFormat: null
  6965. };
  6966. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6967. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6968. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6969. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6970. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6971. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6972. if ( options.format !== undefined ) values.format = options.format;
  6973. if ( options.type !== undefined ) values.type = options.type;
  6974. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6975. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6976. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6977. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6978. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6979. for ( let i = 0; i < this.textures.length; i ++ ) {
  6980. const texture = this.textures[ i ];
  6981. texture.setValues( values );
  6982. }
  6983. }
  6984. /**
  6985. * The texture representing the default color attachment.
  6986. *
  6987. * @type {Texture}
  6988. */
  6989. get texture() {
  6990. return this.textures[ 0 ];
  6991. }
  6992. set texture( value ) {
  6993. this.textures[ 0 ] = value;
  6994. }
  6995. set depthTexture( current ) {
  6996. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6997. if ( current !== null ) current.renderTarget = this;
  6998. this._depthTexture = current;
  6999. }
  7000. /**
  7001. * Instead of saving the depth in a renderbuffer, a texture
  7002. * can be used instead which is useful for further processing
  7003. * e.g. in context of post-processing.
  7004. *
  7005. * @type {?DepthTexture}
  7006. * @default null
  7007. */
  7008. get depthTexture() {
  7009. return this._depthTexture;
  7010. }
  7011. /**
  7012. * Sets the size of this render target.
  7013. *
  7014. * @param {number} width - The width.
  7015. * @param {number} height - The height.
  7016. * @param {number} [depth=1] - The depth.
  7017. */
  7018. setSize( width, height, depth = 1 ) {
  7019. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7020. this.width = width;
  7021. this.height = height;
  7022. this.depth = depth;
  7023. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7024. this.textures[ i ].image.width = width;
  7025. this.textures[ i ].image.height = height;
  7026. this.textures[ i ].image.depth = depth;
  7027. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7028. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7029. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7030. // both are evaluated on each call?
  7031. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7032. }
  7033. }
  7034. this.dispose();
  7035. }
  7036. this.viewport.set( 0, 0, width, height );
  7037. this.scissor.set( 0, 0, width, height );
  7038. }
  7039. /**
  7040. * Returns a new render target with copied values from this instance.
  7041. *
  7042. * @return {RenderTarget} A clone of this instance.
  7043. */
  7044. clone() {
  7045. return new this.constructor().copy( this );
  7046. }
  7047. /**
  7048. * Copies the settings of the given render target. This is a structural copy so
  7049. * no resources are shared between render targets after the copy. That includes
  7050. * all MRT textures and the depth texture.
  7051. *
  7052. * @param {RenderTarget} source - The render target to copy.
  7053. * @return {RenderTarget} A reference to this instance.
  7054. */
  7055. copy( source ) {
  7056. this.width = source.width;
  7057. this.height = source.height;
  7058. this.depth = source.depth;
  7059. this.scissor.copy( source.scissor );
  7060. this.scissorTest = source.scissorTest;
  7061. this.viewport.copy( source.viewport );
  7062. this.textures.length = 0;
  7063. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7064. this.textures[ i ] = source.textures[ i ].clone();
  7065. this.textures[ i ].isRenderTargetTexture = true;
  7066. this.textures[ i ].renderTarget = this;
  7067. // ensure image object is not shared, see #20328
  7068. const image = Object.assign( {}, source.textures[ i ].image );
  7069. this.textures[ i ].source = new Source( image );
  7070. }
  7071. this.depthBuffer = source.depthBuffer;
  7072. this.stencilBuffer = source.stencilBuffer;
  7073. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7074. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7075. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7076. this.samples = source.samples;
  7077. return this;
  7078. }
  7079. /**
  7080. * Frees the GPU-related resources allocated by this instance. Call this
  7081. * method whenever this instance is no longer used in your app.
  7082. *
  7083. * @fires RenderTarget#dispose
  7084. */
  7085. dispose() {
  7086. this.dispatchEvent( { type: 'dispose' } );
  7087. }
  7088. }
  7089. /**
  7090. * A render target used in context of {@link WebGLRenderer}.
  7091. *
  7092. * @augments RenderTarget
  7093. */
  7094. class WebGLRenderTarget extends RenderTarget {
  7095. /**
  7096. * Constructs a new 3D render target.
  7097. *
  7098. * @param {number} [width=1] - The width of the render target.
  7099. * @param {number} [height=1] - The height of the render target.
  7100. * @param {RenderTarget~Options} [options] - The configuration object.
  7101. */
  7102. constructor( width = 1, height = 1, options = {} ) {
  7103. super( width, height, options );
  7104. /**
  7105. * This flag can be used for type testing.
  7106. *
  7107. * @type {boolean}
  7108. * @readonly
  7109. * @default true
  7110. */
  7111. this.isWebGLRenderTarget = true;
  7112. }
  7113. }
  7114. /**
  7115. * Creates an array of textures directly from raw buffer data.
  7116. *
  7117. * @augments Texture
  7118. */
  7119. class DataArrayTexture extends Texture {
  7120. /**
  7121. * Constructs a new data array texture.
  7122. *
  7123. * @param {?TypedArray} [data=null] - The buffer data.
  7124. * @param {number} [width=1] - The width of the texture.
  7125. * @param {number} [height=1] - The height of the texture.
  7126. * @param {number} [depth=1] - The depth of the texture.
  7127. */
  7128. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7129. super( null );
  7130. /**
  7131. * This flag can be used for type testing.
  7132. *
  7133. * @type {boolean}
  7134. * @readonly
  7135. * @default true
  7136. */
  7137. this.isDataArrayTexture = true;
  7138. /**
  7139. * The image definition of a data texture.
  7140. *
  7141. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7142. */
  7143. this.image = { data, width, height, depth };
  7144. /**
  7145. * How the texture is sampled when a texel covers more than one pixel.
  7146. *
  7147. * Overwritten and set to `NearestFilter` by default.
  7148. *
  7149. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7150. * @default NearestFilter
  7151. */
  7152. this.magFilter = NearestFilter;
  7153. /**
  7154. * How the texture is sampled when a texel covers less than one pixel.
  7155. *
  7156. * Overwritten and set to `NearestFilter` by default.
  7157. *
  7158. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7159. * @default NearestFilter
  7160. */
  7161. this.minFilter = NearestFilter;
  7162. /**
  7163. * This defines how the texture is wrapped in the depth and corresponds to
  7164. * *W* in UVW mapping.
  7165. *
  7166. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7167. * @default ClampToEdgeWrapping
  7168. */
  7169. this.wrapR = ClampToEdgeWrapping;
  7170. /**
  7171. * Whether to generate mipmaps (if possible) for a texture.
  7172. *
  7173. * Overwritten and set to `false` by default.
  7174. *
  7175. * @type {boolean}
  7176. * @default false
  7177. */
  7178. this.generateMipmaps = false;
  7179. /**
  7180. * If set to `true`, the texture is flipped along the vertical axis when
  7181. * uploaded to the GPU.
  7182. *
  7183. * Overwritten and set to `false` by default.
  7184. *
  7185. * @type {boolean}
  7186. * @default false
  7187. */
  7188. this.flipY = false;
  7189. /**
  7190. * Specifies the alignment requirements for the start of each pixel row in memory.
  7191. *
  7192. * Overwritten and set to `1` by default.
  7193. *
  7194. * @type {boolean}
  7195. * @default 1
  7196. */
  7197. this.unpackAlignment = 1;
  7198. /**
  7199. * A set of all layers which need to be updated in the texture.
  7200. *
  7201. * @type {Set<number>}
  7202. */
  7203. this.layerUpdates = new Set();
  7204. }
  7205. /**
  7206. * Describes that a specific layer of the texture needs to be updated.
  7207. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7208. * entire data texture array is sent to the GPU. Marking specific
  7209. * layers will only transmit subsets of all mipmaps associated with a
  7210. * specific depth in the array which is often much more performant.
  7211. *
  7212. * @param {number} layerIndex - The layer index that should be updated.
  7213. */
  7214. addLayerUpdate( layerIndex ) {
  7215. this.layerUpdates.add( layerIndex );
  7216. }
  7217. /**
  7218. * Resets the layer updates registry.
  7219. */
  7220. clearLayerUpdates() {
  7221. this.layerUpdates.clear();
  7222. }
  7223. }
  7224. /**
  7225. * An array render target used in context of {@link WebGLRenderer}.
  7226. *
  7227. * @augments WebGLRenderTarget
  7228. */
  7229. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7230. /**
  7231. * Constructs a new array render target.
  7232. *
  7233. * @param {number} [width=1] - The width of the render target.
  7234. * @param {number} [height=1] - The height of the render target.
  7235. * @param {number} [depth=1] - The height of the render target.
  7236. * @param {RenderTarget~Options} [options] - The configuration object.
  7237. */
  7238. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7239. super( width, height, options );
  7240. /**
  7241. * This flag can be used for type testing.
  7242. *
  7243. * @type {boolean}
  7244. * @readonly
  7245. * @default true
  7246. */
  7247. this.isWebGLArrayRenderTarget = true;
  7248. this.depth = depth;
  7249. /**
  7250. * Overwritten with a different texture type.
  7251. *
  7252. * @type {DataArrayTexture}
  7253. */
  7254. this.texture = new DataArrayTexture( null, width, height, depth );
  7255. this._setTextureOptions( options );
  7256. this.texture.isRenderTargetTexture = true;
  7257. }
  7258. }
  7259. /**
  7260. * Creates a three-dimensional texture from raw data, with parameters to
  7261. * divide it into width, height, and depth.
  7262. *
  7263. * @augments Texture
  7264. */
  7265. class Data3DTexture extends Texture {
  7266. /**
  7267. * Constructs a new data array texture.
  7268. *
  7269. * @param {?TypedArray} [data=null] - The buffer data.
  7270. * @param {number} [width=1] - The width of the texture.
  7271. * @param {number} [height=1] - The height of the texture.
  7272. * @param {number} [depth=1] - The depth of the texture.
  7273. */
  7274. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7275. // We're going to add .setXXX() methods for setting properties later.
  7276. // Users can still set in Data3DTexture directly.
  7277. //
  7278. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7279. // texture.anisotropy = 16;
  7280. //
  7281. // See #14839
  7282. super( null );
  7283. /**
  7284. * This flag can be used for type testing.
  7285. *
  7286. * @type {boolean}
  7287. * @readonly
  7288. * @default true
  7289. */
  7290. this.isData3DTexture = true;
  7291. /**
  7292. * The image definition of a data texture.
  7293. *
  7294. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7295. */
  7296. this.image = { data, width, height, depth };
  7297. /**
  7298. * How the texture is sampled when a texel covers more than one pixel.
  7299. *
  7300. * Overwritten and set to `NearestFilter` by default.
  7301. *
  7302. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7303. * @default NearestFilter
  7304. */
  7305. this.magFilter = NearestFilter;
  7306. /**
  7307. * How the texture is sampled when a texel covers less than one pixel.
  7308. *
  7309. * Overwritten and set to `NearestFilter` by default.
  7310. *
  7311. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7312. * @default NearestFilter
  7313. */
  7314. this.minFilter = NearestFilter;
  7315. /**
  7316. * This defines how the texture is wrapped in the depth and corresponds to
  7317. * *W* in UVW mapping.
  7318. *
  7319. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7320. * @default ClampToEdgeWrapping
  7321. */
  7322. this.wrapR = ClampToEdgeWrapping;
  7323. /**
  7324. * Whether to generate mipmaps (if possible) for a texture.
  7325. *
  7326. * Overwritten and set to `false` by default.
  7327. *
  7328. * @type {boolean}
  7329. * @default false
  7330. */
  7331. this.generateMipmaps = false;
  7332. /**
  7333. * If set to `true`, the texture is flipped along the vertical axis when
  7334. * uploaded to the GPU.
  7335. *
  7336. * Overwritten and set to `false` by default.
  7337. *
  7338. * @type {boolean}
  7339. * @default false
  7340. */
  7341. this.flipY = false;
  7342. /**
  7343. * Specifies the alignment requirements for the start of each pixel row in memory.
  7344. *
  7345. * Overwritten and set to `1` by default.
  7346. *
  7347. * @type {boolean}
  7348. * @default 1
  7349. */
  7350. this.unpackAlignment = 1;
  7351. }
  7352. }
  7353. /**
  7354. * A 3D render target used in context of {@link WebGLRenderer}.
  7355. *
  7356. * @augments WebGLRenderTarget
  7357. */
  7358. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7359. /**
  7360. * Constructs a new 3D render target.
  7361. *
  7362. * @param {number} [width=1] - The width of the render target.
  7363. * @param {number} [height=1] - The height of the render target.
  7364. * @param {number} [depth=1] - The height of the render target.
  7365. * @param {RenderTarget~Options} [options] - The configuration object.
  7366. */
  7367. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7368. super( width, height, options );
  7369. /**
  7370. * This flag can be used for type testing.
  7371. *
  7372. * @type {boolean}
  7373. * @readonly
  7374. * @default true
  7375. */
  7376. this.isWebGL3DRenderTarget = true;
  7377. this.depth = depth;
  7378. /**
  7379. * Overwritten with a different texture type.
  7380. *
  7381. * @type {Data3DTexture}
  7382. */
  7383. this.texture = new Data3DTexture( null, width, height, depth );
  7384. this._setTextureOptions( options );
  7385. this.texture.isRenderTargetTexture = true;
  7386. }
  7387. }
  7388. /**
  7389. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7390. */
  7391. class Box3 {
  7392. /**
  7393. * Constructs a new bounding box.
  7394. *
  7395. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7396. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7397. */
  7398. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7399. /**
  7400. * This flag can be used for type testing.
  7401. *
  7402. * @type {boolean}
  7403. * @readonly
  7404. * @default true
  7405. */
  7406. this.isBox3 = true;
  7407. /**
  7408. * The lower boundary of the box.
  7409. *
  7410. * @type {Vector3}
  7411. */
  7412. this.min = min;
  7413. /**
  7414. * The upper boundary of the box.
  7415. *
  7416. * @type {Vector3}
  7417. */
  7418. this.max = max;
  7419. }
  7420. /**
  7421. * Sets the lower and upper boundaries of this box.
  7422. * Please note that this method only copies the values from the given objects.
  7423. *
  7424. * @param {Vector3} min - The lower boundary of the box.
  7425. * @param {Vector3} max - The upper boundary of the box.
  7426. * @return {Box3} A reference to this bounding box.
  7427. */
  7428. set( min, max ) {
  7429. this.min.copy( min );
  7430. this.max.copy( max );
  7431. return this;
  7432. }
  7433. /**
  7434. * Sets the upper and lower bounds of this box so it encloses the position data
  7435. * in the given array.
  7436. *
  7437. * @param {Array<number>} array - An array holding 3D position data.
  7438. * @return {Box3} A reference to this bounding box.
  7439. */
  7440. setFromArray( array ) {
  7441. this.makeEmpty();
  7442. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7443. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7444. }
  7445. return this;
  7446. }
  7447. /**
  7448. * Sets the upper and lower bounds of this box so it encloses the position data
  7449. * in the given buffer attribute.
  7450. *
  7451. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7452. * @return {Box3} A reference to this bounding box.
  7453. */
  7454. setFromBufferAttribute( attribute ) {
  7455. this.makeEmpty();
  7456. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7457. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7458. }
  7459. return this;
  7460. }
  7461. /**
  7462. * Sets the upper and lower bounds of this box so it encloses the position data
  7463. * in the given array.
  7464. *
  7465. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7466. * @return {Box3} A reference to this bounding box.
  7467. */
  7468. setFromPoints( points ) {
  7469. this.makeEmpty();
  7470. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7471. this.expandByPoint( points[ i ] );
  7472. }
  7473. return this;
  7474. }
  7475. /**
  7476. * Centers this box on the given center vector and sets this box's width, height and
  7477. * depth to the given size values.
  7478. *
  7479. * @param {Vector3} center - The center of the box.
  7480. * @param {Vector3} size - The x, y and z dimensions of the box.
  7481. * @return {Box3} A reference to this bounding box.
  7482. */
  7483. setFromCenterAndSize( center, size ) {
  7484. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7485. this.min.copy( center ).sub( halfSize );
  7486. this.max.copy( center ).add( halfSize );
  7487. return this;
  7488. }
  7489. /**
  7490. * Computes the world-axis-aligned bounding box for the given 3D object
  7491. * (including its children), accounting for the object's, and children's,
  7492. * world transforms. The function may result in a larger box than strictly necessary.
  7493. *
  7494. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7495. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7496. * world-axis-aligned bounding box at the expense of more computation.
  7497. * @return {Box3} A reference to this bounding box.
  7498. */
  7499. setFromObject( object, precise = false ) {
  7500. this.makeEmpty();
  7501. return this.expandByObject( object, precise );
  7502. }
  7503. /**
  7504. * Returns a new box with copied values from this instance.
  7505. *
  7506. * @return {Box3} A clone of this instance.
  7507. */
  7508. clone() {
  7509. return new this.constructor().copy( this );
  7510. }
  7511. /**
  7512. * Copies the values of the given box to this instance.
  7513. *
  7514. * @param {Box3} box - The box to copy.
  7515. * @return {Box3} A reference to this bounding box.
  7516. */
  7517. copy( box ) {
  7518. this.min.copy( box.min );
  7519. this.max.copy( box.max );
  7520. return this;
  7521. }
  7522. /**
  7523. * Makes this box empty which means in encloses a zero space in 3D.
  7524. *
  7525. * @return {Box3} A reference to this bounding box.
  7526. */
  7527. makeEmpty() {
  7528. this.min.x = this.min.y = this.min.z = + Infinity;
  7529. this.max.x = this.max.y = this.max.z = - Infinity;
  7530. return this;
  7531. }
  7532. /**
  7533. * Returns true if this box includes zero points within its bounds.
  7534. * Note that a box with equal lower and upper bounds still includes one
  7535. * point, the one both bounds share.
  7536. *
  7537. * @return {boolean} Whether this box is empty or not.
  7538. */
  7539. isEmpty() {
  7540. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7541. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7542. }
  7543. /**
  7544. * Returns the center point of this box.
  7545. *
  7546. * @param {Vector3} target - The target vector that is used to store the method's result.
  7547. * @return {Vector3} The center point.
  7548. */
  7549. getCenter( target ) {
  7550. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7551. }
  7552. /**
  7553. * Returns the dimensions of this box.
  7554. *
  7555. * @param {Vector3} target - The target vector that is used to store the method's result.
  7556. * @return {Vector3} The size.
  7557. */
  7558. getSize( target ) {
  7559. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7560. }
  7561. /**
  7562. * Expands the boundaries of this box to include the given point.
  7563. *
  7564. * @param {Vector3} point - The point that should be included by the bounding box.
  7565. * @return {Box3} A reference to this bounding box.
  7566. */
  7567. expandByPoint( point ) {
  7568. this.min.min( point );
  7569. this.max.max( point );
  7570. return this;
  7571. }
  7572. /**
  7573. * Expands this box equilaterally by the given vector. The width of this
  7574. * box will be expanded by the x component of the vector in both
  7575. * directions. The height of this box will be expanded by the y component of
  7576. * the vector in both directions. The depth of this box will be
  7577. * expanded by the z component of the vector in both directions.
  7578. *
  7579. * @param {Vector3} vector - The vector that should expand the bounding box.
  7580. * @return {Box3} A reference to this bounding box.
  7581. */
  7582. expandByVector( vector ) {
  7583. this.min.sub( vector );
  7584. this.max.add( vector );
  7585. return this;
  7586. }
  7587. /**
  7588. * Expands each dimension of the box by the given scalar. If negative, the
  7589. * dimensions of the box will be contracted.
  7590. *
  7591. * @param {number} scalar - The scalar value that should expand the bounding box.
  7592. * @return {Box3} A reference to this bounding box.
  7593. */
  7594. expandByScalar( scalar ) {
  7595. this.min.addScalar( - scalar );
  7596. this.max.addScalar( scalar );
  7597. return this;
  7598. }
  7599. /**
  7600. * Expands the boundaries of this box to include the given 3D object and
  7601. * its children, accounting for the object's, and children's, world
  7602. * transforms. The function may result in a larger box than strictly
  7603. * necessary (unless the precise parameter is set to true).
  7604. *
  7605. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7606. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7607. * as little as necessary at the expense of more computation.
  7608. * @return {Box3} A reference to this bounding box.
  7609. */
  7610. expandByObject( object, precise = false ) {
  7611. // Computes the world-axis-aligned bounding box of an object (including its children),
  7612. // accounting for both the object's, and children's, world transforms
  7613. object.updateWorldMatrix( false, false );
  7614. const geometry = object.geometry;
  7615. if ( geometry !== undefined ) {
  7616. const positionAttribute = geometry.getAttribute( 'position' );
  7617. // precise AABB computation based on vertex data requires at least a position attribute.
  7618. // instancing isn't supported so far and uses the normal (conservative) code path.
  7619. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7620. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7621. if ( object.isMesh === true ) {
  7622. object.getVertexPosition( i, _vector$b );
  7623. } else {
  7624. _vector$b.fromBufferAttribute( positionAttribute, i );
  7625. }
  7626. _vector$b.applyMatrix4( object.matrixWorld );
  7627. this.expandByPoint( _vector$b );
  7628. }
  7629. } else {
  7630. if ( object.boundingBox !== undefined ) {
  7631. // object-level bounding box
  7632. if ( object.boundingBox === null ) {
  7633. object.computeBoundingBox();
  7634. }
  7635. _box$4.copy( object.boundingBox );
  7636. } else {
  7637. // geometry-level bounding box
  7638. if ( geometry.boundingBox === null ) {
  7639. geometry.computeBoundingBox();
  7640. }
  7641. _box$4.copy( geometry.boundingBox );
  7642. }
  7643. _box$4.applyMatrix4( object.matrixWorld );
  7644. this.union( _box$4 );
  7645. }
  7646. }
  7647. const children = object.children;
  7648. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7649. this.expandByObject( children[ i ], precise );
  7650. }
  7651. return this;
  7652. }
  7653. /**
  7654. * Returns `true` if the given point lies within or on the boundaries of this box.
  7655. *
  7656. * @param {Vector3} point - The point to test.
  7657. * @return {boolean} Whether the bounding box contains the given point or not.
  7658. */
  7659. containsPoint( point ) {
  7660. return point.x >= this.min.x && point.x <= this.max.x &&
  7661. point.y >= this.min.y && point.y <= this.max.y &&
  7662. point.z >= this.min.z && point.z <= this.max.z;
  7663. }
  7664. /**
  7665. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7666. * If this box and the given one are identical, this function also returns `true`.
  7667. *
  7668. * @param {Box3} box - The bounding box to test.
  7669. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7670. */
  7671. containsBox( box ) {
  7672. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7673. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7674. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7675. }
  7676. /**
  7677. * Returns a point as a proportion of this box's width, height and depth.
  7678. *
  7679. * @param {Vector3} point - A point in 3D space.
  7680. * @param {Vector3} target - The target vector that is used to store the method's result.
  7681. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7682. */
  7683. getParameter( point, target ) {
  7684. // This can potentially have a divide by zero if the box
  7685. // has a size dimension of 0.
  7686. return target.set(
  7687. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7688. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7689. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7690. );
  7691. }
  7692. /**
  7693. * Returns `true` if the given bounding box intersects with this bounding box.
  7694. *
  7695. * @param {Box3} box - The bounding box to test.
  7696. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7697. */
  7698. intersectsBox( box ) {
  7699. // using 6 splitting planes to rule out intersections.
  7700. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7701. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7702. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7703. }
  7704. /**
  7705. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7706. *
  7707. * @param {Sphere} sphere - The bounding sphere to test.
  7708. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7709. */
  7710. intersectsSphere( sphere ) {
  7711. // Find the point on the AABB closest to the sphere center.
  7712. this.clampPoint( sphere.center, _vector$b );
  7713. // If that point is inside the sphere, the AABB and sphere intersect.
  7714. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7715. }
  7716. /**
  7717. * Returns `true` if the given plane intersects with this bounding box.
  7718. *
  7719. * @param {Plane} plane - The plane to test.
  7720. * @return {boolean} Whether the given plane intersects with this bounding box.
  7721. */
  7722. intersectsPlane( plane ) {
  7723. // We compute the minimum and maximum dot product values. If those values
  7724. // are on the same side (back or front) of the plane, then there is no intersection.
  7725. let min, max;
  7726. if ( plane.normal.x > 0 ) {
  7727. min = plane.normal.x * this.min.x;
  7728. max = plane.normal.x * this.max.x;
  7729. } else {
  7730. min = plane.normal.x * this.max.x;
  7731. max = plane.normal.x * this.min.x;
  7732. }
  7733. if ( plane.normal.y > 0 ) {
  7734. min += plane.normal.y * this.min.y;
  7735. max += plane.normal.y * this.max.y;
  7736. } else {
  7737. min += plane.normal.y * this.max.y;
  7738. max += plane.normal.y * this.min.y;
  7739. }
  7740. if ( plane.normal.z > 0 ) {
  7741. min += plane.normal.z * this.min.z;
  7742. max += plane.normal.z * this.max.z;
  7743. } else {
  7744. min += plane.normal.z * this.max.z;
  7745. max += plane.normal.z * this.min.z;
  7746. }
  7747. return ( min <= - plane.constant && max >= - plane.constant );
  7748. }
  7749. /**
  7750. * Returns `true` if the given triangle intersects with this bounding box.
  7751. *
  7752. * @param {Triangle} triangle - The triangle to test.
  7753. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7754. */
  7755. intersectsTriangle( triangle ) {
  7756. if ( this.isEmpty() ) {
  7757. return false;
  7758. }
  7759. // compute box center and extents
  7760. this.getCenter( _center );
  7761. _extents.subVectors( this.max, _center );
  7762. // translate triangle to aabb origin
  7763. _v0$2.subVectors( triangle.a, _center );
  7764. _v1$7.subVectors( triangle.b, _center );
  7765. _v2$4.subVectors( triangle.c, _center );
  7766. // compute edge vectors for triangle
  7767. _f0.subVectors( _v1$7, _v0$2 );
  7768. _f1.subVectors( _v2$4, _v1$7 );
  7769. _f2.subVectors( _v0$2, _v2$4 );
  7770. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7771. // 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
  7772. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7773. let axes = [
  7774. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7775. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7776. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7777. ];
  7778. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7779. return false;
  7780. }
  7781. // test 3 face normals from the aabb
  7782. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7783. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7784. return false;
  7785. }
  7786. // finally testing the face normal of the triangle
  7787. // use already existing triangle edge vectors here
  7788. _triangleNormal.crossVectors( _f0, _f1 );
  7789. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7790. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7791. }
  7792. /**
  7793. * Clamps the given point within the bounds of this box.
  7794. *
  7795. * @param {Vector3} point - The point to clamp.
  7796. * @param {Vector3} target - The target vector that is used to store the method's result.
  7797. * @return {Vector3} The clamped point.
  7798. */
  7799. clampPoint( point, target ) {
  7800. return target.copy( point ).clamp( this.min, this.max );
  7801. }
  7802. /**
  7803. * Returns the euclidean distance from any edge of this box to the specified point. If
  7804. * the given point lies inside of this box, the distance will be `0`.
  7805. *
  7806. * @param {Vector3} point - The point to compute the distance to.
  7807. * @return {number} The euclidean distance.
  7808. */
  7809. distanceToPoint( point ) {
  7810. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7811. }
  7812. /**
  7813. * Returns a bounding sphere that encloses this bounding box.
  7814. *
  7815. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7816. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7817. */
  7818. getBoundingSphere( target ) {
  7819. if ( this.isEmpty() ) {
  7820. target.makeEmpty();
  7821. } else {
  7822. this.getCenter( target.center );
  7823. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7824. }
  7825. return target;
  7826. }
  7827. /**
  7828. * Computes the intersection of this bounding box and the given one, setting the upper
  7829. * bound of this box to the lesser of the two boxes' upper bounds and the
  7830. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7831. * there's no overlap, makes this box empty.
  7832. *
  7833. * @param {Box3} box - The bounding box to intersect with.
  7834. * @return {Box3} A reference to this bounding box.
  7835. */
  7836. intersect( box ) {
  7837. this.min.max( box.min );
  7838. this.max.min( box.max );
  7839. // 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.
  7840. if ( this.isEmpty() ) this.makeEmpty();
  7841. return this;
  7842. }
  7843. /**
  7844. * Computes the union of this box and another and the given one, setting the upper
  7845. * bound of this box to the greater of the two boxes' upper bounds and the
  7846. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7847. *
  7848. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7849. * @return {Box3} A reference to this bounding box.
  7850. */
  7851. union( box ) {
  7852. this.min.min( box.min );
  7853. this.max.max( box.max );
  7854. return this;
  7855. }
  7856. /**
  7857. * Transforms this bounding box by the given 4x4 transformation matrix.
  7858. *
  7859. * @param {Matrix4} matrix - The transformation matrix.
  7860. * @return {Box3} A reference to this bounding box.
  7861. */
  7862. applyMatrix4( matrix ) {
  7863. // transform of empty box is an empty box.
  7864. if ( this.isEmpty() ) return this;
  7865. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7866. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7867. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7868. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7869. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7870. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7871. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7872. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7873. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7874. this.setFromPoints( _points );
  7875. return this;
  7876. }
  7877. /**
  7878. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7879. * effectively moving it in 3D space.
  7880. *
  7881. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7882. * @return {Box3} A reference to this bounding box.
  7883. */
  7884. translate( offset ) {
  7885. this.min.add( offset );
  7886. this.max.add( offset );
  7887. return this;
  7888. }
  7889. /**
  7890. * Returns `true` if this bounding box is equal with the given one.
  7891. *
  7892. * @param {Box3} box - The box to test for equality.
  7893. * @return {boolean} Whether this bounding box is equal with the given one.
  7894. */
  7895. equals( box ) {
  7896. return box.min.equals( this.min ) && box.max.equals( this.max );
  7897. }
  7898. /**
  7899. * Returns a serialized structure of the bounding box.
  7900. *
  7901. * @return {Object} Serialized structure with fields representing the object state.
  7902. */
  7903. toJSON() {
  7904. return {
  7905. min: this.min.toArray(),
  7906. max: this.max.toArray()
  7907. };
  7908. }
  7909. /**
  7910. * Returns a serialized structure of the bounding box.
  7911. *
  7912. * @param {Object} json - The serialized json to set the box from.
  7913. * @return {Box3} A reference to this bounding box.
  7914. */
  7915. fromJSON( json ) {
  7916. this.min.fromArray( json.min );
  7917. this.max.fromArray( json.max );
  7918. return this;
  7919. }
  7920. }
  7921. const _points = [
  7922. /*@__PURE__*/ new Vector3(),
  7923. /*@__PURE__*/ new Vector3(),
  7924. /*@__PURE__*/ new Vector3(),
  7925. /*@__PURE__*/ new Vector3(),
  7926. /*@__PURE__*/ new Vector3(),
  7927. /*@__PURE__*/ new Vector3(),
  7928. /*@__PURE__*/ new Vector3(),
  7929. /*@__PURE__*/ new Vector3()
  7930. ];
  7931. const _vector$b = /*@__PURE__*/ new Vector3();
  7932. const _box$4 = /*@__PURE__*/ new Box3();
  7933. // triangle centered vertices
  7934. const _v0$2 = /*@__PURE__*/ new Vector3();
  7935. const _v1$7 = /*@__PURE__*/ new Vector3();
  7936. const _v2$4 = /*@__PURE__*/ new Vector3();
  7937. // triangle edge vectors
  7938. const _f0 = /*@__PURE__*/ new Vector3();
  7939. const _f1 = /*@__PURE__*/ new Vector3();
  7940. const _f2 = /*@__PURE__*/ new Vector3();
  7941. const _center = /*@__PURE__*/ new Vector3();
  7942. const _extents = /*@__PURE__*/ new Vector3();
  7943. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7944. const _testAxis = /*@__PURE__*/ new Vector3();
  7945. function satForAxes( axes, v0, v1, v2, extents ) {
  7946. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7947. _testAxis.fromArray( axes, i );
  7948. // project the aabb onto the separating axis
  7949. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7950. // project all 3 vertices of the triangle onto the separating axis
  7951. const p0 = v0.dot( _testAxis );
  7952. const p1 = v1.dot( _testAxis );
  7953. const p2 = v2.dot( _testAxis );
  7954. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7955. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7956. // points of the projected triangle are outside the projected half-length of the aabb
  7957. // the axis is separating and we can exit
  7958. return false;
  7959. }
  7960. }
  7961. return true;
  7962. }
  7963. const _box$3 = /*@__PURE__*/ new Box3();
  7964. const _v1$6 = /*@__PURE__*/ new Vector3();
  7965. const _v2$3 = /*@__PURE__*/ new Vector3();
  7966. /**
  7967. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7968. * used as a Bounding Sphere for 3D objects.
  7969. */
  7970. class Sphere {
  7971. /**
  7972. * Constructs a new sphere.
  7973. *
  7974. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7975. * @param {number} [radius=-1] - The radius of the sphere.
  7976. */
  7977. constructor( center = new Vector3(), radius = -1 ) {
  7978. /**
  7979. * This flag can be used for type testing.
  7980. *
  7981. * @type {boolean}
  7982. * @readonly
  7983. * @default true
  7984. */
  7985. this.isSphere = true;
  7986. /**
  7987. * The center of the sphere
  7988. *
  7989. * @type {Vector3}
  7990. */
  7991. this.center = center;
  7992. /**
  7993. * The radius of the sphere.
  7994. *
  7995. * @type {number}
  7996. */
  7997. this.radius = radius;
  7998. }
  7999. /**
  8000. * Sets the sphere's components by copying the given values.
  8001. *
  8002. * @param {Vector3} center - The center.
  8003. * @param {number} radius - The radius.
  8004. * @return {Sphere} A reference to this sphere.
  8005. */
  8006. set( center, radius ) {
  8007. this.center.copy( center );
  8008. this.radius = radius;
  8009. return this;
  8010. }
  8011. /**
  8012. * Computes the minimum bounding sphere for list of points.
  8013. * If the optional center point is given, it is used as the sphere's
  8014. * center. Otherwise, the center of the axis-aligned bounding box
  8015. * encompassing the points is calculated.
  8016. *
  8017. * @param {Array<Vector3>} points - A list of points in 3D space.
  8018. * @param {Vector3} [optionalCenter] - The center of the sphere.
  8019. * @return {Sphere} A reference to this sphere.
  8020. */
  8021. setFromPoints( points, optionalCenter ) {
  8022. const center = this.center;
  8023. if ( optionalCenter !== undefined ) {
  8024. center.copy( optionalCenter );
  8025. } else {
  8026. _box$3.setFromPoints( points ).getCenter( center );
  8027. }
  8028. let maxRadiusSq = 0;
  8029. for ( let i = 0, il = points.length; i < il; i ++ ) {
  8030. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  8031. }
  8032. this.radius = Math.sqrt( maxRadiusSq );
  8033. return this;
  8034. }
  8035. /**
  8036. * Copies the values of the given sphere to this instance.
  8037. *
  8038. * @param {Sphere} sphere - The sphere to copy.
  8039. * @return {Sphere} A reference to this sphere.
  8040. */
  8041. copy( sphere ) {
  8042. this.center.copy( sphere.center );
  8043. this.radius = sphere.radius;
  8044. return this;
  8045. }
  8046. /**
  8047. * Returns `true` if the sphere is empty (the radius set to a negative number).
  8048. *
  8049. * Spheres with a radius of `0` contain only their center point and are not
  8050. * considered to be empty.
  8051. *
  8052. * @return {boolean} Whether this sphere is empty or not.
  8053. */
  8054. isEmpty() {
  8055. return ( this.radius < 0 );
  8056. }
  8057. /**
  8058. * Makes this sphere empty which means in encloses a zero space in 3D.
  8059. *
  8060. * @return {Sphere} A reference to this sphere.
  8061. */
  8062. makeEmpty() {
  8063. this.center.set( 0, 0, 0 );
  8064. this.radius = -1;
  8065. return this;
  8066. }
  8067. /**
  8068. * Returns `true` if this sphere contains the given point inclusive of
  8069. * the surface of the sphere.
  8070. *
  8071. * @param {Vector3} point - The point to check.
  8072. * @return {boolean} Whether this sphere contains the given point or not.
  8073. */
  8074. containsPoint( point ) {
  8075. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8076. }
  8077. /**
  8078. * Returns the closest distance from the boundary of the sphere to the
  8079. * given point. If the sphere contains the point, the distance will
  8080. * be negative.
  8081. *
  8082. * @param {Vector3} point - The point to compute the distance to.
  8083. * @return {number} The distance to the point.
  8084. */
  8085. distanceToPoint( point ) {
  8086. return ( point.distanceTo( this.center ) - this.radius );
  8087. }
  8088. /**
  8089. * Returns `true` if this sphere intersects with the given one.
  8090. *
  8091. * @param {Sphere} sphere - The sphere to test.
  8092. * @return {boolean} Whether this sphere intersects with the given one or not.
  8093. */
  8094. intersectsSphere( sphere ) {
  8095. const radiusSum = this.radius + sphere.radius;
  8096. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8097. }
  8098. /**
  8099. * Returns `true` if this sphere intersects with the given box.
  8100. *
  8101. * @param {Box3} box - The box to test.
  8102. * @return {boolean} Whether this sphere intersects with the given box or not.
  8103. */
  8104. intersectsBox( box ) {
  8105. return box.intersectsSphere( this );
  8106. }
  8107. /**
  8108. * Returns `true` if this sphere intersects with the given plane.
  8109. *
  8110. * @param {Plane} plane - The plane to test.
  8111. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8112. */
  8113. intersectsPlane( plane ) {
  8114. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8115. }
  8116. /**
  8117. * Clamps a point within the sphere. If the point is outside the sphere, it
  8118. * will clamp it to the closest point on the edge of the sphere. Points
  8119. * already inside the sphere will not be affected.
  8120. *
  8121. * @param {Vector3} point - The plane to clamp.
  8122. * @param {Vector3} target - The target vector that is used to store the method's result.
  8123. * @return {Vector3} The clamped point.
  8124. */
  8125. clampPoint( point, target ) {
  8126. const deltaLengthSq = this.center.distanceToSquared( point );
  8127. target.copy( point );
  8128. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8129. target.sub( this.center ).normalize();
  8130. target.multiplyScalar( this.radius ).add( this.center );
  8131. }
  8132. return target;
  8133. }
  8134. /**
  8135. * Returns a bounding box that encloses this sphere.
  8136. *
  8137. * @param {Box3} target - The target box that is used to store the method's result.
  8138. * @return {Box3} The bounding box that encloses this sphere.
  8139. */
  8140. getBoundingBox( target ) {
  8141. if ( this.isEmpty() ) {
  8142. // Empty sphere produces empty bounding box
  8143. target.makeEmpty();
  8144. return target;
  8145. }
  8146. target.set( this.center, this.center );
  8147. target.expandByScalar( this.radius );
  8148. return target;
  8149. }
  8150. /**
  8151. * Transforms this sphere with the given 4x4 transformation matrix.
  8152. *
  8153. * @param {Matrix4} matrix - The transformation matrix.
  8154. * @return {Sphere} A reference to this sphere.
  8155. */
  8156. applyMatrix4( matrix ) {
  8157. this.center.applyMatrix4( matrix );
  8158. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8159. return this;
  8160. }
  8161. /**
  8162. * Translates the sphere's center by the given offset.
  8163. *
  8164. * @param {Vector3} offset - The offset.
  8165. * @return {Sphere} A reference to this sphere.
  8166. */
  8167. translate( offset ) {
  8168. this.center.add( offset );
  8169. return this;
  8170. }
  8171. /**
  8172. * Expands the boundaries of this sphere to include the given point.
  8173. *
  8174. * @param {Vector3} point - The point to include.
  8175. * @return {Sphere} A reference to this sphere.
  8176. */
  8177. expandByPoint( point ) {
  8178. if ( this.isEmpty() ) {
  8179. this.center.copy( point );
  8180. this.radius = 0;
  8181. return this;
  8182. }
  8183. _v1$6.subVectors( point, this.center );
  8184. const lengthSq = _v1$6.lengthSq();
  8185. if ( lengthSq > ( this.radius * this.radius ) ) {
  8186. // calculate the minimal sphere
  8187. const length = Math.sqrt( lengthSq );
  8188. const delta = ( length - this.radius ) * 0.5;
  8189. this.center.addScaledVector( _v1$6, delta / length );
  8190. this.radius += delta;
  8191. }
  8192. return this;
  8193. }
  8194. /**
  8195. * Expands this sphere to enclose both the original sphere and the given sphere.
  8196. *
  8197. * @param {Sphere} sphere - The sphere to include.
  8198. * @return {Sphere} A reference to this sphere.
  8199. */
  8200. union( sphere ) {
  8201. if ( sphere.isEmpty() ) {
  8202. return this;
  8203. }
  8204. if ( this.isEmpty() ) {
  8205. this.copy( sphere );
  8206. return this;
  8207. }
  8208. if ( this.center.equals( sphere.center ) === true ) {
  8209. this.radius = Math.max( this.radius, sphere.radius );
  8210. } else {
  8211. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8212. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8213. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8214. }
  8215. return this;
  8216. }
  8217. /**
  8218. * Returns `true` if this sphere is equal with the given one.
  8219. *
  8220. * @param {Sphere} sphere - The sphere to test for equality.
  8221. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8222. */
  8223. equals( sphere ) {
  8224. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8225. }
  8226. /**
  8227. * Returns a new sphere with copied values from this instance.
  8228. *
  8229. * @return {Sphere} A clone of this instance.
  8230. */
  8231. clone() {
  8232. return new this.constructor().copy( this );
  8233. }
  8234. /**
  8235. * Returns a serialized structure of the bounding sphere.
  8236. *
  8237. * @return {Object} Serialized structure with fields representing the object state.
  8238. */
  8239. toJSON() {
  8240. return {
  8241. radius: this.radius,
  8242. center: this.center.toArray()
  8243. };
  8244. }
  8245. /**
  8246. * Returns a serialized structure of the bounding sphere.
  8247. *
  8248. * @param {Object} json - The serialized json to set the sphere from.
  8249. * @return {Sphere} A reference to this bounding sphere.
  8250. */
  8251. fromJSON( json ) {
  8252. this.radius = json.radius;
  8253. this.center.fromArray( json.center );
  8254. return this;
  8255. }
  8256. }
  8257. const _vector$a = /*@__PURE__*/ new Vector3();
  8258. const _segCenter = /*@__PURE__*/ new Vector3();
  8259. const _segDir = /*@__PURE__*/ new Vector3();
  8260. const _diff = /*@__PURE__*/ new Vector3();
  8261. const _edge1 = /*@__PURE__*/ new Vector3();
  8262. const _edge2 = /*@__PURE__*/ new Vector3();
  8263. const _normal$1 = /*@__PURE__*/ new Vector3();
  8264. /**
  8265. * A ray that emits from an origin in a certain direction. The class is used by
  8266. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8267. * mouse picking (working out what objects in the 3D space the mouse is over)
  8268. * amongst other things.
  8269. */
  8270. class Ray {
  8271. /**
  8272. * Constructs a new ray.
  8273. *
  8274. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8275. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8276. */
  8277. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8278. /**
  8279. * The origin of the ray.
  8280. *
  8281. * @type {Vector3}
  8282. */
  8283. this.origin = origin;
  8284. /**
  8285. * The (normalized) direction of the ray.
  8286. *
  8287. * @type {Vector3}
  8288. */
  8289. this.direction = direction;
  8290. }
  8291. /**
  8292. * Sets the ray's components by copying the given values.
  8293. *
  8294. * @param {Vector3} origin - The origin.
  8295. * @param {Vector3} direction - The direction.
  8296. * @return {Ray} A reference to this ray.
  8297. */
  8298. set( origin, direction ) {
  8299. this.origin.copy( origin );
  8300. this.direction.copy( direction );
  8301. return this;
  8302. }
  8303. /**
  8304. * Copies the values of the given ray to this instance.
  8305. *
  8306. * @param {Ray} ray - The ray to copy.
  8307. * @return {Ray} A reference to this ray.
  8308. */
  8309. copy( ray ) {
  8310. this.origin.copy( ray.origin );
  8311. this.direction.copy( ray.direction );
  8312. return this;
  8313. }
  8314. /**
  8315. * Returns a vector that is located at a given distance along this ray.
  8316. *
  8317. * @param {number} t - The distance along the ray to retrieve a position for.
  8318. * @param {Vector3} target - The target vector that is used to store the method's result.
  8319. * @return {Vector3} A position on the ray.
  8320. */
  8321. at( t, target ) {
  8322. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8323. }
  8324. /**
  8325. * Adjusts the direction of the ray to point at the given vector in world space.
  8326. *
  8327. * @param {Vector3} v - The target position.
  8328. * @return {Ray} A reference to this ray.
  8329. */
  8330. lookAt( v ) {
  8331. this.direction.copy( v ).sub( this.origin ).normalize();
  8332. return this;
  8333. }
  8334. /**
  8335. * Shift the origin of this ray along its direction by the given distance.
  8336. *
  8337. * @param {number} t - The distance along the ray to interpolate.
  8338. * @return {Ray} A reference to this ray.
  8339. */
  8340. recast( t ) {
  8341. this.origin.copy( this.at( t, _vector$a ) );
  8342. return this;
  8343. }
  8344. /**
  8345. * Returns the point along this ray that is closest to the given point.
  8346. *
  8347. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8348. * @param {Vector3} target - The target vector that is used to store the method's result.
  8349. * @return {Vector3} The closest point on this ray.
  8350. */
  8351. closestPointToPoint( point, target ) {
  8352. target.subVectors( point, this.origin );
  8353. const directionDistance = target.dot( this.direction );
  8354. if ( directionDistance < 0 ) {
  8355. return target.copy( this.origin );
  8356. }
  8357. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8358. }
  8359. /**
  8360. * Returns the distance of the closest approach between this ray and the given point.
  8361. *
  8362. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8363. * @return {number} The distance.
  8364. */
  8365. distanceToPoint( point ) {
  8366. return Math.sqrt( this.distanceSqToPoint( point ) );
  8367. }
  8368. /**
  8369. * Returns the squared distance of the closest approach between this ray and the given point.
  8370. *
  8371. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8372. * @return {number} The squared distance.
  8373. */
  8374. distanceSqToPoint( point ) {
  8375. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8376. // point behind the ray
  8377. if ( directionDistance < 0 ) {
  8378. return this.origin.distanceToSquared( point );
  8379. }
  8380. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8381. return _vector$a.distanceToSquared( point );
  8382. }
  8383. /**
  8384. * Returns the squared distance between this ray and the given line segment.
  8385. *
  8386. * @param {Vector3} v0 - The start point of the line segment.
  8387. * @param {Vector3} v1 - The end point of the line segment.
  8388. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8389. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8390. * @return {number} The squared distance.
  8391. */
  8392. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8393. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8394. // It returns the min distance between the ray and the segment
  8395. // defined by v0 and v1
  8396. // It can also set two optional targets :
  8397. // - The closest point on the ray
  8398. // - The closest point on the segment
  8399. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8400. _segDir.copy( v1 ).sub( v0 ).normalize();
  8401. _diff.copy( this.origin ).sub( _segCenter );
  8402. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8403. const a01 = - this.direction.dot( _segDir );
  8404. const b0 = _diff.dot( this.direction );
  8405. const b1 = - _diff.dot( _segDir );
  8406. const c = _diff.lengthSq();
  8407. const det = Math.abs( 1 - a01 * a01 );
  8408. let s0, s1, sqrDist, extDet;
  8409. if ( det > 0 ) {
  8410. // The ray and segment are not parallel.
  8411. s0 = a01 * b1 - b0;
  8412. s1 = a01 * b0 - b1;
  8413. extDet = segExtent * det;
  8414. if ( s0 >= 0 ) {
  8415. if ( s1 >= - extDet ) {
  8416. if ( s1 <= extDet ) {
  8417. // region 0
  8418. // Minimum at interior points of ray and segment.
  8419. const invDet = 1 / det;
  8420. s0 *= invDet;
  8421. s1 *= invDet;
  8422. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8423. } else {
  8424. // region 1
  8425. s1 = segExtent;
  8426. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8427. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8428. }
  8429. } else {
  8430. // region 5
  8431. s1 = - segExtent;
  8432. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8433. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8434. }
  8435. } else {
  8436. if ( s1 <= - extDet ) {
  8437. // region 4
  8438. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8439. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8440. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8441. } else if ( s1 <= extDet ) {
  8442. // region 3
  8443. s0 = 0;
  8444. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8445. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8446. } else {
  8447. // region 2
  8448. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8449. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8450. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8451. }
  8452. }
  8453. } else {
  8454. // Ray and segment are parallel.
  8455. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8456. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8457. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8458. }
  8459. if ( optionalPointOnRay ) {
  8460. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8461. }
  8462. if ( optionalPointOnSegment ) {
  8463. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8464. }
  8465. return sqrDist;
  8466. }
  8467. /**
  8468. * Intersects this ray with the given sphere, returning the intersection
  8469. * point or `null` if there is no intersection.
  8470. *
  8471. * @param {Sphere} sphere - The sphere to intersect.
  8472. * @param {Vector3} target - The target vector that is used to store the method's result.
  8473. * @return {?Vector3} The intersection point.
  8474. */
  8475. intersectSphere( sphere, target ) {
  8476. _vector$a.subVectors( sphere.center, this.origin );
  8477. const tca = _vector$a.dot( this.direction );
  8478. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8479. const radius2 = sphere.radius * sphere.radius;
  8480. if ( d2 > radius2 ) return null;
  8481. const thc = Math.sqrt( radius2 - d2 );
  8482. // t0 = first intersect point - entrance on front of sphere
  8483. const t0 = tca - thc;
  8484. // t1 = second intersect point - exit point on back of sphere
  8485. const t1 = tca + thc;
  8486. // test to see if t1 is behind the ray - if so, return null
  8487. if ( t1 < 0 ) return null;
  8488. // test to see if t0 is behind the ray:
  8489. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8490. // in order to always return an intersect point that is in front of the ray.
  8491. if ( t0 < 0 ) return this.at( t1, target );
  8492. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8493. return this.at( t0, target );
  8494. }
  8495. /**
  8496. * Returns `true` if this ray intersects with the given sphere.
  8497. *
  8498. * @param {Sphere} sphere - The sphere to intersect.
  8499. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8500. */
  8501. intersectsSphere( sphere ) {
  8502. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8503. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8504. }
  8505. /**
  8506. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8507. * does not intersect with the plane.
  8508. *
  8509. * @param {Plane} plane - The plane to compute the distance to.
  8510. * @return {?number} Whether this ray intersects with the given sphere or not.
  8511. */
  8512. distanceToPlane( plane ) {
  8513. const denominator = plane.normal.dot( this.direction );
  8514. if ( denominator === 0 ) {
  8515. // line is coplanar, return origin
  8516. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8517. return 0;
  8518. }
  8519. // Null is preferable to undefined since undefined means.... it is undefined
  8520. return null;
  8521. }
  8522. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8523. // Return if the ray never intersects the plane
  8524. return t >= 0 ? t : null;
  8525. }
  8526. /**
  8527. * Intersects this ray with the given plane, returning the intersection
  8528. * point or `null` if there is no intersection.
  8529. *
  8530. * @param {Plane} plane - The plane to intersect.
  8531. * @param {Vector3} target - The target vector that is used to store the method's result.
  8532. * @return {?Vector3} The intersection point.
  8533. */
  8534. intersectPlane( plane, target ) {
  8535. const t = this.distanceToPlane( plane );
  8536. if ( t === null ) {
  8537. return null;
  8538. }
  8539. return this.at( t, target );
  8540. }
  8541. /**
  8542. * Returns `true` if this ray intersects with the given plane.
  8543. *
  8544. * @param {Plane} plane - The plane to intersect.
  8545. * @return {boolean} Whether this ray intersects with the given plane or not.
  8546. */
  8547. intersectsPlane( plane ) {
  8548. // check if the ray lies on the plane first
  8549. const distToPoint = plane.distanceToPoint( this.origin );
  8550. if ( distToPoint === 0 ) {
  8551. return true;
  8552. }
  8553. const denominator = plane.normal.dot( this.direction );
  8554. if ( denominator * distToPoint < 0 ) {
  8555. return true;
  8556. }
  8557. // ray origin is behind the plane (and is pointing behind it)
  8558. return false;
  8559. }
  8560. /**
  8561. * Intersects this ray with the given bounding box, returning the intersection
  8562. * point or `null` if there is no intersection.
  8563. *
  8564. * @param {Box3} box - The box to intersect.
  8565. * @param {Vector3} target - The target vector that is used to store the method's result.
  8566. * @return {?Vector3} The intersection point.
  8567. */
  8568. intersectBox( box, target ) {
  8569. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8570. const invdirx = 1 / this.direction.x,
  8571. invdiry = 1 / this.direction.y,
  8572. invdirz = 1 / this.direction.z;
  8573. const origin = this.origin;
  8574. if ( invdirx >= 0 ) {
  8575. tmin = ( box.min.x - origin.x ) * invdirx;
  8576. tmax = ( box.max.x - origin.x ) * invdirx;
  8577. } else {
  8578. tmin = ( box.max.x - origin.x ) * invdirx;
  8579. tmax = ( box.min.x - origin.x ) * invdirx;
  8580. }
  8581. if ( invdiry >= 0 ) {
  8582. tymin = ( box.min.y - origin.y ) * invdiry;
  8583. tymax = ( box.max.y - origin.y ) * invdiry;
  8584. } else {
  8585. tymin = ( box.max.y - origin.y ) * invdiry;
  8586. tymax = ( box.min.y - origin.y ) * invdiry;
  8587. }
  8588. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8589. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8590. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8591. if ( invdirz >= 0 ) {
  8592. tzmin = ( box.min.z - origin.z ) * invdirz;
  8593. tzmax = ( box.max.z - origin.z ) * invdirz;
  8594. } else {
  8595. tzmin = ( box.max.z - origin.z ) * invdirz;
  8596. tzmax = ( box.min.z - origin.z ) * invdirz;
  8597. }
  8598. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8599. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8600. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8601. //return point closest to the ray (positive side)
  8602. if ( tmax < 0 ) return null;
  8603. return this.at( tmin >= 0 ? tmin : tmax, target );
  8604. }
  8605. /**
  8606. * Returns `true` if this ray intersects with the given box.
  8607. *
  8608. * @param {Box3} box - The box to intersect.
  8609. * @return {boolean} Whether this ray intersects with the given box or not.
  8610. */
  8611. intersectsBox( box ) {
  8612. return this.intersectBox( box, _vector$a ) !== null;
  8613. }
  8614. /**
  8615. * Intersects this ray with the given triangle, returning the intersection
  8616. * point or `null` if there is no intersection.
  8617. *
  8618. * @param {Vector3} a - The first vertex of the triangle.
  8619. * @param {Vector3} b - The second vertex of the triangle.
  8620. * @param {Vector3} c - The third vertex of the triangle.
  8621. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8622. * @param {Vector3} target - The target vector that is used to store the method's result.
  8623. * @return {?Vector3} The intersection point.
  8624. */
  8625. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8626. // Compute the offset origin, edges, and normal.
  8627. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8628. _edge1.subVectors( b, a );
  8629. _edge2.subVectors( c, a );
  8630. _normal$1.crossVectors( _edge1, _edge2 );
  8631. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8632. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8633. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8634. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8635. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8636. let DdN = this.direction.dot( _normal$1 );
  8637. let sign;
  8638. if ( DdN > 0 ) {
  8639. if ( backfaceCulling ) return null;
  8640. sign = 1;
  8641. } else if ( DdN < 0 ) {
  8642. sign = -1;
  8643. DdN = - DdN;
  8644. } else {
  8645. return null;
  8646. }
  8647. _diff.subVectors( this.origin, a );
  8648. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8649. // b1 < 0, no intersection
  8650. if ( DdQxE2 < 0 ) {
  8651. return null;
  8652. }
  8653. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8654. // b2 < 0, no intersection
  8655. if ( DdE1xQ < 0 ) {
  8656. return null;
  8657. }
  8658. // b1+b2 > 1, no intersection
  8659. if ( DdQxE2 + DdE1xQ > DdN ) {
  8660. return null;
  8661. }
  8662. // Line intersects triangle, check if ray does.
  8663. const QdN = - sign * _diff.dot( _normal$1 );
  8664. // t < 0, no intersection
  8665. if ( QdN < 0 ) {
  8666. return null;
  8667. }
  8668. // Ray intersects triangle.
  8669. return this.at( QdN / DdN, target );
  8670. }
  8671. /**
  8672. * Transforms this ray with the given 4x4 transformation matrix.
  8673. *
  8674. * @param {Matrix4} matrix4 - The transformation matrix.
  8675. * @return {Ray} A reference to this ray.
  8676. */
  8677. applyMatrix4( matrix4 ) {
  8678. this.origin.applyMatrix4( matrix4 );
  8679. this.direction.transformDirection( matrix4 );
  8680. return this;
  8681. }
  8682. /**
  8683. * Returns `true` if this ray is equal with the given one.
  8684. *
  8685. * @param {Ray} ray - The ray to test for equality.
  8686. * @return {boolean} Whether this ray is equal with the given one.
  8687. */
  8688. equals( ray ) {
  8689. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8690. }
  8691. /**
  8692. * Returns a new ray with copied values from this instance.
  8693. *
  8694. * @return {Ray} A clone of this instance.
  8695. */
  8696. clone() {
  8697. return new this.constructor().copy( this );
  8698. }
  8699. }
  8700. /**
  8701. * Represents a 4x4 matrix.
  8702. *
  8703. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8704. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  8705. *
  8706. * This allows a 3D vector representing a point in 3D space to undergo
  8707. * transformations such as translation, rotation, shear, scale, reflection,
  8708. * orthogonal or perspective projection and so on, by being multiplied by the
  8709. * matrix. This is known as `applying` the matrix to the vector.
  8710. *
  8711. * A Note on Row-Major and Column-Major Ordering:
  8712. *
  8713. * The constructor and {@link Matrix3#set} method take arguments in
  8714. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  8715. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8716. * This means that calling:
  8717. * ```js
  8718. * const m = new THREE.Matrix4();
  8719. * m.set( 11, 12, 13, 14,
  8720. * 21, 22, 23, 24,
  8721. * 31, 32, 33, 34,
  8722. * 41, 42, 43, 44 );
  8723. * ```
  8724. * will result in the elements array containing:
  8725. * ```js
  8726. * m.elements = [ 11, 21, 31, 41,
  8727. * 12, 22, 32, 42,
  8728. * 13, 23, 33, 43,
  8729. * 14, 24, 34, 44 ];
  8730. * ```
  8731. * and internally all calculations are performed using column-major ordering.
  8732. * However, as the actual ordering makes no difference mathematically and
  8733. * most people are used to thinking about matrices in row-major order, the
  8734. * three.js documentation shows matrices in row-major order. Just bear in
  8735. * mind that if you are reading the source code, you'll have to take the
  8736. * transpose of any matrices outlined here to make sense of the calculations.
  8737. */
  8738. class Matrix4 {
  8739. /**
  8740. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8741. * in row-major order. If no arguments are provided, the constructor
  8742. * initializes the matrix as an identity matrix.
  8743. *
  8744. * @param {number} [n11] - 1-1 matrix element.
  8745. * @param {number} [n12] - 1-2 matrix element.
  8746. * @param {number} [n13] - 1-3 matrix element.
  8747. * @param {number} [n14] - 1-4 matrix element.
  8748. * @param {number} [n21] - 2-1 matrix element.
  8749. * @param {number} [n22] - 2-2 matrix element.
  8750. * @param {number} [n23] - 2-3 matrix element.
  8751. * @param {number} [n24] - 2-4 matrix element.
  8752. * @param {number} [n31] - 3-1 matrix element.
  8753. * @param {number} [n32] - 3-2 matrix element.
  8754. * @param {number} [n33] - 3-3 matrix element.
  8755. * @param {number} [n34] - 3-4 matrix element.
  8756. * @param {number} [n41] - 4-1 matrix element.
  8757. * @param {number} [n42] - 4-2 matrix element.
  8758. * @param {number} [n43] - 4-3 matrix element.
  8759. * @param {number} [n44] - 4-4 matrix element.
  8760. */
  8761. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8762. /**
  8763. * This flag can be used for type testing.
  8764. *
  8765. * @type {boolean}
  8766. * @readonly
  8767. * @default true
  8768. */
  8769. Matrix4.prototype.isMatrix4 = true;
  8770. /**
  8771. * A column-major list of matrix values.
  8772. *
  8773. * @type {Array<number>}
  8774. */
  8775. this.elements = [
  8776. 1, 0, 0, 0,
  8777. 0, 1, 0, 0,
  8778. 0, 0, 1, 0,
  8779. 0, 0, 0, 1
  8780. ];
  8781. if ( n11 !== undefined ) {
  8782. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8783. }
  8784. }
  8785. /**
  8786. * Sets the elements of the matrix.The arguments are supposed to be
  8787. * in row-major order.
  8788. *
  8789. * @param {number} [n11] - 1-1 matrix element.
  8790. * @param {number} [n12] - 1-2 matrix element.
  8791. * @param {number} [n13] - 1-3 matrix element.
  8792. * @param {number} [n14] - 1-4 matrix element.
  8793. * @param {number} [n21] - 2-1 matrix element.
  8794. * @param {number} [n22] - 2-2 matrix element.
  8795. * @param {number} [n23] - 2-3 matrix element.
  8796. * @param {number} [n24] - 2-4 matrix element.
  8797. * @param {number} [n31] - 3-1 matrix element.
  8798. * @param {number} [n32] - 3-2 matrix element.
  8799. * @param {number} [n33] - 3-3 matrix element.
  8800. * @param {number} [n34] - 3-4 matrix element.
  8801. * @param {number} [n41] - 4-1 matrix element.
  8802. * @param {number} [n42] - 4-2 matrix element.
  8803. * @param {number} [n43] - 4-3 matrix element.
  8804. * @param {number} [n44] - 4-4 matrix element.
  8805. * @return {Matrix4} A reference to this matrix.
  8806. */
  8807. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8808. const te = this.elements;
  8809. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8810. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8811. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8812. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8813. return this;
  8814. }
  8815. /**
  8816. * Sets this matrix to the 4x4 identity matrix.
  8817. *
  8818. * @return {Matrix4} A reference to this matrix.
  8819. */
  8820. identity() {
  8821. this.set(
  8822. 1, 0, 0, 0,
  8823. 0, 1, 0, 0,
  8824. 0, 0, 1, 0,
  8825. 0, 0, 0, 1
  8826. );
  8827. return this;
  8828. }
  8829. /**
  8830. * Returns a matrix with copied values from this instance.
  8831. *
  8832. * @return {Matrix4} A clone of this instance.
  8833. */
  8834. clone() {
  8835. return new Matrix4().fromArray( this.elements );
  8836. }
  8837. /**
  8838. * Copies the values of the given matrix to this instance.
  8839. *
  8840. * @param {Matrix4} m - The matrix to copy.
  8841. * @return {Matrix4} A reference to this matrix.
  8842. */
  8843. copy( m ) {
  8844. const te = this.elements;
  8845. const me = m.elements;
  8846. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8847. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8848. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8849. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8850. return this;
  8851. }
  8852. /**
  8853. * Copies the translation component of the given matrix
  8854. * into this matrix's translation component.
  8855. *
  8856. * @param {Matrix4} m - The matrix to copy the translation component.
  8857. * @return {Matrix4} A reference to this matrix.
  8858. */
  8859. copyPosition( m ) {
  8860. const te = this.elements, me = m.elements;
  8861. te[ 12 ] = me[ 12 ];
  8862. te[ 13 ] = me[ 13 ];
  8863. te[ 14 ] = me[ 14 ];
  8864. return this;
  8865. }
  8866. /**
  8867. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8868. *
  8869. * @param {Matrix3} m - The 3x3 matrix.
  8870. * @return {Matrix4} A reference to this matrix.
  8871. */
  8872. setFromMatrix3( m ) {
  8873. const me = m.elements;
  8874. this.set(
  8875. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8876. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8877. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8878. 0, 0, 0, 1
  8879. );
  8880. return this;
  8881. }
  8882. /**
  8883. * Extracts the basis of this matrix into the three axis vectors provided.
  8884. *
  8885. * @param {Vector3} xAxis - The basis's x axis.
  8886. * @param {Vector3} yAxis - The basis's y axis.
  8887. * @param {Vector3} zAxis - The basis's z axis.
  8888. * @return {Matrix4} A reference to this matrix.
  8889. */
  8890. extractBasis( xAxis, yAxis, zAxis ) {
  8891. if ( this.determinant() === 0 ) {
  8892. xAxis.set( 1, 0, 0 );
  8893. yAxis.set( 0, 1, 0 );
  8894. zAxis.set( 0, 0, 1 );
  8895. return this;
  8896. }
  8897. xAxis.setFromMatrixColumn( this, 0 );
  8898. yAxis.setFromMatrixColumn( this, 1 );
  8899. zAxis.setFromMatrixColumn( this, 2 );
  8900. return this;
  8901. }
  8902. /**
  8903. * Sets the given basis vectors to this matrix.
  8904. *
  8905. * @param {Vector3} xAxis - The basis's x axis.
  8906. * @param {Vector3} yAxis - The basis's y axis.
  8907. * @param {Vector3} zAxis - The basis's z axis.
  8908. * @return {Matrix4} A reference to this matrix.
  8909. */
  8910. makeBasis( xAxis, yAxis, zAxis ) {
  8911. this.set(
  8912. xAxis.x, yAxis.x, zAxis.x, 0,
  8913. xAxis.y, yAxis.y, zAxis.y, 0,
  8914. xAxis.z, yAxis.z, zAxis.z, 0,
  8915. 0, 0, 0, 1
  8916. );
  8917. return this;
  8918. }
  8919. /**
  8920. * Extracts the rotation component of the given matrix
  8921. * into this matrix's rotation component.
  8922. *
  8923. * Note: This method does not support reflection matrices.
  8924. *
  8925. * @param {Matrix4} m - The matrix.
  8926. * @return {Matrix4} A reference to this matrix.
  8927. */
  8928. extractRotation( m ) {
  8929. if ( m.determinant() === 0 ) {
  8930. return this.identity();
  8931. }
  8932. const te = this.elements;
  8933. const me = m.elements;
  8934. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8935. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8936. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8937. te[ 0 ] = me[ 0 ] * scaleX;
  8938. te[ 1 ] = me[ 1 ] * scaleX;
  8939. te[ 2 ] = me[ 2 ] * scaleX;
  8940. te[ 3 ] = 0;
  8941. te[ 4 ] = me[ 4 ] * scaleY;
  8942. te[ 5 ] = me[ 5 ] * scaleY;
  8943. te[ 6 ] = me[ 6 ] * scaleY;
  8944. te[ 7 ] = 0;
  8945. te[ 8 ] = me[ 8 ] * scaleZ;
  8946. te[ 9 ] = me[ 9 ] * scaleZ;
  8947. te[ 10 ] = me[ 10 ] * scaleZ;
  8948. te[ 11 ] = 0;
  8949. te[ 12 ] = 0;
  8950. te[ 13 ] = 0;
  8951. te[ 14 ] = 0;
  8952. te[ 15 ] = 1;
  8953. return this;
  8954. }
  8955. /**
  8956. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8957. * the rotation specified by the given Euler angles. The rest of
  8958. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8959. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  8960. * for a complete list.
  8961. *
  8962. * @param {Euler} euler - The Euler angles.
  8963. * @return {Matrix4} A reference to this matrix.
  8964. */
  8965. makeRotationFromEuler( euler ) {
  8966. const te = this.elements;
  8967. const x = euler.x, y = euler.y, z = euler.z;
  8968. const a = Math.cos( x ), b = Math.sin( x );
  8969. const c = Math.cos( y ), d = Math.sin( y );
  8970. const e = Math.cos( z ), f = Math.sin( z );
  8971. if ( euler.order === 'XYZ' ) {
  8972. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8973. te[ 0 ] = c * e;
  8974. te[ 4 ] = - c * f;
  8975. te[ 8 ] = d;
  8976. te[ 1 ] = af + be * d;
  8977. te[ 5 ] = ae - bf * d;
  8978. te[ 9 ] = - b * c;
  8979. te[ 2 ] = bf - ae * d;
  8980. te[ 6 ] = be + af * d;
  8981. te[ 10 ] = a * c;
  8982. } else if ( euler.order === 'YXZ' ) {
  8983. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8984. te[ 0 ] = ce + df * b;
  8985. te[ 4 ] = de * b - cf;
  8986. te[ 8 ] = a * d;
  8987. te[ 1 ] = a * f;
  8988. te[ 5 ] = a * e;
  8989. te[ 9 ] = - b;
  8990. te[ 2 ] = cf * b - de;
  8991. te[ 6 ] = df + ce * b;
  8992. te[ 10 ] = a * c;
  8993. } else if ( euler.order === 'ZXY' ) {
  8994. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8995. te[ 0 ] = ce - df * b;
  8996. te[ 4 ] = - a * f;
  8997. te[ 8 ] = de + cf * b;
  8998. te[ 1 ] = cf + de * b;
  8999. te[ 5 ] = a * e;
  9000. te[ 9 ] = df - ce * b;
  9001. te[ 2 ] = - a * d;
  9002. te[ 6 ] = b;
  9003. te[ 10 ] = a * c;
  9004. } else if ( euler.order === 'ZYX' ) {
  9005. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  9006. te[ 0 ] = c * e;
  9007. te[ 4 ] = be * d - af;
  9008. te[ 8 ] = ae * d + bf;
  9009. te[ 1 ] = c * f;
  9010. te[ 5 ] = bf * d + ae;
  9011. te[ 9 ] = af * d - be;
  9012. te[ 2 ] = - d;
  9013. te[ 6 ] = b * c;
  9014. te[ 10 ] = a * c;
  9015. } else if ( euler.order === 'YZX' ) {
  9016. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  9017. te[ 0 ] = c * e;
  9018. te[ 4 ] = bd - ac * f;
  9019. te[ 8 ] = bc * f + ad;
  9020. te[ 1 ] = f;
  9021. te[ 5 ] = a * e;
  9022. te[ 9 ] = - b * e;
  9023. te[ 2 ] = - d * e;
  9024. te[ 6 ] = ad * f + bc;
  9025. te[ 10 ] = ac - bd * f;
  9026. } else if ( euler.order === 'XZY' ) {
  9027. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  9028. te[ 0 ] = c * e;
  9029. te[ 4 ] = - f;
  9030. te[ 8 ] = d * e;
  9031. te[ 1 ] = ac * f + bd;
  9032. te[ 5 ] = a * e;
  9033. te[ 9 ] = ad * f - bc;
  9034. te[ 2 ] = bc * f - ad;
  9035. te[ 6 ] = b * e;
  9036. te[ 10 ] = bd * f + ac;
  9037. }
  9038. // bottom row
  9039. te[ 3 ] = 0;
  9040. te[ 7 ] = 0;
  9041. te[ 11 ] = 0;
  9042. // last column
  9043. te[ 12 ] = 0;
  9044. te[ 13 ] = 0;
  9045. te[ 14 ] = 0;
  9046. te[ 15 ] = 1;
  9047. return this;
  9048. }
  9049. /**
  9050. * Sets the rotation component of this matrix to the rotation specified by
  9051. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  9052. * The rest of the matrix is set to the identity.
  9053. *
  9054. * @param {Quaternion} q - The Quaternion.
  9055. * @return {Matrix4} A reference to this matrix.
  9056. */
  9057. makeRotationFromQuaternion( q ) {
  9058. return this.compose( _zero, q, _one );
  9059. }
  9060. /**
  9061. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  9062. * `target`, and oriented by the up-direction.
  9063. *
  9064. * @param {Vector3} eye - The eye vector.
  9065. * @param {Vector3} target - The target vector.
  9066. * @param {Vector3} up - The up vector.
  9067. * @return {Matrix4} A reference to this matrix.
  9068. */
  9069. lookAt( eye, target, up ) {
  9070. const te = this.elements;
  9071. _z.subVectors( eye, target );
  9072. if ( _z.lengthSq() === 0 ) {
  9073. // eye and target are in the same position
  9074. _z.z = 1;
  9075. }
  9076. _z.normalize();
  9077. _x.crossVectors( up, _z );
  9078. if ( _x.lengthSq() === 0 ) {
  9079. // up and z are parallel
  9080. if ( Math.abs( up.z ) === 1 ) {
  9081. _z.x += 0.0001;
  9082. } else {
  9083. _z.z += 0.0001;
  9084. }
  9085. _z.normalize();
  9086. _x.crossVectors( up, _z );
  9087. }
  9088. _x.normalize();
  9089. _y.crossVectors( _z, _x );
  9090. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9091. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9092. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9093. return this;
  9094. }
  9095. /**
  9096. * Post-multiplies this matrix by the given 4x4 matrix.
  9097. *
  9098. * @param {Matrix4} m - The matrix to multiply with.
  9099. * @return {Matrix4} A reference to this matrix.
  9100. */
  9101. multiply( m ) {
  9102. return this.multiplyMatrices( this, m );
  9103. }
  9104. /**
  9105. * Pre-multiplies this matrix by the given 4x4 matrix.
  9106. *
  9107. * @param {Matrix4} m - The matrix to multiply with.
  9108. * @return {Matrix4} A reference to this matrix.
  9109. */
  9110. premultiply( m ) {
  9111. return this.multiplyMatrices( m, this );
  9112. }
  9113. /**
  9114. * Multiples the given 4x4 matrices and stores the result
  9115. * in this matrix.
  9116. *
  9117. * @param {Matrix4} a - The first matrix.
  9118. * @param {Matrix4} b - The second matrix.
  9119. * @return {Matrix4} A reference to this matrix.
  9120. */
  9121. multiplyMatrices( a, b ) {
  9122. const ae = a.elements;
  9123. const be = b.elements;
  9124. const te = this.elements;
  9125. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9126. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9127. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9128. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9129. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9130. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9131. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9132. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9133. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9134. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9135. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9136. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9137. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9138. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9139. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9140. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9141. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9142. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9143. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9144. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9145. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9146. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9147. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9148. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9149. return this;
  9150. }
  9151. /**
  9152. * Multiplies every component of the matrix by the given scalar.
  9153. *
  9154. * @param {number} s - The scalar.
  9155. * @return {Matrix4} A reference to this matrix.
  9156. */
  9157. multiplyScalar( s ) {
  9158. const te = this.elements;
  9159. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9160. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9161. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9162. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9163. return this;
  9164. }
  9165. /**
  9166. * Computes and returns the determinant of this matrix.
  9167. *
  9168. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  9169. *
  9170. * @return {number} The determinant.
  9171. */
  9172. determinant() {
  9173. const te = this.elements;
  9174. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9175. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9176. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9177. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9178. const t11 = n23 * n34 - n24 * n33;
  9179. const t12 = n22 * n34 - n24 * n32;
  9180. const t13 = n22 * n33 - n23 * n32;
  9181. const t21 = n21 * n34 - n24 * n31;
  9182. const t22 = n21 * n33 - n23 * n31;
  9183. const t23 = n21 * n32 - n22 * n31;
  9184. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  9185. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  9186. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  9187. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  9188. }
  9189. /**
  9190. * Transposes this matrix in place.
  9191. *
  9192. * @return {Matrix4} A reference to this matrix.
  9193. */
  9194. transpose() {
  9195. const te = this.elements;
  9196. let tmp;
  9197. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9198. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9199. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9200. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9201. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9202. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9203. return this;
  9204. }
  9205. /**
  9206. * Sets the position component for this matrix from the given vector,
  9207. * without affecting the rest of the matrix.
  9208. *
  9209. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9210. * @param {number} y - The y component of the vector.
  9211. * @param {number} z - The z component of the vector.
  9212. * @return {Matrix4} A reference to this matrix.
  9213. */
  9214. setPosition( x, y, z ) {
  9215. const te = this.elements;
  9216. if ( x.isVector3 ) {
  9217. te[ 12 ] = x.x;
  9218. te[ 13 ] = x.y;
  9219. te[ 14 ] = x.z;
  9220. } else {
  9221. te[ 12 ] = x;
  9222. te[ 13 ] = y;
  9223. te[ 14 ] = z;
  9224. }
  9225. return this;
  9226. }
  9227. /**
  9228. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  9229. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9230. * a zero matrix instead.
  9231. *
  9232. * @return {Matrix4} A reference to this matrix.
  9233. */
  9234. invert() {
  9235. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9236. const te = this.elements,
  9237. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9238. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9239. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9240. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9241. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9242. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9243. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9244. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9245. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9246. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9247. const detInv = 1 / det;
  9248. te[ 0 ] = t11 * detInv;
  9249. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9250. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9251. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9252. te[ 4 ] = t12 * detInv;
  9253. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9254. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9255. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9256. te[ 8 ] = t13 * detInv;
  9257. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9258. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9259. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9260. te[ 12 ] = t14 * detInv;
  9261. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9262. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9263. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9264. return this;
  9265. }
  9266. /**
  9267. * Multiplies the columns of this matrix by the given vector.
  9268. *
  9269. * @param {Vector3} v - The scale vector.
  9270. * @return {Matrix4} A reference to this matrix.
  9271. */
  9272. scale( v ) {
  9273. const te = this.elements;
  9274. const x = v.x, y = v.y, z = v.z;
  9275. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9276. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9277. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9278. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9279. return this;
  9280. }
  9281. /**
  9282. * Gets the maximum scale value of the three axes.
  9283. *
  9284. * @return {number} The maximum scale.
  9285. */
  9286. getMaxScaleOnAxis() {
  9287. const te = this.elements;
  9288. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9289. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9290. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9291. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9292. }
  9293. /**
  9294. * Sets this matrix as a translation transform from the given vector.
  9295. *
  9296. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9297. * @param {number} y - The amount to translate in the Y axis.
  9298. * @param {number} z - The amount to translate in the z axis.
  9299. * @return {Matrix4} A reference to this matrix.
  9300. */
  9301. makeTranslation( x, y, z ) {
  9302. if ( x.isVector3 ) {
  9303. this.set(
  9304. 1, 0, 0, x.x,
  9305. 0, 1, 0, x.y,
  9306. 0, 0, 1, x.z,
  9307. 0, 0, 0, 1
  9308. );
  9309. } else {
  9310. this.set(
  9311. 1, 0, 0, x,
  9312. 0, 1, 0, y,
  9313. 0, 0, 1, z,
  9314. 0, 0, 0, 1
  9315. );
  9316. }
  9317. return this;
  9318. }
  9319. /**
  9320. * Sets this matrix as a rotational transformation around the X axis by
  9321. * the given angle.
  9322. *
  9323. * @param {number} theta - The rotation in radians.
  9324. * @return {Matrix4} A reference to this matrix.
  9325. */
  9326. makeRotationX( theta ) {
  9327. const c = Math.cos( theta ), s = Math.sin( theta );
  9328. this.set(
  9329. 1, 0, 0, 0,
  9330. 0, c, - s, 0,
  9331. 0, s, c, 0,
  9332. 0, 0, 0, 1
  9333. );
  9334. return this;
  9335. }
  9336. /**
  9337. * Sets this matrix as a rotational transformation around the Y axis by
  9338. * the given angle.
  9339. *
  9340. * @param {number} theta - The rotation in radians.
  9341. * @return {Matrix4} A reference to this matrix.
  9342. */
  9343. makeRotationY( theta ) {
  9344. const c = Math.cos( theta ), s = Math.sin( theta );
  9345. this.set(
  9346. c, 0, s, 0,
  9347. 0, 1, 0, 0,
  9348. - s, 0, c, 0,
  9349. 0, 0, 0, 1
  9350. );
  9351. return this;
  9352. }
  9353. /**
  9354. * Sets this matrix as a rotational transformation around the Z axis by
  9355. * the given angle.
  9356. *
  9357. * @param {number} theta - The rotation in radians.
  9358. * @return {Matrix4} A reference to this matrix.
  9359. */
  9360. makeRotationZ( theta ) {
  9361. const c = Math.cos( theta ), s = Math.sin( theta );
  9362. this.set(
  9363. c, - s, 0, 0,
  9364. s, c, 0, 0,
  9365. 0, 0, 1, 0,
  9366. 0, 0, 0, 1
  9367. );
  9368. return this;
  9369. }
  9370. /**
  9371. * Sets this matrix as a rotational transformation around the given axis by
  9372. * the given angle.
  9373. *
  9374. * This is a somewhat controversial but mathematically sound alternative to
  9375. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  9376. *
  9377. * @param {Vector3} axis - The normalized rotation axis.
  9378. * @param {number} angle - The rotation in radians.
  9379. * @return {Matrix4} A reference to this matrix.
  9380. */
  9381. makeRotationAxis( axis, angle ) {
  9382. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9383. const c = Math.cos( angle );
  9384. const s = Math.sin( angle );
  9385. const t = 1 - c;
  9386. const x = axis.x, y = axis.y, z = axis.z;
  9387. const tx = t * x, ty = t * y;
  9388. this.set(
  9389. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9390. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9391. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9392. 0, 0, 0, 1
  9393. );
  9394. return this;
  9395. }
  9396. /**
  9397. * Sets this matrix as a scale transformation.
  9398. *
  9399. * @param {number} x - The amount to scale in the X axis.
  9400. * @param {number} y - The amount to scale in the Y axis.
  9401. * @param {number} z - The amount to scale in the Z axis.
  9402. * @return {Matrix4} A reference to this matrix.
  9403. */
  9404. makeScale( x, y, z ) {
  9405. this.set(
  9406. x, 0, 0, 0,
  9407. 0, y, 0, 0,
  9408. 0, 0, z, 0,
  9409. 0, 0, 0, 1
  9410. );
  9411. return this;
  9412. }
  9413. /**
  9414. * Sets this matrix as a shear transformation.
  9415. *
  9416. * @param {number} xy - The amount to shear X by Y.
  9417. * @param {number} xz - The amount to shear X by Z.
  9418. * @param {number} yx - The amount to shear Y by X.
  9419. * @param {number} yz - The amount to shear Y by Z.
  9420. * @param {number} zx - The amount to shear Z by X.
  9421. * @param {number} zy - The amount to shear Z by Y.
  9422. * @return {Matrix4} A reference to this matrix.
  9423. */
  9424. makeShear( xy, xz, yx, yz, zx, zy ) {
  9425. this.set(
  9426. 1, yx, zx, 0,
  9427. xy, 1, zy, 0,
  9428. xz, yz, 1, 0,
  9429. 0, 0, 0, 1
  9430. );
  9431. return this;
  9432. }
  9433. /**
  9434. * Sets this matrix to the transformation composed of the given position,
  9435. * rotation (Quaternion) and scale.
  9436. *
  9437. * @param {Vector3} position - The position vector.
  9438. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9439. * @param {Vector3} scale - The scale vector.
  9440. * @return {Matrix4} A reference to this matrix.
  9441. */
  9442. compose( position, quaternion, scale ) {
  9443. const te = this.elements;
  9444. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9445. const x2 = x + x, y2 = y + y, z2 = z + z;
  9446. const xx = x * x2, xy = x * y2, xz = x * z2;
  9447. const yy = y * y2, yz = y * z2, zz = z * z2;
  9448. const wx = w * x2, wy = w * y2, wz = w * z2;
  9449. const sx = scale.x, sy = scale.y, sz = scale.z;
  9450. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9451. te[ 1 ] = ( xy + wz ) * sx;
  9452. te[ 2 ] = ( xz - wy ) * sx;
  9453. te[ 3 ] = 0;
  9454. te[ 4 ] = ( xy - wz ) * sy;
  9455. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9456. te[ 6 ] = ( yz + wx ) * sy;
  9457. te[ 7 ] = 0;
  9458. te[ 8 ] = ( xz + wy ) * sz;
  9459. te[ 9 ] = ( yz - wx ) * sz;
  9460. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9461. te[ 11 ] = 0;
  9462. te[ 12 ] = position.x;
  9463. te[ 13 ] = position.y;
  9464. te[ 14 ] = position.z;
  9465. te[ 15 ] = 1;
  9466. return this;
  9467. }
  9468. /**
  9469. * Decomposes this matrix into its position, rotation and scale components
  9470. * and provides the result in the given objects.
  9471. *
  9472. * Note: Not all matrices are decomposable in this way. For example, if an
  9473. * object has a non-uniformly scaled parent, then the object's world matrix
  9474. * may not be decomposable, and this method may not be appropriate.
  9475. *
  9476. * @param {Vector3} position - The position vector.
  9477. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9478. * @param {Vector3} scale - The scale vector.
  9479. * @return {Matrix4} A reference to this matrix.
  9480. */
  9481. decompose( position, quaternion, scale ) {
  9482. const te = this.elements;
  9483. position.x = te[ 12 ];
  9484. position.y = te[ 13 ];
  9485. position.z = te[ 14 ];
  9486. if ( this.determinant() === 0 ) {
  9487. scale.set( 1, 1, 1 );
  9488. quaternion.identity();
  9489. return this;
  9490. }
  9491. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9492. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9493. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9494. // if determine is negative, we need to invert one scale
  9495. const det = this.determinant();
  9496. if ( det < 0 ) sx = - sx;
  9497. // scale the rotation part
  9498. _m1$2.copy( this );
  9499. const invSX = 1 / sx;
  9500. const invSY = 1 / sy;
  9501. const invSZ = 1 / sz;
  9502. _m1$2.elements[ 0 ] *= invSX;
  9503. _m1$2.elements[ 1 ] *= invSX;
  9504. _m1$2.elements[ 2 ] *= invSX;
  9505. _m1$2.elements[ 4 ] *= invSY;
  9506. _m1$2.elements[ 5 ] *= invSY;
  9507. _m1$2.elements[ 6 ] *= invSY;
  9508. _m1$2.elements[ 8 ] *= invSZ;
  9509. _m1$2.elements[ 9 ] *= invSZ;
  9510. _m1$2.elements[ 10 ] *= invSZ;
  9511. quaternion.setFromRotationMatrix( _m1$2 );
  9512. scale.x = sx;
  9513. scale.y = sy;
  9514. scale.z = sz;
  9515. return this;
  9516. }
  9517. /**
  9518. * Creates a perspective projection matrix. This is used internally by
  9519. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9520. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9521. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9522. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9523. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9524. * @param {number} near - The distance from the camera to the near plane.
  9525. * @param {number} far - The distance from the camera to the far plane.
  9526. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9527. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9528. * @return {Matrix4} A reference to this matrix.
  9529. */
  9530. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9531. const te = this.elements;
  9532. const x = 2 * near / ( right - left );
  9533. const y = 2 * near / ( top - bottom );
  9534. const a = ( right + left ) / ( right - left );
  9535. const b = ( top + bottom ) / ( top - bottom );
  9536. let c, d;
  9537. if ( reversedDepth ) {
  9538. c = near / ( far - near );
  9539. d = ( far * near ) / ( far - near );
  9540. } else {
  9541. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9542. c = - ( far + near ) / ( far - near );
  9543. d = ( -2 * far * near ) / ( far - near );
  9544. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9545. c = - far / ( far - near );
  9546. d = ( - far * near ) / ( far - near );
  9547. } else {
  9548. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9549. }
  9550. }
  9551. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9552. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9553. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9554. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9555. return this;
  9556. }
  9557. /**
  9558. * Creates a orthographic projection matrix. This is used internally by
  9559. * {@link OrthographicCamera#updateProjectionMatrix}.
  9560. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9561. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9562. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9563. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9564. * @param {number} near - The distance from the camera to the near plane.
  9565. * @param {number} far - The distance from the camera to the far plane.
  9566. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9567. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9568. * @return {Matrix4} A reference to this matrix.
  9569. */
  9570. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9571. const te = this.elements;
  9572. const x = 2 / ( right - left );
  9573. const y = 2 / ( top - bottom );
  9574. const a = - ( right + left ) / ( right - left );
  9575. const b = - ( top + bottom ) / ( top - bottom );
  9576. let c, d;
  9577. if ( reversedDepth ) {
  9578. c = 1 / ( far - near );
  9579. d = far / ( far - near );
  9580. } else {
  9581. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9582. c = -2 / ( far - near );
  9583. d = - ( far + near ) / ( far - near );
  9584. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9585. c = -1 / ( far - near );
  9586. d = - near / ( far - near );
  9587. } else {
  9588. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9589. }
  9590. }
  9591. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9592. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9593. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9594. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9595. return this;
  9596. }
  9597. /**
  9598. * Returns `true` if this matrix is equal with the given one.
  9599. *
  9600. * @param {Matrix4} matrix - The matrix to test for equality.
  9601. * @return {boolean} Whether this matrix is equal with the given one.
  9602. */
  9603. equals( matrix ) {
  9604. const te = this.elements;
  9605. const me = matrix.elements;
  9606. for ( let i = 0; i < 16; i ++ ) {
  9607. if ( te[ i ] !== me[ i ] ) return false;
  9608. }
  9609. return true;
  9610. }
  9611. /**
  9612. * Sets the elements of the matrix from the given array.
  9613. *
  9614. * @param {Array<number>} array - The matrix elements in column-major order.
  9615. * @param {number} [offset=0] - Index of the first element in the array.
  9616. * @return {Matrix4} A reference to this matrix.
  9617. */
  9618. fromArray( array, offset = 0 ) {
  9619. for ( let i = 0; i < 16; i ++ ) {
  9620. this.elements[ i ] = array[ i + offset ];
  9621. }
  9622. return this;
  9623. }
  9624. /**
  9625. * Writes the elements of this matrix to the given array. If no array is provided,
  9626. * the method returns a new instance.
  9627. *
  9628. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9629. * @param {number} [offset=0] - Index of the first element in the array.
  9630. * @return {Array<number>} The matrix elements in column-major order.
  9631. */
  9632. toArray( array = [], offset = 0 ) {
  9633. const te = this.elements;
  9634. array[ offset ] = te[ 0 ];
  9635. array[ offset + 1 ] = te[ 1 ];
  9636. array[ offset + 2 ] = te[ 2 ];
  9637. array[ offset + 3 ] = te[ 3 ];
  9638. array[ offset + 4 ] = te[ 4 ];
  9639. array[ offset + 5 ] = te[ 5 ];
  9640. array[ offset + 6 ] = te[ 6 ];
  9641. array[ offset + 7 ] = te[ 7 ];
  9642. array[ offset + 8 ] = te[ 8 ];
  9643. array[ offset + 9 ] = te[ 9 ];
  9644. array[ offset + 10 ] = te[ 10 ];
  9645. array[ offset + 11 ] = te[ 11 ];
  9646. array[ offset + 12 ] = te[ 12 ];
  9647. array[ offset + 13 ] = te[ 13 ];
  9648. array[ offset + 14 ] = te[ 14 ];
  9649. array[ offset + 15 ] = te[ 15 ];
  9650. return array;
  9651. }
  9652. }
  9653. const _v1$5 = /*@__PURE__*/ new Vector3();
  9654. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9655. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9656. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9657. const _x = /*@__PURE__*/ new Vector3();
  9658. const _y = /*@__PURE__*/ new Vector3();
  9659. const _z = /*@__PURE__*/ new Vector3();
  9660. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9661. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9662. /**
  9663. * A class representing Euler angles.
  9664. *
  9665. * Euler angles describe a rotational transformation by rotating an object on
  9666. * its various axes in specified amounts per axis, and a specified axis
  9667. * order.
  9668. *
  9669. * Iterating through an instance will yield its components (x, y, z,
  9670. * order) in the corresponding order.
  9671. *
  9672. * ```js
  9673. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9674. * const b = new THREE.Vector3( 1, 0, 1 );
  9675. * b.applyEuler(a);
  9676. * ```
  9677. */
  9678. class Euler {
  9679. /**
  9680. * Constructs a new euler instance.
  9681. *
  9682. * @param {number} [x=0] - The angle of the x axis in radians.
  9683. * @param {number} [y=0] - The angle of the y axis in radians.
  9684. * @param {number} [z=0] - The angle of the z axis in radians.
  9685. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9686. */
  9687. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9688. /**
  9689. * This flag can be used for type testing.
  9690. *
  9691. * @type {boolean}
  9692. * @readonly
  9693. * @default true
  9694. */
  9695. this.isEuler = true;
  9696. this._x = x;
  9697. this._y = y;
  9698. this._z = z;
  9699. this._order = order;
  9700. }
  9701. /**
  9702. * The angle of the x axis in radians.
  9703. *
  9704. * @type {number}
  9705. * @default 0
  9706. */
  9707. get x() {
  9708. return this._x;
  9709. }
  9710. set x( value ) {
  9711. this._x = value;
  9712. this._onChangeCallback();
  9713. }
  9714. /**
  9715. * The angle of the y axis in radians.
  9716. *
  9717. * @type {number}
  9718. * @default 0
  9719. */
  9720. get y() {
  9721. return this._y;
  9722. }
  9723. set y( value ) {
  9724. this._y = value;
  9725. this._onChangeCallback();
  9726. }
  9727. /**
  9728. * The angle of the z axis in radians.
  9729. *
  9730. * @type {number}
  9731. * @default 0
  9732. */
  9733. get z() {
  9734. return this._z;
  9735. }
  9736. set z( value ) {
  9737. this._z = value;
  9738. this._onChangeCallback();
  9739. }
  9740. /**
  9741. * A string representing the order that the rotations are applied.
  9742. *
  9743. * @type {string}
  9744. * @default 'XYZ'
  9745. */
  9746. get order() {
  9747. return this._order;
  9748. }
  9749. set order( value ) {
  9750. this._order = value;
  9751. this._onChangeCallback();
  9752. }
  9753. /**
  9754. * Sets the Euler components.
  9755. *
  9756. * @param {number} x - The angle of the x axis in radians.
  9757. * @param {number} y - The angle of the y axis in radians.
  9758. * @param {number} z - The angle of the z axis in radians.
  9759. * @param {string} [order] - A string representing the order that the rotations are applied.
  9760. * @return {Euler} A reference to this Euler instance.
  9761. */
  9762. set( x, y, z, order = this._order ) {
  9763. this._x = x;
  9764. this._y = y;
  9765. this._z = z;
  9766. this._order = order;
  9767. this._onChangeCallback();
  9768. return this;
  9769. }
  9770. /**
  9771. * Returns a new Euler instance with copied values from this instance.
  9772. *
  9773. * @return {Euler} A clone of this instance.
  9774. */
  9775. clone() {
  9776. return new this.constructor( this._x, this._y, this._z, this._order );
  9777. }
  9778. /**
  9779. * Copies the values of the given Euler instance to this instance.
  9780. *
  9781. * @param {Euler} euler - The Euler instance to copy.
  9782. * @return {Euler} A reference to this Euler instance.
  9783. */
  9784. copy( euler ) {
  9785. this._x = euler._x;
  9786. this._y = euler._y;
  9787. this._z = euler._z;
  9788. this._order = euler._order;
  9789. this._onChangeCallback();
  9790. return this;
  9791. }
  9792. /**
  9793. * Sets the angles of this Euler instance from a pure rotation matrix.
  9794. *
  9795. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9796. * @param {string} [order] - A string representing the order that the rotations are applied.
  9797. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9798. * @return {Euler} A reference to this Euler instance.
  9799. */
  9800. setFromRotationMatrix( m, order = this._order, update = true ) {
  9801. const te = m.elements;
  9802. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9803. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9804. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9805. switch ( order ) {
  9806. case 'XYZ':
  9807. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9808. if ( Math.abs( m13 ) < 0.9999999 ) {
  9809. this._x = Math.atan2( - m23, m33 );
  9810. this._z = Math.atan2( - m12, m11 );
  9811. } else {
  9812. this._x = Math.atan2( m32, m22 );
  9813. this._z = 0;
  9814. }
  9815. break;
  9816. case 'YXZ':
  9817. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9818. if ( Math.abs( m23 ) < 0.9999999 ) {
  9819. this._y = Math.atan2( m13, m33 );
  9820. this._z = Math.atan2( m21, m22 );
  9821. } else {
  9822. this._y = Math.atan2( - m31, m11 );
  9823. this._z = 0;
  9824. }
  9825. break;
  9826. case 'ZXY':
  9827. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9828. if ( Math.abs( m32 ) < 0.9999999 ) {
  9829. this._y = Math.atan2( - m31, m33 );
  9830. this._z = Math.atan2( - m12, m22 );
  9831. } else {
  9832. this._y = 0;
  9833. this._z = Math.atan2( m21, m11 );
  9834. }
  9835. break;
  9836. case 'ZYX':
  9837. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9838. if ( Math.abs( m31 ) < 0.9999999 ) {
  9839. this._x = Math.atan2( m32, m33 );
  9840. this._z = Math.atan2( m21, m11 );
  9841. } else {
  9842. this._x = 0;
  9843. this._z = Math.atan2( - m12, m22 );
  9844. }
  9845. break;
  9846. case 'YZX':
  9847. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9848. if ( Math.abs( m21 ) < 0.9999999 ) {
  9849. this._x = Math.atan2( - m23, m22 );
  9850. this._y = Math.atan2( - m31, m11 );
  9851. } else {
  9852. this._x = 0;
  9853. this._y = Math.atan2( m13, m33 );
  9854. }
  9855. break;
  9856. case 'XZY':
  9857. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9858. if ( Math.abs( m12 ) < 0.9999999 ) {
  9859. this._x = Math.atan2( m32, m22 );
  9860. this._y = Math.atan2( m13, m11 );
  9861. } else {
  9862. this._x = Math.atan2( - m23, m33 );
  9863. this._y = 0;
  9864. }
  9865. break;
  9866. default:
  9867. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9868. }
  9869. this._order = order;
  9870. if ( update === true ) this._onChangeCallback();
  9871. return this;
  9872. }
  9873. /**
  9874. * Sets the angles of this Euler instance from a normalized quaternion.
  9875. *
  9876. * @param {Quaternion} q - A normalized Quaternion.
  9877. * @param {string} [order] - A string representing the order that the rotations are applied.
  9878. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9879. * @return {Euler} A reference to this Euler instance.
  9880. */
  9881. setFromQuaternion( q, order, update ) {
  9882. _matrix$2.makeRotationFromQuaternion( q );
  9883. return this.setFromRotationMatrix( _matrix$2, order, update );
  9884. }
  9885. /**
  9886. * Sets the angles of this Euler instance from the given vector.
  9887. *
  9888. * @param {Vector3} v - The vector.
  9889. * @param {string} [order] - A string representing the order that the rotations are applied.
  9890. * @return {Euler} A reference to this Euler instance.
  9891. */
  9892. setFromVector3( v, order = this._order ) {
  9893. return this.set( v.x, v.y, v.z, order );
  9894. }
  9895. /**
  9896. * Resets the euler angle with a new order by creating a quaternion from this
  9897. * euler angle and then setting this euler angle with the quaternion and the
  9898. * new order.
  9899. *
  9900. * Warning: This discards revolution information.
  9901. *
  9902. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9903. * @return {Euler} A reference to this Euler instance.
  9904. */
  9905. reorder( newOrder ) {
  9906. _quaternion$3.setFromEuler( this );
  9907. return this.setFromQuaternion( _quaternion$3, newOrder );
  9908. }
  9909. /**
  9910. * Returns `true` if this Euler instance is equal with the given one.
  9911. *
  9912. * @param {Euler} euler - The Euler instance to test for equality.
  9913. * @return {boolean} Whether this Euler instance is equal with the given one.
  9914. */
  9915. equals( euler ) {
  9916. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9917. }
  9918. /**
  9919. * Sets this Euler instance's components to values from the given array. The first three
  9920. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9921. * defines the Euler order.
  9922. *
  9923. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9924. * @return {Euler} A reference to this Euler instance.
  9925. */
  9926. fromArray( array ) {
  9927. this._x = array[ 0 ];
  9928. this._y = array[ 1 ];
  9929. this._z = array[ 2 ];
  9930. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9931. this._onChangeCallback();
  9932. return this;
  9933. }
  9934. /**
  9935. * Writes the components of this Euler instance to the given array. If no array is provided,
  9936. * the method returns a new instance.
  9937. *
  9938. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9939. * @param {number} [offset=0] - Index of the first element in the array.
  9940. * @return {Array<number,number,number,string>} The Euler components.
  9941. */
  9942. toArray( array = [], offset = 0 ) {
  9943. array[ offset ] = this._x;
  9944. array[ offset + 1 ] = this._y;
  9945. array[ offset + 2 ] = this._z;
  9946. array[ offset + 3 ] = this._order;
  9947. return array;
  9948. }
  9949. _onChange( callback ) {
  9950. this._onChangeCallback = callback;
  9951. return this;
  9952. }
  9953. _onChangeCallback() {}
  9954. *[ Symbol.iterator ]() {
  9955. yield this._x;
  9956. yield this._y;
  9957. yield this._z;
  9958. yield this._order;
  9959. }
  9960. }
  9961. /**
  9962. * The default Euler angle order.
  9963. *
  9964. * @static
  9965. * @type {string}
  9966. * @default 'XYZ'
  9967. */
  9968. Euler.DEFAULT_ORDER = 'XYZ';
  9969. /**
  9970. * A layers object assigns an 3D object to 1 or more of 32
  9971. * layers numbered `0` to `31` - internally the layers are stored as a
  9972. * bit mask], and by default all 3D objects are a member of layer `0`.
  9973. *
  9974. * This can be used to control visibility - an object must share a layer with
  9975. * a camera to be visible when that camera's view is
  9976. * rendered.
  9977. *
  9978. * All classes that inherit from {@link Object3D} have an `layers` property which
  9979. * is an instance of this class.
  9980. */
  9981. class Layers {
  9982. /**
  9983. * Constructs a new layers instance, with membership
  9984. * initially set to layer `0`.
  9985. */
  9986. constructor() {
  9987. /**
  9988. * A bit mask storing which of the 32 layers this layers object is currently
  9989. * a member of.
  9990. *
  9991. * @type {number}
  9992. */
  9993. this.mask = 1 | 0;
  9994. }
  9995. /**
  9996. * Sets membership to the given layer, and remove membership all other layers.
  9997. *
  9998. * @param {number} layer - The layer to set.
  9999. */
  10000. set( layer ) {
  10001. this.mask = ( 1 << layer | 0 ) >>> 0;
  10002. }
  10003. /**
  10004. * Adds membership of the given layer.
  10005. *
  10006. * @param {number} layer - The layer to enable.
  10007. */
  10008. enable( layer ) {
  10009. this.mask |= 1 << layer | 0;
  10010. }
  10011. /**
  10012. * Adds membership to all layers.
  10013. */
  10014. enableAll() {
  10015. this.mask = 0xffffffff | 0;
  10016. }
  10017. /**
  10018. * Toggles the membership of the given layer.
  10019. *
  10020. * @param {number} layer - The layer to toggle.
  10021. */
  10022. toggle( layer ) {
  10023. this.mask ^= 1 << layer | 0;
  10024. }
  10025. /**
  10026. * Removes membership of the given layer.
  10027. *
  10028. * @param {number} layer - The layer to enable.
  10029. */
  10030. disable( layer ) {
  10031. this.mask &= ~ ( 1 << layer | 0 );
  10032. }
  10033. /**
  10034. * Removes the membership from all layers.
  10035. */
  10036. disableAll() {
  10037. this.mask = 0;
  10038. }
  10039. /**
  10040. * Returns `true` if this and the given layers object have at least one
  10041. * layer in common.
  10042. *
  10043. * @param {Layers} layers - The layers to test.
  10044. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  10045. */
  10046. test( layers ) {
  10047. return ( this.mask & layers.mask ) !== 0;
  10048. }
  10049. /**
  10050. * Returns `true` if the given layer is enabled.
  10051. *
  10052. * @param {number} layer - The layer to test.
  10053. * @return {boolean } Whether the given layer is enabled or not.
  10054. */
  10055. isEnabled( layer ) {
  10056. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  10057. }
  10058. }
  10059. let _object3DId = 0;
  10060. const _v1$4 = /*@__PURE__*/ new Vector3();
  10061. const _q1 = /*@__PURE__*/ new Quaternion();
  10062. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10063. const _target = /*@__PURE__*/ new Vector3();
  10064. const _position$3 = /*@__PURE__*/ new Vector3();
  10065. const _scale$2 = /*@__PURE__*/ new Vector3();
  10066. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10067. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10068. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10069. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10070. /**
  10071. * Fires when the object has been added to its parent object.
  10072. *
  10073. * @event Object3D#added
  10074. * @type {Object}
  10075. */
  10076. const _addedEvent = { type: 'added' };
  10077. /**
  10078. * Fires when the object has been removed from its parent object.
  10079. *
  10080. * @event Object3D#removed
  10081. * @type {Object}
  10082. */
  10083. const _removedEvent = { type: 'removed' };
  10084. /**
  10085. * Fires when a new child object has been added.
  10086. *
  10087. * @event Object3D#childadded
  10088. * @type {Object}
  10089. */
  10090. const _childaddedEvent = { type: 'childadded', child: null };
  10091. /**
  10092. * Fires when a child object has been removed.
  10093. *
  10094. * @event Object3D#childremoved
  10095. * @type {Object}
  10096. */
  10097. const _childremovedEvent = { type: 'childremoved', child: null };
  10098. /**
  10099. * This is the base class for most objects in three.js and provides a set of
  10100. * properties and methods for manipulating objects in 3D space.
  10101. *
  10102. * @augments EventDispatcher
  10103. */
  10104. class Object3D extends EventDispatcher {
  10105. /**
  10106. * Constructs a new 3D object.
  10107. */
  10108. constructor() {
  10109. super();
  10110. /**
  10111. * This flag can be used for type testing.
  10112. *
  10113. * @type {boolean}
  10114. * @readonly
  10115. * @default true
  10116. */
  10117. this.isObject3D = true;
  10118. /**
  10119. * The ID of the 3D object.
  10120. *
  10121. * @name Object3D#id
  10122. * @type {number}
  10123. * @readonly
  10124. */
  10125. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10126. /**
  10127. * The UUID of the 3D object.
  10128. *
  10129. * @type {string}
  10130. * @readonly
  10131. */
  10132. this.uuid = generateUUID();
  10133. /**
  10134. * The name of the 3D object.
  10135. *
  10136. * @type {string}
  10137. */
  10138. this.name = '';
  10139. /**
  10140. * The type property is used for detecting the object type
  10141. * in context of serialization/deserialization.
  10142. *
  10143. * @type {string}
  10144. * @readonly
  10145. */
  10146. this.type = 'Object3D';
  10147. /**
  10148. * A reference to the parent object.
  10149. *
  10150. * @type {?Object3D}
  10151. * @default null
  10152. */
  10153. this.parent = null;
  10154. /**
  10155. * An array holding the child 3D objects of this instance.
  10156. *
  10157. * @type {Array<Object3D>}
  10158. */
  10159. this.children = [];
  10160. /**
  10161. * Defines the `up` direction of the 3D object which influences
  10162. * the orientation via methods like {@link Object3D#lookAt}.
  10163. *
  10164. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10165. *
  10166. * @type {Vector3}
  10167. */
  10168. this.up = Object3D.DEFAULT_UP.clone();
  10169. const position = new Vector3();
  10170. const rotation = new Euler();
  10171. const quaternion = new Quaternion();
  10172. const scale = new Vector3( 1, 1, 1 );
  10173. function onRotationChange() {
  10174. quaternion.setFromEuler( rotation, false );
  10175. }
  10176. function onQuaternionChange() {
  10177. rotation.setFromQuaternion( quaternion, undefined, false );
  10178. }
  10179. rotation._onChange( onRotationChange );
  10180. quaternion._onChange( onQuaternionChange );
  10181. Object.defineProperties( this, {
  10182. /**
  10183. * Represents the object's local position.
  10184. *
  10185. * @name Object3D#position
  10186. * @type {Vector3}
  10187. * @default (0,0,0)
  10188. */
  10189. position: {
  10190. configurable: true,
  10191. enumerable: true,
  10192. value: position
  10193. },
  10194. /**
  10195. * Represents the object's local rotation as Euler angles, in radians.
  10196. *
  10197. * @name Object3D#rotation
  10198. * @type {Euler}
  10199. * @default (0,0,0)
  10200. */
  10201. rotation: {
  10202. configurable: true,
  10203. enumerable: true,
  10204. value: rotation
  10205. },
  10206. /**
  10207. * Represents the object's local rotation as Quaternions.
  10208. *
  10209. * @name Object3D#quaternion
  10210. * @type {Quaternion}
  10211. */
  10212. quaternion: {
  10213. configurable: true,
  10214. enumerable: true,
  10215. value: quaternion
  10216. },
  10217. /**
  10218. * Represents the object's local scale.
  10219. *
  10220. * @name Object3D#scale
  10221. * @type {Vector3}
  10222. * @default (1,1,1)
  10223. */
  10224. scale: {
  10225. configurable: true,
  10226. enumerable: true,
  10227. value: scale
  10228. },
  10229. /**
  10230. * Represents the object's model-view matrix.
  10231. *
  10232. * @name Object3D#modelViewMatrix
  10233. * @type {Matrix4}
  10234. */
  10235. modelViewMatrix: {
  10236. value: new Matrix4()
  10237. },
  10238. /**
  10239. * Represents the object's normal matrix.
  10240. *
  10241. * @name Object3D#normalMatrix
  10242. * @type {Matrix3}
  10243. */
  10244. normalMatrix: {
  10245. value: new Matrix3()
  10246. }
  10247. } );
  10248. /**
  10249. * Represents the object's transformation matrix in local space.
  10250. *
  10251. * @type {Matrix4}
  10252. */
  10253. this.matrix = new Matrix4();
  10254. /**
  10255. * Represents the object's transformation matrix in world space.
  10256. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10257. *
  10258. * @type {Matrix4}
  10259. */
  10260. this.matrixWorld = new Matrix4();
  10261. /**
  10262. * When set to `true`, the engine automatically computes the local matrix from position,
  10263. * rotation and scale every frame.
  10264. *
  10265. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10266. *
  10267. * @type {boolean}
  10268. * @default true
  10269. */
  10270. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10271. /**
  10272. * When set to `true`, the engine automatically computes the world matrix from the current local
  10273. * matrix and the object's transformation hierarchy.
  10274. *
  10275. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10276. *
  10277. * @type {boolean}
  10278. * @default true
  10279. */
  10280. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10281. /**
  10282. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10283. * to `false`.
  10284. *
  10285. * @type {boolean}
  10286. * @default false
  10287. */
  10288. this.matrixWorldNeedsUpdate = false;
  10289. /**
  10290. * The layer membership of the 3D object. The 3D object is only visible if it has
  10291. * at least one layer in common with the camera in use. This property can also be
  10292. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10293. *
  10294. * @type {Layers}
  10295. */
  10296. this.layers = new Layers();
  10297. /**
  10298. * When set to `true`, the 3D object gets rendered.
  10299. *
  10300. * @type {boolean}
  10301. * @default true
  10302. */
  10303. this.visible = true;
  10304. /**
  10305. * When set to `true`, the 3D object gets rendered into shadow maps.
  10306. *
  10307. * @type {boolean}
  10308. * @default false
  10309. */
  10310. this.castShadow = false;
  10311. /**
  10312. * When set to `true`, the 3D object is affected by shadows in the scene.
  10313. *
  10314. * @type {boolean}
  10315. * @default false
  10316. */
  10317. this.receiveShadow = false;
  10318. /**
  10319. * When set to `true`, the 3D object is honored by view frustum culling.
  10320. *
  10321. * @type {boolean}
  10322. * @default true
  10323. */
  10324. this.frustumCulled = true;
  10325. /**
  10326. * This value allows the default rendering order of scene graph objects to be
  10327. * overridden although opaque and transparent objects remain sorted independently.
  10328. * When this property is set for an instance of {@link Group},all descendants
  10329. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10330. * render order.
  10331. *
  10332. * @type {number}
  10333. * @default 0
  10334. */
  10335. this.renderOrder = 0;
  10336. /**
  10337. * An array holding the animation clips of the 3D object.
  10338. *
  10339. * @type {Array<AnimationClip>}
  10340. */
  10341. this.animations = [];
  10342. /**
  10343. * Custom depth material to be used when rendering to the depth map. Can only be used
  10344. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10345. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10346. * material for proper shadows.
  10347. *
  10348. * Only relevant in context of {@link WebGLRenderer}.
  10349. *
  10350. * @type {(Material|undefined)}
  10351. * @default undefined
  10352. */
  10353. this.customDepthMaterial = undefined;
  10354. /**
  10355. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10356. *
  10357. * Only relevant in context of {@link WebGLRenderer}.
  10358. *
  10359. * @type {(Material|undefined)}
  10360. * @default undefined
  10361. */
  10362. this.customDistanceMaterial = undefined;
  10363. /**
  10364. * An object that can be used to store custom data about the 3D object. It
  10365. * should not hold references to functions as these will not be cloned.
  10366. *
  10367. * @type {Object}
  10368. */
  10369. this.userData = {};
  10370. }
  10371. /**
  10372. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10373. *
  10374. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10375. * @param {Object3D} object - The 3D object.
  10376. * @param {Camera} camera - The camera that is used to render the scene.
  10377. * @param {Camera} shadowCamera - The shadow camera.
  10378. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10379. * @param {Material} depthMaterial - The depth material.
  10380. * @param {Object} group - The geometry group data.
  10381. */
  10382. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10383. /**
  10384. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10385. *
  10386. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10387. * @param {Object3D} object - The 3D object.
  10388. * @param {Camera} camera - The camera that is used to render the scene.
  10389. * @param {Camera} shadowCamera - The shadow camera.
  10390. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10391. * @param {Material} depthMaterial - The depth material.
  10392. * @param {Object} group - The geometry group data.
  10393. */
  10394. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10395. /**
  10396. * A callback that is executed immediately before a 3D object is rendered.
  10397. *
  10398. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10399. * @param {Object3D} object - The 3D object.
  10400. * @param {Camera} camera - The camera that is used to render the scene.
  10401. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10402. * @param {Material} material - The 3D object's material.
  10403. * @param {Object} group - The geometry group data.
  10404. */
  10405. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10406. /**
  10407. * A callback that is executed immediately after a 3D object is rendered.
  10408. *
  10409. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10410. * @param {Object3D} object - The 3D object.
  10411. * @param {Camera} camera - The camera that is used to render the scene.
  10412. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10413. * @param {Material} material - The 3D object's material.
  10414. * @param {Object} group - The geometry group data.
  10415. */
  10416. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10417. /**
  10418. * Applies the given transformation matrix to the object and updates the object's position,
  10419. * rotation and scale.
  10420. *
  10421. * @param {Matrix4} matrix - The transformation matrix.
  10422. */
  10423. applyMatrix4( matrix ) {
  10424. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10425. this.matrix.premultiply( matrix );
  10426. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10427. }
  10428. /**
  10429. * Applies a rotation represented by given the quaternion to the 3D object.
  10430. *
  10431. * @param {Quaternion} q - The quaternion.
  10432. * @return {Object3D} A reference to this instance.
  10433. */
  10434. applyQuaternion( q ) {
  10435. this.quaternion.premultiply( q );
  10436. return this;
  10437. }
  10438. /**
  10439. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10440. *
  10441. * @param {Vector3} axis - The (normalized) axis vector.
  10442. * @param {number} angle - The angle in radians.
  10443. */
  10444. setRotationFromAxisAngle( axis, angle ) {
  10445. // assumes axis is normalized
  10446. this.quaternion.setFromAxisAngle( axis, angle );
  10447. }
  10448. /**
  10449. * Sets the given rotation represented as Euler angles to the 3D object.
  10450. *
  10451. * @param {Euler} euler - The Euler angles.
  10452. */
  10453. setRotationFromEuler( euler ) {
  10454. this.quaternion.setFromEuler( euler, true );
  10455. }
  10456. /**
  10457. * Sets the given rotation represented as rotation matrix to the 3D object.
  10458. *
  10459. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10460. * a pure rotation matrix (i.e, unscaled).
  10461. */
  10462. setRotationFromMatrix( m ) {
  10463. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10464. this.quaternion.setFromRotationMatrix( m );
  10465. }
  10466. /**
  10467. * Sets the given rotation represented as a Quaternion to the 3D object.
  10468. *
  10469. * @param {Quaternion} q - The Quaternion
  10470. */
  10471. setRotationFromQuaternion( q ) {
  10472. // assumes q is normalized
  10473. this.quaternion.copy( q );
  10474. }
  10475. /**
  10476. * Rotates the 3D object along an axis in local space.
  10477. *
  10478. * @param {Vector3} axis - The (normalized) axis vector.
  10479. * @param {number} angle - The angle in radians.
  10480. * @return {Object3D} A reference to this instance.
  10481. */
  10482. rotateOnAxis( axis, angle ) {
  10483. // rotate object on axis in object space
  10484. // axis is assumed to be normalized
  10485. _q1.setFromAxisAngle( axis, angle );
  10486. this.quaternion.multiply( _q1 );
  10487. return this;
  10488. }
  10489. /**
  10490. * Rotates the 3D object along an axis in world space.
  10491. *
  10492. * @param {Vector3} axis - The (normalized) axis vector.
  10493. * @param {number} angle - The angle in radians.
  10494. * @return {Object3D} A reference to this instance.
  10495. */
  10496. rotateOnWorldAxis( axis, angle ) {
  10497. // rotate object on axis in world space
  10498. // axis is assumed to be normalized
  10499. // method assumes no rotated parent
  10500. _q1.setFromAxisAngle( axis, angle );
  10501. this.quaternion.premultiply( _q1 );
  10502. return this;
  10503. }
  10504. /**
  10505. * Rotates the 3D object around its X axis in local space.
  10506. *
  10507. * @param {number} angle - The angle in radians.
  10508. * @return {Object3D} A reference to this instance.
  10509. */
  10510. rotateX( angle ) {
  10511. return this.rotateOnAxis( _xAxis, angle );
  10512. }
  10513. /**
  10514. * Rotates the 3D object around its Y axis in local space.
  10515. *
  10516. * @param {number} angle - The angle in radians.
  10517. * @return {Object3D} A reference to this instance.
  10518. */
  10519. rotateY( angle ) {
  10520. return this.rotateOnAxis( _yAxis, angle );
  10521. }
  10522. /**
  10523. * Rotates the 3D object around its Z axis in local space.
  10524. *
  10525. * @param {number} angle - The angle in radians.
  10526. * @return {Object3D} A reference to this instance.
  10527. */
  10528. rotateZ( angle ) {
  10529. return this.rotateOnAxis( _zAxis, angle );
  10530. }
  10531. /**
  10532. * Translate the 3D object by a distance along the given axis in local space.
  10533. *
  10534. * @param {Vector3} axis - The (normalized) axis vector.
  10535. * @param {number} distance - The distance in world units.
  10536. * @return {Object3D} A reference to this instance.
  10537. */
  10538. translateOnAxis( axis, distance ) {
  10539. // translate object by distance along axis in object space
  10540. // axis is assumed to be normalized
  10541. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10542. this.position.add( _v1$4.multiplyScalar( distance ) );
  10543. return this;
  10544. }
  10545. /**
  10546. * Translate the 3D object by a distance along its X-axis in local space.
  10547. *
  10548. * @param {number} distance - The distance in world units.
  10549. * @return {Object3D} A reference to this instance.
  10550. */
  10551. translateX( distance ) {
  10552. return this.translateOnAxis( _xAxis, distance );
  10553. }
  10554. /**
  10555. * Translate the 3D object by a distance along its Y-axis in local space.
  10556. *
  10557. * @param {number} distance - The distance in world units.
  10558. * @return {Object3D} A reference to this instance.
  10559. */
  10560. translateY( distance ) {
  10561. return this.translateOnAxis( _yAxis, distance );
  10562. }
  10563. /**
  10564. * Translate the 3D object by a distance along its Z-axis in local space.
  10565. *
  10566. * @param {number} distance - The distance in world units.
  10567. * @return {Object3D} A reference to this instance.
  10568. */
  10569. translateZ( distance ) {
  10570. return this.translateOnAxis( _zAxis, distance );
  10571. }
  10572. /**
  10573. * Converts the given vector from this 3D object's local space to world space.
  10574. *
  10575. * @param {Vector3} vector - The vector to convert.
  10576. * @return {Vector3} The converted vector.
  10577. */
  10578. localToWorld( vector ) {
  10579. this.updateWorldMatrix( true, false );
  10580. return vector.applyMatrix4( this.matrixWorld );
  10581. }
  10582. /**
  10583. * Converts the given vector from this 3D object's word space to local space.
  10584. *
  10585. * @param {Vector3} vector - The vector to convert.
  10586. * @return {Vector3} The converted vector.
  10587. */
  10588. worldToLocal( vector ) {
  10589. this.updateWorldMatrix( true, false );
  10590. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10591. }
  10592. /**
  10593. * Rotates the object to face a point in world space.
  10594. *
  10595. * This method does not support objects having non-uniformly-scaled parent(s).
  10596. *
  10597. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10598. * @param {number} [y] - The y coordinate in world space.
  10599. * @param {number} [z] - The z coordinate in world space.
  10600. */
  10601. lookAt( x, y, z ) {
  10602. // This method does not support objects having non-uniformly-scaled parent(s)
  10603. if ( x.isVector3 ) {
  10604. _target.copy( x );
  10605. } else {
  10606. _target.set( x, y, z );
  10607. }
  10608. const parent = this.parent;
  10609. this.updateWorldMatrix( true, false );
  10610. _position$3.setFromMatrixPosition( this.matrixWorld );
  10611. if ( this.isCamera || this.isLight ) {
  10612. _m1$1.lookAt( _position$3, _target, this.up );
  10613. } else {
  10614. _m1$1.lookAt( _target, _position$3, this.up );
  10615. }
  10616. this.quaternion.setFromRotationMatrix( _m1$1 );
  10617. if ( parent ) {
  10618. _m1$1.extractRotation( parent.matrixWorld );
  10619. _q1.setFromRotationMatrix( _m1$1 );
  10620. this.quaternion.premultiply( _q1.invert() );
  10621. }
  10622. }
  10623. /**
  10624. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10625. * objects may be added. Any current parent on an object passed in here will be
  10626. * removed, since an object can have at most one parent.
  10627. *
  10628. * @fires Object3D#added
  10629. * @fires Object3D#childadded
  10630. * @param {Object3D} object - The 3D object to add.
  10631. * @return {Object3D} A reference to this instance.
  10632. */
  10633. add( object ) {
  10634. if ( arguments.length > 1 ) {
  10635. for ( let i = 0; i < arguments.length; i ++ ) {
  10636. this.add( arguments[ i ] );
  10637. }
  10638. return this;
  10639. }
  10640. if ( object === this ) {
  10641. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10642. return this;
  10643. }
  10644. if ( object && object.isObject3D ) {
  10645. object.removeFromParent();
  10646. object.parent = this;
  10647. this.children.push( object );
  10648. object.dispatchEvent( _addedEvent );
  10649. _childaddedEvent.child = object;
  10650. this.dispatchEvent( _childaddedEvent );
  10651. _childaddedEvent.child = null;
  10652. } else {
  10653. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10654. }
  10655. return this;
  10656. }
  10657. /**
  10658. * Removes the given 3D object as child from this 3D object.
  10659. * An arbitrary number of objects may be removed.
  10660. *
  10661. * @fires Object3D#removed
  10662. * @fires Object3D#childremoved
  10663. * @param {Object3D} object - The 3D object to remove.
  10664. * @return {Object3D} A reference to this instance.
  10665. */
  10666. remove( object ) {
  10667. if ( arguments.length > 1 ) {
  10668. for ( let i = 0; i < arguments.length; i ++ ) {
  10669. this.remove( arguments[ i ] );
  10670. }
  10671. return this;
  10672. }
  10673. const index = this.children.indexOf( object );
  10674. if ( index !== -1 ) {
  10675. object.parent = null;
  10676. this.children.splice( index, 1 );
  10677. object.dispatchEvent( _removedEvent );
  10678. _childremovedEvent.child = object;
  10679. this.dispatchEvent( _childremovedEvent );
  10680. _childremovedEvent.child = null;
  10681. }
  10682. return this;
  10683. }
  10684. /**
  10685. * Removes this 3D object from its current parent.
  10686. *
  10687. * @fires Object3D#removed
  10688. * @fires Object3D#childremoved
  10689. * @return {Object3D} A reference to this instance.
  10690. */
  10691. removeFromParent() {
  10692. const parent = this.parent;
  10693. if ( parent !== null ) {
  10694. parent.remove( this );
  10695. }
  10696. return this;
  10697. }
  10698. /**
  10699. * Removes all child objects.
  10700. *
  10701. * @fires Object3D#removed
  10702. * @fires Object3D#childremoved
  10703. * @return {Object3D} A reference to this instance.
  10704. */
  10705. clear() {
  10706. return this.remove( ... this.children );
  10707. }
  10708. /**
  10709. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10710. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10711. *
  10712. * @fires Object3D#added
  10713. * @fires Object3D#childadded
  10714. * @param {Object3D} object - The 3D object to attach.
  10715. * @return {Object3D} A reference to this instance.
  10716. */
  10717. attach( object ) {
  10718. // adds object as a child of this, while maintaining the object's world transform
  10719. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10720. this.updateWorldMatrix( true, false );
  10721. _m1$1.copy( this.matrixWorld ).invert();
  10722. if ( object.parent !== null ) {
  10723. object.parent.updateWorldMatrix( true, false );
  10724. _m1$1.multiply( object.parent.matrixWorld );
  10725. }
  10726. object.applyMatrix4( _m1$1 );
  10727. object.removeFromParent();
  10728. object.parent = this;
  10729. this.children.push( object );
  10730. object.updateWorldMatrix( false, true );
  10731. object.dispatchEvent( _addedEvent );
  10732. _childaddedEvent.child = object;
  10733. this.dispatchEvent( _childaddedEvent );
  10734. _childaddedEvent.child = null;
  10735. return this;
  10736. }
  10737. /**
  10738. * Searches through the 3D object and its children, starting with the 3D object
  10739. * itself, and returns the first with a matching ID.
  10740. *
  10741. * @param {number} id - The id.
  10742. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10743. */
  10744. getObjectById( id ) {
  10745. return this.getObjectByProperty( 'id', id );
  10746. }
  10747. /**
  10748. * Searches through the 3D object and its children, starting with the 3D object
  10749. * itself, and returns the first with a matching name.
  10750. *
  10751. * @param {string} name - The name.
  10752. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10753. */
  10754. getObjectByName( name ) {
  10755. return this.getObjectByProperty( 'name', name );
  10756. }
  10757. /**
  10758. * Searches through the 3D object and its children, starting with the 3D object
  10759. * itself, and returns the first with a matching property value.
  10760. *
  10761. * @param {string} name - The name of the property.
  10762. * @param {any} value - The value.
  10763. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10764. */
  10765. getObjectByProperty( name, value ) {
  10766. if ( this[ name ] === value ) return this;
  10767. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10768. const child = this.children[ i ];
  10769. const object = child.getObjectByProperty( name, value );
  10770. if ( object !== undefined ) {
  10771. return object;
  10772. }
  10773. }
  10774. return undefined;
  10775. }
  10776. /**
  10777. * Searches through the 3D object and its children, starting with the 3D object
  10778. * itself, and returns all 3D objects with a matching property value.
  10779. *
  10780. * @param {string} name - The name of the property.
  10781. * @param {any} value - The value.
  10782. * @param {Array<Object3D>} result - The method stores the result in this array.
  10783. * @return {Array<Object3D>} The found 3D objects.
  10784. */
  10785. getObjectsByProperty( name, value, result = [] ) {
  10786. if ( this[ name ] === value ) result.push( this );
  10787. const children = this.children;
  10788. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10789. children[ i ].getObjectsByProperty( name, value, result );
  10790. }
  10791. return result;
  10792. }
  10793. /**
  10794. * Returns a vector representing the position of the 3D object in world space.
  10795. *
  10796. * @param {Vector3} target - The target vector the result is stored to.
  10797. * @return {Vector3} The 3D object's position in world space.
  10798. */
  10799. getWorldPosition( target ) {
  10800. this.updateWorldMatrix( true, false );
  10801. return target.setFromMatrixPosition( this.matrixWorld );
  10802. }
  10803. /**
  10804. * Returns a Quaternion representing the position of the 3D object in world space.
  10805. *
  10806. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10807. * @return {Quaternion} The 3D object's rotation in world space.
  10808. */
  10809. getWorldQuaternion( target ) {
  10810. this.updateWorldMatrix( true, false );
  10811. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10812. return target;
  10813. }
  10814. /**
  10815. * Returns a vector representing the scale of the 3D object in world space.
  10816. *
  10817. * @param {Vector3} target - The target vector the result is stored to.
  10818. * @return {Vector3} The 3D object's scale in world space.
  10819. */
  10820. getWorldScale( target ) {
  10821. this.updateWorldMatrix( true, false );
  10822. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10823. return target;
  10824. }
  10825. /**
  10826. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10827. *
  10828. * @param {Vector3} target - The target vector the result is stored to.
  10829. * @return {Vector3} The 3D object's direction in world space.
  10830. */
  10831. getWorldDirection( target ) {
  10832. this.updateWorldMatrix( true, false );
  10833. const e = this.matrixWorld.elements;
  10834. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10835. }
  10836. /**
  10837. * Abstract method to get intersections between a casted ray and this
  10838. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10839. * implement this method in order to use raycasting.
  10840. *
  10841. * @abstract
  10842. * @param {Raycaster} raycaster - The raycaster.
  10843. * @param {Array<Object>} intersects - An array holding the result of the method.
  10844. */
  10845. raycast( /* raycaster, intersects */ ) {}
  10846. /**
  10847. * Executes the callback on this 3D object and all descendants.
  10848. *
  10849. * Note: Modifying the scene graph inside the callback is discouraged.
  10850. *
  10851. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10852. */
  10853. traverse( callback ) {
  10854. callback( this );
  10855. const children = this.children;
  10856. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10857. children[ i ].traverse( callback );
  10858. }
  10859. }
  10860. /**
  10861. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10862. * Descendants of invisible 3D objects are not traversed.
  10863. *
  10864. * Note: Modifying the scene graph inside the callback is discouraged.
  10865. *
  10866. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10867. */
  10868. traverseVisible( callback ) {
  10869. if ( this.visible === false ) return;
  10870. callback( this );
  10871. const children = this.children;
  10872. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10873. children[ i ].traverseVisible( callback );
  10874. }
  10875. }
  10876. /**
  10877. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10878. *
  10879. * Note: Modifying the scene graph inside the callback is discouraged.
  10880. *
  10881. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10882. */
  10883. traverseAncestors( callback ) {
  10884. const parent = this.parent;
  10885. if ( parent !== null ) {
  10886. callback( parent );
  10887. parent.traverseAncestors( callback );
  10888. }
  10889. }
  10890. /**
  10891. * Updates the transformation matrix in local space by computing it from the current
  10892. * position, rotation and scale values.
  10893. */
  10894. updateMatrix() {
  10895. this.matrix.compose( this.position, this.quaternion, this.scale );
  10896. this.matrixWorldNeedsUpdate = true;
  10897. }
  10898. /**
  10899. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10900. *
  10901. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10902. * local space. The computation of the local and world matrix can be controlled with the
  10903. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10904. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10905. *
  10906. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10907. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10908. */
  10909. updateMatrixWorld( force ) {
  10910. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10911. if ( this.matrixWorldNeedsUpdate || force ) {
  10912. if ( this.matrixWorldAutoUpdate === true ) {
  10913. if ( this.parent === null ) {
  10914. this.matrixWorld.copy( this.matrix );
  10915. } else {
  10916. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10917. }
  10918. }
  10919. this.matrixWorldNeedsUpdate = false;
  10920. force = true;
  10921. }
  10922. // make sure descendants are updated if required
  10923. const children = this.children;
  10924. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10925. const child = children[ i ];
  10926. child.updateMatrixWorld( force );
  10927. }
  10928. }
  10929. /**
  10930. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10931. * update of ancestor and descendant nodes.
  10932. *
  10933. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10934. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10935. */
  10936. updateWorldMatrix( updateParents, updateChildren ) {
  10937. const parent = this.parent;
  10938. if ( updateParents === true && parent !== null ) {
  10939. parent.updateWorldMatrix( true, false );
  10940. }
  10941. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10942. if ( this.matrixWorldAutoUpdate === true ) {
  10943. if ( this.parent === null ) {
  10944. this.matrixWorld.copy( this.matrix );
  10945. } else {
  10946. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10947. }
  10948. }
  10949. // make sure descendants are updated
  10950. if ( updateChildren === true ) {
  10951. const children = this.children;
  10952. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10953. const child = children[ i ];
  10954. child.updateWorldMatrix( false, true );
  10955. }
  10956. }
  10957. }
  10958. /**
  10959. * Serializes the 3D object into JSON.
  10960. *
  10961. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10962. * @return {Object} A JSON object representing the serialized 3D object.
  10963. * @see {@link ObjectLoader#parse}
  10964. */
  10965. toJSON( meta ) {
  10966. // meta is a string when called from JSON.stringify
  10967. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10968. const output = {};
  10969. // meta is a hash used to collect geometries, materials.
  10970. // not providing it implies that this is the root object
  10971. // being serialized.
  10972. if ( isRootObject ) {
  10973. // initialize meta obj
  10974. meta = {
  10975. geometries: {},
  10976. materials: {},
  10977. textures: {},
  10978. images: {},
  10979. shapes: {},
  10980. skeletons: {},
  10981. animations: {},
  10982. nodes: {}
  10983. };
  10984. output.metadata = {
  10985. version: 4.7,
  10986. type: 'Object',
  10987. generator: 'Object3D.toJSON'
  10988. };
  10989. }
  10990. // standard Object3D serialization
  10991. const object = {};
  10992. object.uuid = this.uuid;
  10993. object.type = this.type;
  10994. if ( this.name !== '' ) object.name = this.name;
  10995. if ( this.castShadow === true ) object.castShadow = true;
  10996. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10997. if ( this.visible === false ) object.visible = false;
  10998. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10999. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  11000. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  11001. object.layers = this.layers.mask;
  11002. object.matrix = this.matrix.toArray();
  11003. object.up = this.up.toArray();
  11004. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  11005. // object specific properties
  11006. if ( this.isInstancedMesh ) {
  11007. object.type = 'InstancedMesh';
  11008. object.count = this.count;
  11009. object.instanceMatrix = this.instanceMatrix.toJSON();
  11010. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  11011. }
  11012. if ( this.isBatchedMesh ) {
  11013. object.type = 'BatchedMesh';
  11014. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  11015. object.sortObjects = this.sortObjects;
  11016. object.drawRanges = this._drawRanges;
  11017. object.reservedRanges = this._reservedRanges;
  11018. object.geometryInfo = this._geometryInfo.map( info => ( {
  11019. ...info,
  11020. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  11021. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  11022. } ) );
  11023. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  11024. object.availableInstanceIds = this._availableInstanceIds.slice();
  11025. object.availableGeometryIds = this._availableGeometryIds.slice();
  11026. object.nextIndexStart = this._nextIndexStart;
  11027. object.nextVertexStart = this._nextVertexStart;
  11028. object.geometryCount = this._geometryCount;
  11029. object.maxInstanceCount = this._maxInstanceCount;
  11030. object.maxVertexCount = this._maxVertexCount;
  11031. object.maxIndexCount = this._maxIndexCount;
  11032. object.geometryInitialized = this._geometryInitialized;
  11033. object.matricesTexture = this._matricesTexture.toJSON( meta );
  11034. object.indirectTexture = this._indirectTexture.toJSON( meta );
  11035. if ( this._colorsTexture !== null ) {
  11036. object.colorsTexture = this._colorsTexture.toJSON( meta );
  11037. }
  11038. if ( this.boundingSphere !== null ) {
  11039. object.boundingSphere = this.boundingSphere.toJSON();
  11040. }
  11041. if ( this.boundingBox !== null ) {
  11042. object.boundingBox = this.boundingBox.toJSON();
  11043. }
  11044. }
  11045. //
  11046. function serialize( library, element ) {
  11047. if ( library[ element.uuid ] === undefined ) {
  11048. library[ element.uuid ] = element.toJSON( meta );
  11049. }
  11050. return element.uuid;
  11051. }
  11052. if ( this.isScene ) {
  11053. if ( this.background ) {
  11054. if ( this.background.isColor ) {
  11055. object.background = this.background.toJSON();
  11056. } else if ( this.background.isTexture ) {
  11057. object.background = this.background.toJSON( meta ).uuid;
  11058. }
  11059. }
  11060. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  11061. object.environment = this.environment.toJSON( meta ).uuid;
  11062. }
  11063. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11064. object.geometry = serialize( meta.geometries, this.geometry );
  11065. const parameters = this.geometry.parameters;
  11066. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11067. const shapes = parameters.shapes;
  11068. if ( Array.isArray( shapes ) ) {
  11069. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11070. const shape = shapes[ i ];
  11071. serialize( meta.shapes, shape );
  11072. }
  11073. } else {
  11074. serialize( meta.shapes, shapes );
  11075. }
  11076. }
  11077. }
  11078. if ( this.isSkinnedMesh ) {
  11079. object.bindMode = this.bindMode;
  11080. object.bindMatrix = this.bindMatrix.toArray();
  11081. if ( this.skeleton !== undefined ) {
  11082. serialize( meta.skeletons, this.skeleton );
  11083. object.skeleton = this.skeleton.uuid;
  11084. }
  11085. }
  11086. if ( this.material !== undefined ) {
  11087. if ( Array.isArray( this.material ) ) {
  11088. const uuids = [];
  11089. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11090. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11091. }
  11092. object.material = uuids;
  11093. } else {
  11094. object.material = serialize( meta.materials, this.material );
  11095. }
  11096. }
  11097. //
  11098. if ( this.children.length > 0 ) {
  11099. object.children = [];
  11100. for ( let i = 0; i < this.children.length; i ++ ) {
  11101. object.children.push( this.children[ i ].toJSON( meta ).object );
  11102. }
  11103. }
  11104. //
  11105. if ( this.animations.length > 0 ) {
  11106. object.animations = [];
  11107. for ( let i = 0; i < this.animations.length; i ++ ) {
  11108. const animation = this.animations[ i ];
  11109. object.animations.push( serialize( meta.animations, animation ) );
  11110. }
  11111. }
  11112. if ( isRootObject ) {
  11113. const geometries = extractFromCache( meta.geometries );
  11114. const materials = extractFromCache( meta.materials );
  11115. const textures = extractFromCache( meta.textures );
  11116. const images = extractFromCache( meta.images );
  11117. const shapes = extractFromCache( meta.shapes );
  11118. const skeletons = extractFromCache( meta.skeletons );
  11119. const animations = extractFromCache( meta.animations );
  11120. const nodes = extractFromCache( meta.nodes );
  11121. if ( geometries.length > 0 ) output.geometries = geometries;
  11122. if ( materials.length > 0 ) output.materials = materials;
  11123. if ( textures.length > 0 ) output.textures = textures;
  11124. if ( images.length > 0 ) output.images = images;
  11125. if ( shapes.length > 0 ) output.shapes = shapes;
  11126. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11127. if ( animations.length > 0 ) output.animations = animations;
  11128. if ( nodes.length > 0 ) output.nodes = nodes;
  11129. }
  11130. output.object = object;
  11131. return output;
  11132. // extract data from the cache hash
  11133. // remove metadata on each item
  11134. // and return as array
  11135. function extractFromCache( cache ) {
  11136. const values = [];
  11137. for ( const key in cache ) {
  11138. const data = cache[ key ];
  11139. delete data.metadata;
  11140. values.push( data );
  11141. }
  11142. return values;
  11143. }
  11144. }
  11145. /**
  11146. * Returns a new 3D object with copied values from this instance.
  11147. *
  11148. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11149. * @return {Object3D} A clone of this instance.
  11150. */
  11151. clone( recursive ) {
  11152. return new this.constructor().copy( this, recursive );
  11153. }
  11154. /**
  11155. * Copies the values of the given 3D object to this instance.
  11156. *
  11157. * @param {Object3D} source - The 3D object to copy.
  11158. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11159. * @return {Object3D} A reference to this instance.
  11160. */
  11161. copy( source, recursive = true ) {
  11162. this.name = source.name;
  11163. this.up.copy( source.up );
  11164. this.position.copy( source.position );
  11165. this.rotation.order = source.rotation.order;
  11166. this.quaternion.copy( source.quaternion );
  11167. this.scale.copy( source.scale );
  11168. this.matrix.copy( source.matrix );
  11169. this.matrixWorld.copy( source.matrixWorld );
  11170. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11171. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11172. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11173. this.layers.mask = source.layers.mask;
  11174. this.visible = source.visible;
  11175. this.castShadow = source.castShadow;
  11176. this.receiveShadow = source.receiveShadow;
  11177. this.frustumCulled = source.frustumCulled;
  11178. this.renderOrder = source.renderOrder;
  11179. this.animations = source.animations.slice();
  11180. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11181. if ( recursive === true ) {
  11182. for ( let i = 0; i < source.children.length; i ++ ) {
  11183. const child = source.children[ i ];
  11184. this.add( child.clone() );
  11185. }
  11186. }
  11187. return this;
  11188. }
  11189. }
  11190. /**
  11191. * The default up direction for objects, also used as the default
  11192. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11193. *
  11194. * @static
  11195. * @type {Vector3}
  11196. * @default (0,1,0)
  11197. */
  11198. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11199. /**
  11200. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11201. * newly created 3D objects.
  11202. *
  11203. * @static
  11204. * @type {boolean}
  11205. * @default true
  11206. */
  11207. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11208. /**
  11209. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11210. * newly created 3D objects.
  11211. *
  11212. * @static
  11213. * @type {boolean}
  11214. * @default true
  11215. */
  11216. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11217. const _v0$1 = /*@__PURE__*/ new Vector3();
  11218. const _v1$3 = /*@__PURE__*/ new Vector3();
  11219. const _v2$2 = /*@__PURE__*/ new Vector3();
  11220. const _v3$2 = /*@__PURE__*/ new Vector3();
  11221. const _vab = /*@__PURE__*/ new Vector3();
  11222. const _vac = /*@__PURE__*/ new Vector3();
  11223. const _vbc = /*@__PURE__*/ new Vector3();
  11224. const _vap = /*@__PURE__*/ new Vector3();
  11225. const _vbp = /*@__PURE__*/ new Vector3();
  11226. const _vcp = /*@__PURE__*/ new Vector3();
  11227. const _v40 = /*@__PURE__*/ new Vector4();
  11228. const _v41 = /*@__PURE__*/ new Vector4();
  11229. const _v42 = /*@__PURE__*/ new Vector4();
  11230. /**
  11231. * A geometric triangle as defined by three vectors representing its three corners.
  11232. */
  11233. class Triangle {
  11234. /**
  11235. * Constructs a new triangle.
  11236. *
  11237. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11238. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11239. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11240. */
  11241. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11242. /**
  11243. * The first corner of the triangle.
  11244. *
  11245. * @type {Vector3}
  11246. */
  11247. this.a = a;
  11248. /**
  11249. * The second corner of the triangle.
  11250. *
  11251. * @type {Vector3}
  11252. */
  11253. this.b = b;
  11254. /**
  11255. * The third corner of the triangle.
  11256. *
  11257. * @type {Vector3}
  11258. */
  11259. this.c = c;
  11260. }
  11261. /**
  11262. * Computes the normal vector of a triangle.
  11263. *
  11264. * @param {Vector3} a - The first corner of the triangle.
  11265. * @param {Vector3} b - The second corner of the triangle.
  11266. * @param {Vector3} c - The third corner of the triangle.
  11267. * @param {Vector3} target - The target vector that is used to store the method's result.
  11268. * @return {Vector3} The triangle's normal.
  11269. */
  11270. static getNormal( a, b, c, target ) {
  11271. target.subVectors( c, b );
  11272. _v0$1.subVectors( a, b );
  11273. target.cross( _v0$1 );
  11274. const targetLengthSq = target.lengthSq();
  11275. if ( targetLengthSq > 0 ) {
  11276. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11277. }
  11278. return target.set( 0, 0, 0 );
  11279. }
  11280. /**
  11281. * Computes a barycentric coordinates from the given vector.
  11282. * Returns `null` if the triangle is degenerate.
  11283. *
  11284. * @param {Vector3} point - A point in 3D space.
  11285. * @param {Vector3} a - The first corner of the triangle.
  11286. * @param {Vector3} b - The second corner of the triangle.
  11287. * @param {Vector3} c - The third corner of the triangle.
  11288. * @param {Vector3} target - The target vector that is used to store the method's result.
  11289. * @return {?Vector3} The barycentric coordinates for the given point
  11290. */
  11291. static getBarycoord( point, a, b, c, target ) {
  11292. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11293. _v0$1.subVectors( c, a );
  11294. _v1$3.subVectors( b, a );
  11295. _v2$2.subVectors( point, a );
  11296. const dot00 = _v0$1.dot( _v0$1 );
  11297. const dot01 = _v0$1.dot( _v1$3 );
  11298. const dot02 = _v0$1.dot( _v2$2 );
  11299. const dot11 = _v1$3.dot( _v1$3 );
  11300. const dot12 = _v1$3.dot( _v2$2 );
  11301. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11302. // collinear or singular triangle
  11303. if ( denom === 0 ) {
  11304. target.set( 0, 0, 0 );
  11305. return null;
  11306. }
  11307. const invDenom = 1 / denom;
  11308. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11309. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11310. // barycentric coordinates must always sum to 1
  11311. return target.set( 1 - u - v, v, u );
  11312. }
  11313. /**
  11314. * Returns `true` if the given point, when projected onto the plane of the
  11315. * triangle, lies within the triangle.
  11316. *
  11317. * @param {Vector3} point - The point in 3D space to test.
  11318. * @param {Vector3} a - The first corner of the triangle.
  11319. * @param {Vector3} b - The second corner of the triangle.
  11320. * @param {Vector3} c - The third corner of the triangle.
  11321. * @return {boolean} Whether the given point, when projected onto the plane of the
  11322. * triangle, lies within the triangle or not.
  11323. */
  11324. static containsPoint( point, a, b, c ) {
  11325. // if the triangle is degenerate then we can't contain a point
  11326. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11327. return false;
  11328. }
  11329. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11330. }
  11331. /**
  11332. * Computes the value barycentrically interpolated for the given point on the
  11333. * triangle. Returns `null` if the triangle is degenerate.
  11334. *
  11335. * @param {Vector3} point - Position of interpolated point.
  11336. * @param {Vector3} p1 - The first corner of the triangle.
  11337. * @param {Vector3} p2 - The second corner of the triangle.
  11338. * @param {Vector3} p3 - The third corner of the triangle.
  11339. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11340. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11341. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11342. * @param {Vector3} target - The target vector that is used to store the method's result.
  11343. * @return {?Vector3} The interpolated value.
  11344. */
  11345. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11346. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11347. target.x = 0;
  11348. target.y = 0;
  11349. if ( 'z' in target ) target.z = 0;
  11350. if ( 'w' in target ) target.w = 0;
  11351. return null;
  11352. }
  11353. target.setScalar( 0 );
  11354. target.addScaledVector( v1, _v3$2.x );
  11355. target.addScaledVector( v2, _v3$2.y );
  11356. target.addScaledVector( v3, _v3$2.z );
  11357. return target;
  11358. }
  11359. /**
  11360. * Computes the value barycentrically interpolated for the given attribute and indices.
  11361. *
  11362. * @param {BufferAttribute} attr - The attribute to interpolate.
  11363. * @param {number} i1 - Index of first vertex.
  11364. * @param {number} i2 - Index of second vertex.
  11365. * @param {number} i3 - Index of third vertex.
  11366. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11367. * @param {Vector3} target - The target vector that is used to store the method's result.
  11368. * @return {Vector3} The interpolated attribute value.
  11369. */
  11370. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11371. _v40.setScalar( 0 );
  11372. _v41.setScalar( 0 );
  11373. _v42.setScalar( 0 );
  11374. _v40.fromBufferAttribute( attr, i1 );
  11375. _v41.fromBufferAttribute( attr, i2 );
  11376. _v42.fromBufferAttribute( attr, i3 );
  11377. target.setScalar( 0 );
  11378. target.addScaledVector( _v40, barycoord.x );
  11379. target.addScaledVector( _v41, barycoord.y );
  11380. target.addScaledVector( _v42, barycoord.z );
  11381. return target;
  11382. }
  11383. /**
  11384. * Returns `true` if the triangle is oriented towards the given direction.
  11385. *
  11386. * @param {Vector3} a - The first corner of the triangle.
  11387. * @param {Vector3} b - The second corner of the triangle.
  11388. * @param {Vector3} c - The third corner of the triangle.
  11389. * @param {Vector3} direction - The (normalized) direction vector.
  11390. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11391. */
  11392. static isFrontFacing( a, b, c, direction ) {
  11393. _v0$1.subVectors( c, b );
  11394. _v1$3.subVectors( a, b );
  11395. // strictly front facing
  11396. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11397. }
  11398. /**
  11399. * Sets the triangle's vertices by copying the given values.
  11400. *
  11401. * @param {Vector3} a - The first corner of the triangle.
  11402. * @param {Vector3} b - The second corner of the triangle.
  11403. * @param {Vector3} c - The third corner of the triangle.
  11404. * @return {Triangle} A reference to this triangle.
  11405. */
  11406. set( a, b, c ) {
  11407. this.a.copy( a );
  11408. this.b.copy( b );
  11409. this.c.copy( c );
  11410. return this;
  11411. }
  11412. /**
  11413. * Sets the triangle's vertices by copying the given array values.
  11414. *
  11415. * @param {Array<Vector3>} points - An array with 3D points.
  11416. * @param {number} i0 - The array index representing the first corner of the triangle.
  11417. * @param {number} i1 - The array index representing the second corner of the triangle.
  11418. * @param {number} i2 - The array index representing the third corner of the triangle.
  11419. * @return {Triangle} A reference to this triangle.
  11420. */
  11421. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11422. this.a.copy( points[ i0 ] );
  11423. this.b.copy( points[ i1 ] );
  11424. this.c.copy( points[ i2 ] );
  11425. return this;
  11426. }
  11427. /**
  11428. * Sets the triangle's vertices by copying the given attribute values.
  11429. *
  11430. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11431. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11432. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11433. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11434. * @return {Triangle} A reference to this triangle.
  11435. */
  11436. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11437. this.a.fromBufferAttribute( attribute, i0 );
  11438. this.b.fromBufferAttribute( attribute, i1 );
  11439. this.c.fromBufferAttribute( attribute, i2 );
  11440. return this;
  11441. }
  11442. /**
  11443. * Returns a new triangle with copied values from this instance.
  11444. *
  11445. * @return {Triangle} A clone of this instance.
  11446. */
  11447. clone() {
  11448. return new this.constructor().copy( this );
  11449. }
  11450. /**
  11451. * Copies the values of the given triangle to this instance.
  11452. *
  11453. * @param {Triangle} triangle - The triangle to copy.
  11454. * @return {Triangle} A reference to this triangle.
  11455. */
  11456. copy( triangle ) {
  11457. this.a.copy( triangle.a );
  11458. this.b.copy( triangle.b );
  11459. this.c.copy( triangle.c );
  11460. return this;
  11461. }
  11462. /**
  11463. * Computes the area of the triangle.
  11464. *
  11465. * @return {number} The triangle's area.
  11466. */
  11467. getArea() {
  11468. _v0$1.subVectors( this.c, this.b );
  11469. _v1$3.subVectors( this.a, this.b );
  11470. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11471. }
  11472. /**
  11473. * Computes the midpoint of the triangle.
  11474. *
  11475. * @param {Vector3} target - The target vector that is used to store the method's result.
  11476. * @return {Vector3} The triangle's midpoint.
  11477. */
  11478. getMidpoint( target ) {
  11479. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11480. }
  11481. /**
  11482. * Computes the normal of the triangle.
  11483. *
  11484. * @param {Vector3} target - The target vector that is used to store the method's result.
  11485. * @return {Vector3} The triangle's normal.
  11486. */
  11487. getNormal( target ) {
  11488. return Triangle.getNormal( this.a, this.b, this.c, target );
  11489. }
  11490. /**
  11491. * Computes a plane the triangle lies within.
  11492. *
  11493. * @param {Plane} target - The target vector that is used to store the method's result.
  11494. * @return {Plane} The plane the triangle lies within.
  11495. */
  11496. getPlane( target ) {
  11497. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11498. }
  11499. /**
  11500. * Computes a barycentric coordinates from the given vector.
  11501. * Returns `null` if the triangle is degenerate.
  11502. *
  11503. * @param {Vector3} point - A point in 3D space.
  11504. * @param {Vector3} target - The target vector that is used to store the method's result.
  11505. * @return {?Vector3} The barycentric coordinates for the given point
  11506. */
  11507. getBarycoord( point, target ) {
  11508. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11509. }
  11510. /**
  11511. * Computes the value barycentrically interpolated for the given point on the
  11512. * triangle. Returns `null` if the triangle is degenerate.
  11513. *
  11514. * @param {Vector3} point - Position of interpolated point.
  11515. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11516. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11517. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11518. * @param {Vector3} target - The target vector that is used to store the method's result.
  11519. * @return {?Vector3} The interpolated value.
  11520. */
  11521. getInterpolation( point, v1, v2, v3, target ) {
  11522. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11523. }
  11524. /**
  11525. * Returns `true` if the given point, when projected onto the plane of the
  11526. * triangle, lies within the triangle.
  11527. *
  11528. * @param {Vector3} point - The point in 3D space to test.
  11529. * @return {boolean} Whether the given point, when projected onto the plane of the
  11530. * triangle, lies within the triangle or not.
  11531. */
  11532. containsPoint( point ) {
  11533. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11534. }
  11535. /**
  11536. * Returns `true` if the triangle is oriented towards the given direction.
  11537. *
  11538. * @param {Vector3} direction - The (normalized) direction vector.
  11539. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11540. */
  11541. isFrontFacing( direction ) {
  11542. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11543. }
  11544. /**
  11545. * Returns `true` if this triangle intersects with the given box.
  11546. *
  11547. * @param {Box3} box - The box to intersect.
  11548. * @return {boolean} Whether this triangle intersects with the given box or not.
  11549. */
  11550. intersectsBox( box ) {
  11551. return box.intersectsTriangle( this );
  11552. }
  11553. /**
  11554. * Returns the closest point on the triangle to the given point.
  11555. *
  11556. * @param {Vector3} p - The point to compute the closest point for.
  11557. * @param {Vector3} target - The target vector that is used to store the method's result.
  11558. * @return {Vector3} The closest point on the triangle.
  11559. */
  11560. closestPointToPoint( p, target ) {
  11561. const a = this.a, b = this.b, c = this.c;
  11562. let v, w;
  11563. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11564. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11565. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11566. // basically, we're distinguishing which of the voronoi regions of the triangle
  11567. // the point lies in with the minimum amount of redundant computation.
  11568. _vab.subVectors( b, a );
  11569. _vac.subVectors( c, a );
  11570. _vap.subVectors( p, a );
  11571. const d1 = _vab.dot( _vap );
  11572. const d2 = _vac.dot( _vap );
  11573. if ( d1 <= 0 && d2 <= 0 ) {
  11574. // vertex region of A; barycentric coords (1, 0, 0)
  11575. return target.copy( a );
  11576. }
  11577. _vbp.subVectors( p, b );
  11578. const d3 = _vab.dot( _vbp );
  11579. const d4 = _vac.dot( _vbp );
  11580. if ( d3 >= 0 && d4 <= d3 ) {
  11581. // vertex region of B; barycentric coords (0, 1, 0)
  11582. return target.copy( b );
  11583. }
  11584. const vc = d1 * d4 - d3 * d2;
  11585. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11586. v = d1 / ( d1 - d3 );
  11587. // edge region of AB; barycentric coords (1-v, v, 0)
  11588. return target.copy( a ).addScaledVector( _vab, v );
  11589. }
  11590. _vcp.subVectors( p, c );
  11591. const d5 = _vab.dot( _vcp );
  11592. const d6 = _vac.dot( _vcp );
  11593. if ( d6 >= 0 && d5 <= d6 ) {
  11594. // vertex region of C; barycentric coords (0, 0, 1)
  11595. return target.copy( c );
  11596. }
  11597. const vb = d5 * d2 - d1 * d6;
  11598. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11599. w = d2 / ( d2 - d6 );
  11600. // edge region of AC; barycentric coords (1-w, 0, w)
  11601. return target.copy( a ).addScaledVector( _vac, w );
  11602. }
  11603. const va = d3 * d6 - d5 * d4;
  11604. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11605. _vbc.subVectors( c, b );
  11606. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11607. // edge region of BC; barycentric coords (0, 1-w, w)
  11608. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11609. }
  11610. // face region
  11611. const denom = 1 / ( va + vb + vc );
  11612. // u = va * denom
  11613. v = vb * denom;
  11614. w = vc * denom;
  11615. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11616. }
  11617. /**
  11618. * Returns `true` if this triangle is equal with the given one.
  11619. *
  11620. * @param {Triangle} triangle - The triangle to test for equality.
  11621. * @return {boolean} Whether this triangle is equal with the given one.
  11622. */
  11623. equals( triangle ) {
  11624. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11625. }
  11626. }
  11627. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11628. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11629. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11630. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11631. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11632. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11633. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11634. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11635. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11636. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11637. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11638. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11639. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11640. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11641. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11642. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11643. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11644. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11645. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11646. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11647. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11648. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11649. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11650. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11651. const _hslA = { h: 0, s: 0, l: 0 };
  11652. const _hslB = { h: 0, s: 0, l: 0 };
  11653. function hue2rgb( p, q, t ) {
  11654. if ( t < 0 ) t += 1;
  11655. if ( t > 1 ) t -= 1;
  11656. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11657. if ( t < 1 / 2 ) return q;
  11658. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11659. return p;
  11660. }
  11661. /**
  11662. * A Color instance is represented by RGB components in the linear <i>working
  11663. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11664. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11665. * strings) are converted to the working color space automatically.
  11666. *
  11667. * ```js
  11668. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11669. * const color = new THREE.Color().setHex( 0x112233 );
  11670. * ```
  11671. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11672. * ```js
  11673. * // assumed already LinearSRGBColorSpace; no conversion
  11674. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11675. *
  11676. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11677. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11678. * ```
  11679. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11680. * see <i>Color management</i>. Iterating through a Color instance will yield
  11681. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11682. * in any of the following ways:
  11683. * ```js
  11684. * //empty constructor - will default white
  11685. * const color1 = new THREE.Color();
  11686. *
  11687. * //Hexadecimal color (recommended)
  11688. * const color2 = new THREE.Color( 0xff0000 );
  11689. *
  11690. * //RGB string
  11691. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11692. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11693. *
  11694. * //X11 color name - all 140 color names are supported.
  11695. * //Note the lack of CamelCase in the name
  11696. * const color5 = new THREE.Color( 'skyblue' );
  11697. * //HSL string
  11698. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11699. *
  11700. * //Separate RGB values between 0 and 1
  11701. * const color7 = new THREE.Color( 1, 0, 0 );
  11702. * ```
  11703. */
  11704. class Color {
  11705. /**
  11706. * Constructs a new color.
  11707. *
  11708. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11709. * and that method is used throughout the rest of the documentation.
  11710. *
  11711. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11712. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11713. * @param {number} [g] - The green component.
  11714. * @param {number} [b] - The blue component.
  11715. */
  11716. constructor( r, g, b ) {
  11717. /**
  11718. * This flag can be used for type testing.
  11719. *
  11720. * @type {boolean}
  11721. * @readonly
  11722. * @default true
  11723. */
  11724. this.isColor = true;
  11725. /**
  11726. * The red component.
  11727. *
  11728. * @type {number}
  11729. * @default 1
  11730. */
  11731. this.r = 1;
  11732. /**
  11733. * The green component.
  11734. *
  11735. * @type {number}
  11736. * @default 1
  11737. */
  11738. this.g = 1;
  11739. /**
  11740. * The blue component.
  11741. *
  11742. * @type {number}
  11743. * @default 1
  11744. */
  11745. this.b = 1;
  11746. return this.set( r, g, b );
  11747. }
  11748. /**
  11749. * Sets the colors's components from the given values.
  11750. *
  11751. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11752. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11753. * @param {number} [g] - The green component.
  11754. * @param {number} [b] - The blue component.
  11755. * @return {Color} A reference to this color.
  11756. */
  11757. set( r, g, b ) {
  11758. if ( g === undefined && b === undefined ) {
  11759. // r is THREE.Color, hex or string
  11760. const value = r;
  11761. if ( value && value.isColor ) {
  11762. this.copy( value );
  11763. } else if ( typeof value === 'number' ) {
  11764. this.setHex( value );
  11765. } else if ( typeof value === 'string' ) {
  11766. this.setStyle( value );
  11767. }
  11768. } else {
  11769. this.setRGB( r, g, b );
  11770. }
  11771. return this;
  11772. }
  11773. /**
  11774. * Sets the colors's components to the given scalar value.
  11775. *
  11776. * @param {number} scalar - The scalar value.
  11777. * @return {Color} A reference to this color.
  11778. */
  11779. setScalar( scalar ) {
  11780. this.r = scalar;
  11781. this.g = scalar;
  11782. this.b = scalar;
  11783. return this;
  11784. }
  11785. /**
  11786. * Sets this color from a hexadecimal value.
  11787. *
  11788. * @param {number} hex - The hexadecimal value.
  11789. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11790. * @return {Color} A reference to this color.
  11791. */
  11792. setHex( hex, colorSpace = SRGBColorSpace ) {
  11793. hex = Math.floor( hex );
  11794. this.r = ( hex >> 16 & 255 ) / 255;
  11795. this.g = ( hex >> 8 & 255 ) / 255;
  11796. this.b = ( hex & 255 ) / 255;
  11797. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11798. return this;
  11799. }
  11800. /**
  11801. * Sets this color from RGB values.
  11802. *
  11803. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11804. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11805. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11806. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11807. * @return {Color} A reference to this color.
  11808. */
  11809. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11810. this.r = r;
  11811. this.g = g;
  11812. this.b = b;
  11813. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11814. return this;
  11815. }
  11816. /**
  11817. * Sets this color from RGB values.
  11818. *
  11819. * @param {number} h - Hue value between `0.0` and `1.0`.
  11820. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11821. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11822. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11823. * @return {Color} A reference to this color.
  11824. */
  11825. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11826. // h,s,l ranges are in 0.0 - 1.0
  11827. h = euclideanModulo( h, 1 );
  11828. s = clamp( s, 0, 1 );
  11829. l = clamp( l, 0, 1 );
  11830. if ( s === 0 ) {
  11831. this.r = this.g = this.b = l;
  11832. } else {
  11833. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11834. const q = ( 2 * l ) - p;
  11835. this.r = hue2rgb( q, p, h + 1 / 3 );
  11836. this.g = hue2rgb( q, p, h );
  11837. this.b = hue2rgb( q, p, h - 1 / 3 );
  11838. }
  11839. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11840. return this;
  11841. }
  11842. /**
  11843. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11844. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11845. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  11846. * all 140 color names are supported).
  11847. *
  11848. * @param {string} style - Color as a CSS-style string.
  11849. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11850. * @return {Color} A reference to this color.
  11851. */
  11852. setStyle( style, colorSpace = SRGBColorSpace ) {
  11853. function handleAlpha( string ) {
  11854. if ( string === undefined ) return;
  11855. if ( parseFloat( string ) < 1 ) {
  11856. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11857. }
  11858. }
  11859. let m;
  11860. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11861. // rgb / hsl
  11862. let color;
  11863. const name = m[ 1 ];
  11864. const components = m[ 2 ];
  11865. switch ( name ) {
  11866. case 'rgb':
  11867. case 'rgba':
  11868. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11869. // rgb(255,0,0) rgba(255,0,0,0.5)
  11870. handleAlpha( color[ 4 ] );
  11871. return this.setRGB(
  11872. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11873. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11874. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11875. colorSpace
  11876. );
  11877. }
  11878. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11879. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11880. handleAlpha( color[ 4 ] );
  11881. return this.setRGB(
  11882. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11883. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11884. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11885. colorSpace
  11886. );
  11887. }
  11888. break;
  11889. case 'hsl':
  11890. case 'hsla':
  11891. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11892. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11893. handleAlpha( color[ 4 ] );
  11894. return this.setHSL(
  11895. parseFloat( color[ 1 ] ) / 360,
  11896. parseFloat( color[ 2 ] ) / 100,
  11897. parseFloat( color[ 3 ] ) / 100,
  11898. colorSpace
  11899. );
  11900. }
  11901. break;
  11902. default:
  11903. warn( 'Color: Unknown color model ' + style );
  11904. }
  11905. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11906. // hex color
  11907. const hex = m[ 1 ];
  11908. const size = hex.length;
  11909. if ( size === 3 ) {
  11910. // #ff0
  11911. return this.setRGB(
  11912. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11913. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11914. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11915. colorSpace
  11916. );
  11917. } else if ( size === 6 ) {
  11918. // #ff0000
  11919. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11920. } else {
  11921. warn( 'Color: Invalid hex color ' + style );
  11922. }
  11923. } else if ( style && style.length > 0 ) {
  11924. return this.setColorName( style, colorSpace );
  11925. }
  11926. return this;
  11927. }
  11928. /**
  11929. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11930. * you don't need the other CSS-style formats.
  11931. *
  11932. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11933. * ```js
  11934. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11935. * ```
  11936. *
  11937. * @param {string} style - The color name.
  11938. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11939. * @return {Color} A reference to this color.
  11940. */
  11941. setColorName( style, colorSpace = SRGBColorSpace ) {
  11942. // color keywords
  11943. const hex = _colorKeywords[ style.toLowerCase() ];
  11944. if ( hex !== undefined ) {
  11945. // red
  11946. this.setHex( hex, colorSpace );
  11947. } else {
  11948. // unknown color
  11949. warn( 'Color: Unknown color ' + style );
  11950. }
  11951. return this;
  11952. }
  11953. /**
  11954. * Returns a new color with copied values from this instance.
  11955. *
  11956. * @return {Color} A clone of this instance.
  11957. */
  11958. clone() {
  11959. return new this.constructor( this.r, this.g, this.b );
  11960. }
  11961. /**
  11962. * Copies the values of the given color to this instance.
  11963. *
  11964. * @param {Color} color - The color to copy.
  11965. * @return {Color} A reference to this color.
  11966. */
  11967. copy( color ) {
  11968. this.r = color.r;
  11969. this.g = color.g;
  11970. this.b = color.b;
  11971. return this;
  11972. }
  11973. /**
  11974. * Copies the given color into this color, and then converts this color from
  11975. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11976. *
  11977. * @param {Color} color - The color to copy/convert.
  11978. * @return {Color} A reference to this color.
  11979. */
  11980. copySRGBToLinear( color ) {
  11981. this.r = SRGBToLinear( color.r );
  11982. this.g = SRGBToLinear( color.g );
  11983. this.b = SRGBToLinear( color.b );
  11984. return this;
  11985. }
  11986. /**
  11987. * Copies the given color into this color, and then converts this color from
  11988. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11989. *
  11990. * @param {Color} color - The color to copy/convert.
  11991. * @return {Color} A reference to this color.
  11992. */
  11993. copyLinearToSRGB( color ) {
  11994. this.r = LinearToSRGB( color.r );
  11995. this.g = LinearToSRGB( color.g );
  11996. this.b = LinearToSRGB( color.b );
  11997. return this;
  11998. }
  11999. /**
  12000. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  12001. *
  12002. * @return {Color} A reference to this color.
  12003. */
  12004. convertSRGBToLinear() {
  12005. this.copySRGBToLinear( this );
  12006. return this;
  12007. }
  12008. /**
  12009. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  12010. *
  12011. * @return {Color} A reference to this color.
  12012. */
  12013. convertLinearToSRGB() {
  12014. this.copyLinearToSRGB( this );
  12015. return this;
  12016. }
  12017. /**
  12018. * Returns the hexadecimal value of this color.
  12019. *
  12020. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12021. * @return {number} The hexadecimal value.
  12022. */
  12023. getHex( colorSpace = SRGBColorSpace ) {
  12024. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12025. 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 ) );
  12026. }
  12027. /**
  12028. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  12029. *
  12030. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12031. * @return {string} The hexadecimal value as a string.
  12032. */
  12033. getHexString( colorSpace = SRGBColorSpace ) {
  12034. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  12035. }
  12036. /**
  12037. * Converts the colors RGB values into the HSL format and stores them into the
  12038. * given target object.
  12039. *
  12040. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  12041. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12042. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  12043. */
  12044. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  12045. // h,s,l ranges are in 0.0 - 1.0
  12046. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12047. const r = _color.r, g = _color.g, b = _color.b;
  12048. const max = Math.max( r, g, b );
  12049. const min = Math.min( r, g, b );
  12050. let hue, saturation;
  12051. const lightness = ( min + max ) / 2.0;
  12052. if ( min === max ) {
  12053. hue = 0;
  12054. saturation = 0;
  12055. } else {
  12056. const delta = max - min;
  12057. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  12058. switch ( max ) {
  12059. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  12060. case g: hue = ( b - r ) / delta + 2; break;
  12061. case b: hue = ( r - g ) / delta + 4; break;
  12062. }
  12063. hue /= 6;
  12064. }
  12065. target.h = hue;
  12066. target.s = saturation;
  12067. target.l = lightness;
  12068. return target;
  12069. }
  12070. /**
  12071. * Returns the RGB values of this color and stores them into the given target object.
  12072. *
  12073. * @param {Color} target - The target color that is used to store the method's result.
  12074. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12075. * @return {Color} The RGB representation of this color.
  12076. */
  12077. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12078. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12079. target.r = _color.r;
  12080. target.g = _color.g;
  12081. target.b = _color.b;
  12082. return target;
  12083. }
  12084. /**
  12085. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12086. *
  12087. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12088. * @return {string} The CSS representation of this color.
  12089. */
  12090. getStyle( colorSpace = SRGBColorSpace ) {
  12091. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12092. const r = _color.r, g = _color.g, b = _color.b;
  12093. if ( colorSpace !== SRGBColorSpace ) {
  12094. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12095. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12096. }
  12097. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12098. }
  12099. /**
  12100. * Adds the given HSL values to this color's values.
  12101. * Internally, this converts the color's RGB values to HSL, adds HSL
  12102. * and then converts the color back to RGB.
  12103. *
  12104. * @param {number} h - Hue value between `0.0` and `1.0`.
  12105. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12106. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12107. * @return {Color} A reference to this color.
  12108. */
  12109. offsetHSL( h, s, l ) {
  12110. this.getHSL( _hslA );
  12111. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12112. }
  12113. /**
  12114. * Adds the RGB values of the given color to the RGB values of this color.
  12115. *
  12116. * @param {Color} color - The color to add.
  12117. * @return {Color} A reference to this color.
  12118. */
  12119. add( color ) {
  12120. this.r += color.r;
  12121. this.g += color.g;
  12122. this.b += color.b;
  12123. return this;
  12124. }
  12125. /**
  12126. * Adds the RGB values of the given colors and stores the result in this instance.
  12127. *
  12128. * @param {Color} color1 - The first color.
  12129. * @param {Color} color2 - The second color.
  12130. * @return {Color} A reference to this color.
  12131. */
  12132. addColors( color1, color2 ) {
  12133. this.r = color1.r + color2.r;
  12134. this.g = color1.g + color2.g;
  12135. this.b = color1.b + color2.b;
  12136. return this;
  12137. }
  12138. /**
  12139. * Adds the given scalar value to the RGB values of this color.
  12140. *
  12141. * @param {number} s - The scalar to add.
  12142. * @return {Color} A reference to this color.
  12143. */
  12144. addScalar( s ) {
  12145. this.r += s;
  12146. this.g += s;
  12147. this.b += s;
  12148. return this;
  12149. }
  12150. /**
  12151. * Subtracts the RGB values of the given color from the RGB values of this color.
  12152. *
  12153. * @param {Color} color - The color to subtract.
  12154. * @return {Color} A reference to this color.
  12155. */
  12156. sub( color ) {
  12157. this.r = Math.max( 0, this.r - color.r );
  12158. this.g = Math.max( 0, this.g - color.g );
  12159. this.b = Math.max( 0, this.b - color.b );
  12160. return this;
  12161. }
  12162. /**
  12163. * Multiplies the RGB values of the given color with the RGB values of this color.
  12164. *
  12165. * @param {Color} color - The color to multiply.
  12166. * @return {Color} A reference to this color.
  12167. */
  12168. multiply( color ) {
  12169. this.r *= color.r;
  12170. this.g *= color.g;
  12171. this.b *= color.b;
  12172. return this;
  12173. }
  12174. /**
  12175. * Multiplies the given scalar value with the RGB values of this color.
  12176. *
  12177. * @param {number} s - The scalar to multiply.
  12178. * @return {Color} A reference to this color.
  12179. */
  12180. multiplyScalar( s ) {
  12181. this.r *= s;
  12182. this.g *= s;
  12183. this.b *= s;
  12184. return this;
  12185. }
  12186. /**
  12187. * Linearly interpolates this color's RGB values toward the RGB values of the
  12188. * given color. The alpha argument can be thought of as the ratio between
  12189. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12190. *
  12191. * @param {Color} color - The color to converge on.
  12192. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12193. * @return {Color} A reference to this color.
  12194. */
  12195. lerp( color, alpha ) {
  12196. this.r += ( color.r - this.r ) * alpha;
  12197. this.g += ( color.g - this.g ) * alpha;
  12198. this.b += ( color.b - this.b ) * alpha;
  12199. return this;
  12200. }
  12201. /**
  12202. * Linearly interpolates between the given colors and stores the result in this instance.
  12203. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12204. * is the first and `1.0` is the second color.
  12205. *
  12206. * @param {Color} color1 - The first color.
  12207. * @param {Color} color2 - The second color.
  12208. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12209. * @return {Color} A reference to this color.
  12210. */
  12211. lerpColors( color1, color2, alpha ) {
  12212. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12213. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12214. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12215. return this;
  12216. }
  12217. /**
  12218. * Linearly interpolates this color's HSL values toward the HSL values of the
  12219. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12220. * from one color to the other, but instead going through all the hues in between
  12221. * those two colors. The alpha argument can be thought of as the ratio between
  12222. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12223. *
  12224. * @param {Color} color - The color to converge on.
  12225. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12226. * @return {Color} A reference to this color.
  12227. */
  12228. lerpHSL( color, alpha ) {
  12229. this.getHSL( _hslA );
  12230. color.getHSL( _hslB );
  12231. const h = lerp( _hslA.h, _hslB.h, alpha );
  12232. const s = lerp( _hslA.s, _hslB.s, alpha );
  12233. const l = lerp( _hslA.l, _hslB.l, alpha );
  12234. this.setHSL( h, s, l );
  12235. return this;
  12236. }
  12237. /**
  12238. * Sets the color's RGB components from the given 3D vector.
  12239. *
  12240. * @param {Vector3} v - The vector to set.
  12241. * @return {Color} A reference to this color.
  12242. */
  12243. setFromVector3( v ) {
  12244. this.r = v.x;
  12245. this.g = v.y;
  12246. this.b = v.z;
  12247. return this;
  12248. }
  12249. /**
  12250. * Transforms this color with the given 3x3 matrix.
  12251. *
  12252. * @param {Matrix3} m - The matrix.
  12253. * @return {Color} A reference to this color.
  12254. */
  12255. applyMatrix3( m ) {
  12256. const r = this.r, g = this.g, b = this.b;
  12257. const e = m.elements;
  12258. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12259. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12260. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12261. return this;
  12262. }
  12263. /**
  12264. * Returns `true` if this color is equal with the given one.
  12265. *
  12266. * @param {Color} c - The color to test for equality.
  12267. * @return {boolean} Whether this bounding color is equal with the given one.
  12268. */
  12269. equals( c ) {
  12270. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12271. }
  12272. /**
  12273. * Sets this color's RGB components from the given array.
  12274. *
  12275. * @param {Array<number>} array - An array holding the RGB values.
  12276. * @param {number} [offset=0] - The offset into the array.
  12277. * @return {Color} A reference to this color.
  12278. */
  12279. fromArray( array, offset = 0 ) {
  12280. this.r = array[ offset ];
  12281. this.g = array[ offset + 1 ];
  12282. this.b = array[ offset + 2 ];
  12283. return this;
  12284. }
  12285. /**
  12286. * Writes the RGB components of this color to the given array. If no array is provided,
  12287. * the method returns a new instance.
  12288. *
  12289. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12290. * @param {number} [offset=0] - Index of the first element in the array.
  12291. * @return {Array<number>} The color components.
  12292. */
  12293. toArray( array = [], offset = 0 ) {
  12294. array[ offset ] = this.r;
  12295. array[ offset + 1 ] = this.g;
  12296. array[ offset + 2 ] = this.b;
  12297. return array;
  12298. }
  12299. /**
  12300. * Sets the components of this color from the given buffer attribute.
  12301. *
  12302. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12303. * @param {number} index - The index into the attribute.
  12304. * @return {Color} A reference to this color.
  12305. */
  12306. fromBufferAttribute( attribute, index ) {
  12307. this.r = attribute.getX( index );
  12308. this.g = attribute.getY( index );
  12309. this.b = attribute.getZ( index );
  12310. return this;
  12311. }
  12312. /**
  12313. * This methods defines the serialization result of this class. Returns the color
  12314. * as a hexadecimal value.
  12315. *
  12316. * @return {number} The hexadecimal value.
  12317. */
  12318. toJSON() {
  12319. return this.getHex();
  12320. }
  12321. *[ Symbol.iterator ]() {
  12322. yield this.r;
  12323. yield this.g;
  12324. yield this.b;
  12325. }
  12326. }
  12327. const _color = /*@__PURE__*/ new Color();
  12328. /**
  12329. * A dictionary with X11 color names.
  12330. *
  12331. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12332. *
  12333. * @static
  12334. * @type {Object}
  12335. */
  12336. Color.NAMES = _colorKeywords;
  12337. let _materialId = 0;
  12338. /**
  12339. * Abstract base class for materials.
  12340. *
  12341. * Materials define the appearance of renderable 3D objects.
  12342. *
  12343. * @abstract
  12344. * @augments EventDispatcher
  12345. */
  12346. class Material extends EventDispatcher {
  12347. /**
  12348. * Constructs a new material.
  12349. */
  12350. constructor() {
  12351. super();
  12352. /**
  12353. * This flag can be used for type testing.
  12354. *
  12355. * @type {boolean}
  12356. * @readonly
  12357. * @default true
  12358. */
  12359. this.isMaterial = true;
  12360. /**
  12361. * The ID of the material.
  12362. *
  12363. * @name Material#id
  12364. * @type {number}
  12365. * @readonly
  12366. */
  12367. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12368. /**
  12369. * The UUID of the material.
  12370. *
  12371. * @type {string}
  12372. * @readonly
  12373. */
  12374. this.uuid = generateUUID();
  12375. /**
  12376. * The name of the material.
  12377. *
  12378. * @type {string}
  12379. */
  12380. this.name = '';
  12381. /**
  12382. * The type property is used for detecting the object type
  12383. * in context of serialization/deserialization.
  12384. *
  12385. * @type {string}
  12386. * @readonly
  12387. */
  12388. this.type = 'Material';
  12389. /**
  12390. * Defines the blending type of the material.
  12391. *
  12392. * It must be set to `CustomBlending` if custom blending properties like
  12393. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12394. * should have any effect.
  12395. *
  12396. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12397. * @default NormalBlending
  12398. */
  12399. this.blending = NormalBlending;
  12400. /**
  12401. * Defines which side of faces will be rendered - front, back or both.
  12402. *
  12403. * @type {(FrontSide|BackSide|DoubleSide)}
  12404. * @default FrontSide
  12405. */
  12406. this.side = FrontSide;
  12407. /**
  12408. * If set to `true`, vertex colors should be used.
  12409. *
  12410. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12411. * four (RGBA) component color buffer attribute is used.
  12412. *
  12413. * @type {boolean}
  12414. * @default false
  12415. */
  12416. this.vertexColors = false;
  12417. /**
  12418. * Defines how transparent the material is.
  12419. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12420. *
  12421. * If the {@link Material#transparent} is not set to `true`,
  12422. * the material will remain fully opaque and this value will only affect its color.
  12423. *
  12424. * @type {number}
  12425. * @default 1
  12426. */
  12427. this.opacity = 1;
  12428. /**
  12429. * Defines whether this material is transparent. This has an effect on
  12430. * rendering as transparent objects need special treatment and are rendered
  12431. * after non-transparent objects.
  12432. *
  12433. * When set to true, the extent to which the material is transparent is
  12434. * controlled by {@link Material#opacity}.
  12435. *
  12436. * @type {boolean}
  12437. * @default false
  12438. */
  12439. this.transparent = false;
  12440. /**
  12441. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12442. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12443. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12444. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12445. *
  12446. * @type {boolean}
  12447. * @default false
  12448. */
  12449. this.alphaHash = false;
  12450. /**
  12451. * Defines the blending source factor.
  12452. *
  12453. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12454. * @default SrcAlphaFactor
  12455. */
  12456. this.blendSrc = SrcAlphaFactor;
  12457. /**
  12458. * Defines the blending destination factor.
  12459. *
  12460. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12461. * @default OneMinusSrcAlphaFactor
  12462. */
  12463. this.blendDst = OneMinusSrcAlphaFactor;
  12464. /**
  12465. * Defines the blending equation.
  12466. *
  12467. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12468. * @default AddEquation
  12469. */
  12470. this.blendEquation = AddEquation;
  12471. /**
  12472. * Defines the blending source alpha factor.
  12473. *
  12474. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12475. * @default null
  12476. */
  12477. this.blendSrcAlpha = null;
  12478. /**
  12479. * Defines the blending destination alpha factor.
  12480. *
  12481. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12482. * @default null
  12483. */
  12484. this.blendDstAlpha = null;
  12485. /**
  12486. * Defines the blending equation of the alpha channel.
  12487. *
  12488. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12489. * @default null
  12490. */
  12491. this.blendEquationAlpha = null;
  12492. /**
  12493. * Represents the RGB values of the constant blend color.
  12494. *
  12495. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12496. *
  12497. * @type {Color}
  12498. * @default (0,0,0)
  12499. */
  12500. this.blendColor = new Color( 0, 0, 0 );
  12501. /**
  12502. * Represents the alpha value of the constant blend color.
  12503. *
  12504. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12505. *
  12506. * @type {number}
  12507. * @default 0
  12508. */
  12509. this.blendAlpha = 0;
  12510. /**
  12511. * Defines the depth function.
  12512. *
  12513. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12514. * @default LessEqualDepth
  12515. */
  12516. this.depthFunc = LessEqualDepth;
  12517. /**
  12518. * Whether to have depth test enabled when rendering this material.
  12519. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12520. *
  12521. * @type {boolean}
  12522. * @default true
  12523. */
  12524. this.depthTest = true;
  12525. /**
  12526. * Whether rendering this material has any effect on the depth buffer.
  12527. *
  12528. * When drawing 2D overlays it can be useful to disable the depth writing in
  12529. * order to layer several things together without creating z-index artifacts.
  12530. *
  12531. * @type {boolean}
  12532. * @default true
  12533. */
  12534. this.depthWrite = true;
  12535. /**
  12536. * The bit mask to use when writing to the stencil buffer.
  12537. *
  12538. * @type {number}
  12539. * @default 0xff
  12540. */
  12541. this.stencilWriteMask = 0xff;
  12542. /**
  12543. * The stencil comparison function to use.
  12544. *
  12545. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12546. * @default AlwaysStencilFunc
  12547. */
  12548. this.stencilFunc = AlwaysStencilFunc;
  12549. /**
  12550. * The value to use when performing stencil comparisons or stencil operations.
  12551. *
  12552. * @type {number}
  12553. * @default 0
  12554. */
  12555. this.stencilRef = 0;
  12556. /**
  12557. * The bit mask to use when comparing against the stencil buffer.
  12558. *
  12559. * @type {number}
  12560. * @default 0xff
  12561. */
  12562. this.stencilFuncMask = 0xff;
  12563. /**
  12564. * Which stencil operation to perform when the comparison function returns `false`.
  12565. *
  12566. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12567. * @default KeepStencilOp
  12568. */
  12569. this.stencilFail = KeepStencilOp;
  12570. /**
  12571. * Which stencil operation to perform when the comparison function returns
  12572. * `true` but the depth test fails.
  12573. *
  12574. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12575. * @default KeepStencilOp
  12576. */
  12577. this.stencilZFail = KeepStencilOp;
  12578. /**
  12579. * Which stencil operation to perform when the comparison function returns
  12580. * `true` and the depth test passes.
  12581. *
  12582. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12583. * @default KeepStencilOp
  12584. */
  12585. this.stencilZPass = KeepStencilOp;
  12586. /**
  12587. * Whether stencil operations are performed against the stencil buffer. In
  12588. * order to perform writes or comparisons against the stencil buffer this
  12589. * value must be `true`.
  12590. *
  12591. * @type {boolean}
  12592. * @default false
  12593. */
  12594. this.stencilWrite = false;
  12595. /**
  12596. * User-defined clipping planes specified as THREE.Plane objects in world
  12597. * space. These planes apply to the objects this material is attached to.
  12598. * Points in space whose signed distance to the plane is negative are clipped
  12599. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12600. * be `true`.
  12601. *
  12602. * @type {?Array<Plane>}
  12603. * @default null
  12604. */
  12605. this.clippingPlanes = null;
  12606. /**
  12607. * Changes the behavior of clipping planes so that only their intersection is
  12608. * clipped, rather than their union.
  12609. *
  12610. * @type {boolean}
  12611. * @default false
  12612. */
  12613. this.clipIntersection = false;
  12614. /**
  12615. * Defines whether to clip shadows according to the clipping planes specified
  12616. * on this material.
  12617. *
  12618. * @type {boolean}
  12619. * @default false
  12620. */
  12621. this.clipShadows = false;
  12622. /**
  12623. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12624. * is determined as follows:
  12625. *
  12626. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12627. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12628. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12629. *
  12630. * @type {?(FrontSide|BackSide|DoubleSide)}
  12631. * @default null
  12632. */
  12633. this.shadowSide = null;
  12634. /**
  12635. * Whether to render the material's color.
  12636. *
  12637. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12638. * objects that occlude other objects.
  12639. *
  12640. * @type {boolean}
  12641. * @default true
  12642. */
  12643. this.colorWrite = true;
  12644. /**
  12645. * Override the renderer's default precision for this material.
  12646. *
  12647. * @type {?('highp'|'mediump'|'lowp')}
  12648. * @default null
  12649. */
  12650. this.precision = null;
  12651. /**
  12652. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12653. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12654. * The offset is added before the depth test is performed and before the value is written
  12655. * into the depth buffer.
  12656. *
  12657. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12658. * rendering solids with highlighted edges.
  12659. *
  12660. * @type {boolean}
  12661. * @default false
  12662. */
  12663. this.polygonOffset = false;
  12664. /**
  12665. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12666. *
  12667. * @type {number}
  12668. * @default 0
  12669. */
  12670. this.polygonOffsetFactor = 0;
  12671. /**
  12672. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12673. *
  12674. * @type {number}
  12675. * @default 0
  12676. */
  12677. this.polygonOffsetUnits = 0;
  12678. /**
  12679. * Whether to apply dithering to the color to remove the appearance of banding.
  12680. *
  12681. * @type {boolean}
  12682. * @default false
  12683. */
  12684. this.dithering = false;
  12685. /**
  12686. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12687. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12688. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12689. *
  12690. * @type {boolean}
  12691. * @default false
  12692. */
  12693. this.alphaToCoverage = false;
  12694. /**
  12695. * Whether to premultiply the alpha (transparency) value.
  12696. *
  12697. * @type {boolean}
  12698. * @default false
  12699. */
  12700. this.premultipliedAlpha = false;
  12701. /**
  12702. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12703. *
  12704. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12705. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12706. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12707. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12708. * disable the two pass rendering to avoid performance issues.
  12709. *
  12710. * @type {boolean}
  12711. * @default false
  12712. */
  12713. this.forceSinglePass = false;
  12714. /**
  12715. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12716. *
  12717. * @type {boolean}
  12718. * @default true
  12719. */
  12720. this.allowOverride = true;
  12721. /**
  12722. * Defines whether 3D objects using this material are visible.
  12723. *
  12724. * @type {boolean}
  12725. * @default true
  12726. */
  12727. this.visible = true;
  12728. /**
  12729. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12730. *
  12731. * It is ignored when rendering to a render target or using post processing or when using
  12732. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12733. *
  12734. * @type {boolean}
  12735. * @default true
  12736. */
  12737. this.toneMapped = true;
  12738. /**
  12739. * An object that can be used to store custom data about the Material. It
  12740. * should not hold references to functions as these will not be cloned.
  12741. *
  12742. * @type {Object}
  12743. */
  12744. this.userData = {};
  12745. /**
  12746. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12747. *
  12748. * @type {number}
  12749. * @readonly
  12750. * @default 0
  12751. */
  12752. this.version = 0;
  12753. this._alphaTest = 0;
  12754. }
  12755. /**
  12756. * Sets the alpha value to be used when running an alpha test. The material
  12757. * will not be rendered if the opacity is lower than this value.
  12758. *
  12759. * @type {number}
  12760. * @readonly
  12761. * @default 0
  12762. */
  12763. get alphaTest() {
  12764. return this._alphaTest;
  12765. }
  12766. set alphaTest( value ) {
  12767. if ( this._alphaTest > 0 !== value > 0 ) {
  12768. this.version ++;
  12769. }
  12770. this._alphaTest = value;
  12771. }
  12772. /**
  12773. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12774. *
  12775. * This method can only be used when rendering with {@link WebGLRenderer}.
  12776. *
  12777. * @param {WebGLRenderer} renderer - The renderer.
  12778. * @param {Scene} scene - The scene.
  12779. * @param {Camera} camera - The camera that is used to render the scene.
  12780. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12781. * @param {Object3D} object - The 3D object.
  12782. * @param {Object} group - The geometry group data.
  12783. */
  12784. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12785. /**
  12786. * An optional callback that is executed immediately before the shader
  12787. * program is compiled. This function is called with the shader source code
  12788. * as a parameter. Useful for the modification of built-in materials.
  12789. *
  12790. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12791. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12792. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  12793. *
  12794. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12795. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12796. */
  12797. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12798. /**
  12799. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12800. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12801. * shader or recompile the shader for this material as needed.
  12802. *
  12803. * This method can only be used when rendering with {@link WebGLRenderer}.
  12804. *
  12805. * @return {string} The custom program cache key.
  12806. */
  12807. customProgramCacheKey() {
  12808. return this.onBeforeCompile.toString();
  12809. }
  12810. /**
  12811. * This method can be used to set default values from parameter objects.
  12812. * It is a generic implementation so it can be used with different types
  12813. * of materials.
  12814. *
  12815. * @param {Object} [values] - The material values to set.
  12816. */
  12817. setValues( values ) {
  12818. if ( values === undefined ) return;
  12819. for ( const key in values ) {
  12820. const newValue = values[ key ];
  12821. if ( newValue === undefined ) {
  12822. warn( `Material: parameter '${ key }' has value of undefined.` );
  12823. continue;
  12824. }
  12825. const currentValue = this[ key ];
  12826. if ( currentValue === undefined ) {
  12827. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12828. continue;
  12829. }
  12830. if ( currentValue && currentValue.isColor ) {
  12831. currentValue.set( newValue );
  12832. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12833. currentValue.copy( newValue );
  12834. } else {
  12835. this[ key ] = newValue;
  12836. }
  12837. }
  12838. }
  12839. /**
  12840. * Serializes the material into JSON.
  12841. *
  12842. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12843. * @return {Object} A JSON object representing the serialized material.
  12844. * @see {@link ObjectLoader#parse}
  12845. */
  12846. toJSON( meta ) {
  12847. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12848. if ( isRootObject ) {
  12849. meta = {
  12850. textures: {},
  12851. images: {}
  12852. };
  12853. }
  12854. const data = {
  12855. metadata: {
  12856. version: 4.7,
  12857. type: 'Material',
  12858. generator: 'Material.toJSON'
  12859. }
  12860. };
  12861. // standard Material serialization
  12862. data.uuid = this.uuid;
  12863. data.type = this.type;
  12864. if ( this.name !== '' ) data.name = this.name;
  12865. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12866. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12867. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12868. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12869. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12870. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12871. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12872. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12873. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12874. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12875. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12876. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12877. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12878. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12879. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12880. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12881. }
  12882. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12883. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12884. }
  12885. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12886. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12887. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12888. }
  12889. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12890. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12891. }
  12892. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12893. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12894. }
  12895. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12896. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12897. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12898. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12899. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12900. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12901. }
  12902. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12903. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12904. }
  12905. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12906. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12907. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12908. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12909. }
  12910. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12911. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12912. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12913. if ( this.lightMap && this.lightMap.isTexture ) {
  12914. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12915. data.lightMapIntensity = this.lightMapIntensity;
  12916. }
  12917. if ( this.aoMap && this.aoMap.isTexture ) {
  12918. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12919. data.aoMapIntensity = this.aoMapIntensity;
  12920. }
  12921. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12922. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12923. data.bumpScale = this.bumpScale;
  12924. }
  12925. if ( this.normalMap && this.normalMap.isTexture ) {
  12926. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12927. data.normalMapType = this.normalMapType;
  12928. data.normalScale = this.normalScale.toArray();
  12929. }
  12930. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12931. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12932. data.displacementScale = this.displacementScale;
  12933. data.displacementBias = this.displacementBias;
  12934. }
  12935. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12936. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12937. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12938. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12939. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12940. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12941. if ( this.envMap && this.envMap.isTexture ) {
  12942. data.envMap = this.envMap.toJSON( meta ).uuid;
  12943. if ( this.combine !== undefined ) data.combine = this.combine;
  12944. }
  12945. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12946. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12947. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12948. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12949. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12950. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12951. }
  12952. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12953. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12954. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12955. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12956. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12957. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12958. if ( this.size !== undefined ) data.size = this.size;
  12959. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12960. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12961. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12962. if ( this.side !== FrontSide ) data.side = this.side;
  12963. if ( this.vertexColors === true ) data.vertexColors = true;
  12964. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12965. if ( this.transparent === true ) data.transparent = true;
  12966. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12967. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12968. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12969. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12970. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12971. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12972. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12973. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12974. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12975. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12976. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12977. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12978. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12979. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12980. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12981. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12982. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12983. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12984. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12985. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12986. // rotation (SpriteMaterial)
  12987. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12988. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12989. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12990. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12991. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12992. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12993. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12994. if ( this.scale !== undefined ) data.scale = this.scale;
  12995. if ( this.dithering === true ) data.dithering = true;
  12996. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12997. if ( this.alphaHash === true ) data.alphaHash = true;
  12998. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12999. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  13000. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  13001. if ( this.allowOverride === false ) data.allowOverride = false;
  13002. if ( this.wireframe === true ) data.wireframe = true;
  13003. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  13004. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  13005. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  13006. if ( this.flatShading === true ) data.flatShading = true;
  13007. if ( this.visible === false ) data.visible = false;
  13008. if ( this.toneMapped === false ) data.toneMapped = false;
  13009. if ( this.fog === false ) data.fog = false;
  13010. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  13011. // TODO: Copied from Object3D.toJSON
  13012. function extractFromCache( cache ) {
  13013. const values = [];
  13014. for ( const key in cache ) {
  13015. const data = cache[ key ];
  13016. delete data.metadata;
  13017. values.push( data );
  13018. }
  13019. return values;
  13020. }
  13021. if ( isRootObject ) {
  13022. const textures = extractFromCache( meta.textures );
  13023. const images = extractFromCache( meta.images );
  13024. if ( textures.length > 0 ) data.textures = textures;
  13025. if ( images.length > 0 ) data.images = images;
  13026. }
  13027. return data;
  13028. }
  13029. /**
  13030. * Returns a new material with copied values from this instance.
  13031. *
  13032. * @return {Material} A clone of this instance.
  13033. */
  13034. clone() {
  13035. return new this.constructor().copy( this );
  13036. }
  13037. /**
  13038. * Copies the values of the given material to this instance.
  13039. *
  13040. * @param {Material} source - The material to copy.
  13041. * @return {Material} A reference to this instance.
  13042. */
  13043. copy( source ) {
  13044. this.name = source.name;
  13045. this.blending = source.blending;
  13046. this.side = source.side;
  13047. this.vertexColors = source.vertexColors;
  13048. this.opacity = source.opacity;
  13049. this.transparent = source.transparent;
  13050. this.blendSrc = source.blendSrc;
  13051. this.blendDst = source.blendDst;
  13052. this.blendEquation = source.blendEquation;
  13053. this.blendSrcAlpha = source.blendSrcAlpha;
  13054. this.blendDstAlpha = source.blendDstAlpha;
  13055. this.blendEquationAlpha = source.blendEquationAlpha;
  13056. this.blendColor.copy( source.blendColor );
  13057. this.blendAlpha = source.blendAlpha;
  13058. this.depthFunc = source.depthFunc;
  13059. this.depthTest = source.depthTest;
  13060. this.depthWrite = source.depthWrite;
  13061. this.stencilWriteMask = source.stencilWriteMask;
  13062. this.stencilFunc = source.stencilFunc;
  13063. this.stencilRef = source.stencilRef;
  13064. this.stencilFuncMask = source.stencilFuncMask;
  13065. this.stencilFail = source.stencilFail;
  13066. this.stencilZFail = source.stencilZFail;
  13067. this.stencilZPass = source.stencilZPass;
  13068. this.stencilWrite = source.stencilWrite;
  13069. const srcPlanes = source.clippingPlanes;
  13070. let dstPlanes = null;
  13071. if ( srcPlanes !== null ) {
  13072. const n = srcPlanes.length;
  13073. dstPlanes = new Array( n );
  13074. for ( let i = 0; i !== n; ++ i ) {
  13075. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13076. }
  13077. }
  13078. this.clippingPlanes = dstPlanes;
  13079. this.clipIntersection = source.clipIntersection;
  13080. this.clipShadows = source.clipShadows;
  13081. this.shadowSide = source.shadowSide;
  13082. this.colorWrite = source.colorWrite;
  13083. this.precision = source.precision;
  13084. this.polygonOffset = source.polygonOffset;
  13085. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13086. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13087. this.dithering = source.dithering;
  13088. this.alphaTest = source.alphaTest;
  13089. this.alphaHash = source.alphaHash;
  13090. this.alphaToCoverage = source.alphaToCoverage;
  13091. this.premultipliedAlpha = source.premultipliedAlpha;
  13092. this.forceSinglePass = source.forceSinglePass;
  13093. this.allowOverride = source.allowOverride;
  13094. this.visible = source.visible;
  13095. this.toneMapped = source.toneMapped;
  13096. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13097. return this;
  13098. }
  13099. /**
  13100. * Frees the GPU-related resources allocated by this instance. Call this
  13101. * method whenever this instance is no longer used in your app.
  13102. *
  13103. * @fires Material#dispose
  13104. */
  13105. dispose() {
  13106. /**
  13107. * Fires when the material has been disposed of.
  13108. *
  13109. * @event Material#dispose
  13110. * @type {Object}
  13111. */
  13112. this.dispatchEvent( { type: 'dispose' } );
  13113. }
  13114. /**
  13115. * Setting this property to `true` indicates the engine the material
  13116. * needs to be recompiled.
  13117. *
  13118. * @type {boolean}
  13119. * @default false
  13120. * @param {boolean} value
  13121. */
  13122. set needsUpdate( value ) {
  13123. if ( value === true ) this.version ++;
  13124. }
  13125. }
  13126. /**
  13127. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13128. *
  13129. * This material is not affected by lights.
  13130. *
  13131. * @augments Material
  13132. * @demo scenes/material-browser.html#MeshBasicMaterial
  13133. */
  13134. class MeshBasicMaterial extends Material {
  13135. /**
  13136. * Constructs a new mesh basic material.
  13137. *
  13138. * @param {Object} [parameters] - An object with one or more properties
  13139. * defining the material's appearance. Any property of the material
  13140. * (including any property from inherited materials) can be passed
  13141. * in here. Color values can be passed any type of value accepted
  13142. * by {@link Color#set}.
  13143. */
  13144. constructor( parameters ) {
  13145. super();
  13146. /**
  13147. * This flag can be used for type testing.
  13148. *
  13149. * @type {boolean}
  13150. * @readonly
  13151. * @default true
  13152. */
  13153. this.isMeshBasicMaterial = true;
  13154. this.type = 'MeshBasicMaterial';
  13155. /**
  13156. * Color of the material.
  13157. *
  13158. * @type {Color}
  13159. * @default (1,1,1)
  13160. */
  13161. this.color = new Color( 0xffffff ); // diffuse
  13162. /**
  13163. * The color map. May optionally include an alpha channel, typically combined
  13164. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13165. * color is modulated by the diffuse `color`.
  13166. *
  13167. * @type {?Texture}
  13168. * @default null
  13169. */
  13170. this.map = null;
  13171. /**
  13172. * The light map. Requires a second set of UVs.
  13173. *
  13174. * @type {?Texture}
  13175. * @default null
  13176. */
  13177. this.lightMap = null;
  13178. /**
  13179. * Intensity of the baked light.
  13180. *
  13181. * @type {number}
  13182. * @default 1
  13183. */
  13184. this.lightMapIntensity = 1.0;
  13185. /**
  13186. * The red channel of this texture is used as the ambient occlusion map.
  13187. * Requires a second set of UVs.
  13188. *
  13189. * @type {?Texture}
  13190. * @default null
  13191. */
  13192. this.aoMap = null;
  13193. /**
  13194. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13195. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13196. * red channel is also `1`, ambient light is fully occluded on a surface.
  13197. *
  13198. * @type {number}
  13199. * @default 1
  13200. */
  13201. this.aoMapIntensity = 1.0;
  13202. /**
  13203. * Specular map used by the material.
  13204. *
  13205. * @type {?Texture}
  13206. * @default null
  13207. */
  13208. this.specularMap = null;
  13209. /**
  13210. * The alpha map is a grayscale texture that controls the opacity across the
  13211. * surface (black: fully transparent; white: fully opaque).
  13212. *
  13213. * Only the color of the texture is used, ignoring the alpha channel if one
  13214. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13215. * when sampling this texture due to the extra bit of precision provided for
  13216. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13217. * luminance/alpha textures will also still work as expected.
  13218. *
  13219. * @type {?Texture}
  13220. * @default null
  13221. */
  13222. this.alphaMap = null;
  13223. /**
  13224. * The environment map.
  13225. *
  13226. * @type {?Texture}
  13227. * @default null
  13228. */
  13229. this.envMap = null;
  13230. /**
  13231. * The rotation of the environment map in radians.
  13232. *
  13233. * @type {Euler}
  13234. * @default (0,0,0)
  13235. */
  13236. this.envMapRotation = new Euler();
  13237. /**
  13238. * How to combine the result of the surface's color with the environment map, if any.
  13239. *
  13240. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13241. * blend between the two colors.
  13242. *
  13243. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13244. * @default MultiplyOperation
  13245. */
  13246. this.combine = MultiplyOperation;
  13247. /**
  13248. * How much the environment map affects the surface.
  13249. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13250. *
  13251. * @type {number}
  13252. * @default 1
  13253. */
  13254. this.reflectivity = 1;
  13255. /**
  13256. * The index of refraction (IOR) of air (approximately 1) divided by the
  13257. * index of refraction of the material. It is used with environment mapping
  13258. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13259. * The refraction ratio should not exceed `1`.
  13260. *
  13261. * @type {number}
  13262. * @default 0.98
  13263. */
  13264. this.refractionRatio = 0.98;
  13265. /**
  13266. * Renders the geometry as a wireframe.
  13267. *
  13268. * @type {boolean}
  13269. * @default false
  13270. */
  13271. this.wireframe = false;
  13272. /**
  13273. * Controls the thickness of the wireframe.
  13274. *
  13275. * Can only be used with {@link SVGRenderer}.
  13276. *
  13277. * @type {number}
  13278. * @default 1
  13279. */
  13280. this.wireframeLinewidth = 1;
  13281. /**
  13282. * Defines appearance of wireframe ends.
  13283. *
  13284. * Can only be used with {@link SVGRenderer}.
  13285. *
  13286. * @type {('round'|'bevel'|'miter')}
  13287. * @default 'round'
  13288. */
  13289. this.wireframeLinecap = 'round';
  13290. /**
  13291. * Defines appearance of wireframe joints.
  13292. *
  13293. * Can only be used with {@link SVGRenderer}.
  13294. *
  13295. * @type {('round'|'bevel'|'miter')}
  13296. * @default 'round'
  13297. */
  13298. this.wireframeLinejoin = 'round';
  13299. /**
  13300. * Whether the material is affected by fog or not.
  13301. *
  13302. * @type {boolean}
  13303. * @default true
  13304. */
  13305. this.fog = true;
  13306. this.setValues( parameters );
  13307. }
  13308. copy( source ) {
  13309. super.copy( source );
  13310. this.color.copy( source.color );
  13311. this.map = source.map;
  13312. this.lightMap = source.lightMap;
  13313. this.lightMapIntensity = source.lightMapIntensity;
  13314. this.aoMap = source.aoMap;
  13315. this.aoMapIntensity = source.aoMapIntensity;
  13316. this.specularMap = source.specularMap;
  13317. this.alphaMap = source.alphaMap;
  13318. this.envMap = source.envMap;
  13319. this.envMapRotation.copy( source.envMapRotation );
  13320. this.combine = source.combine;
  13321. this.reflectivity = source.reflectivity;
  13322. this.refractionRatio = source.refractionRatio;
  13323. this.wireframe = source.wireframe;
  13324. this.wireframeLinewidth = source.wireframeLinewidth;
  13325. this.wireframeLinecap = source.wireframeLinecap;
  13326. this.wireframeLinejoin = source.wireframeLinejoin;
  13327. this.fog = source.fog;
  13328. return this;
  13329. }
  13330. }
  13331. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13332. const _tables = /*@__PURE__*/ _generateTables();
  13333. function _generateTables() {
  13334. // float32 to float16 helpers
  13335. const buffer = new ArrayBuffer( 4 );
  13336. const floatView = new Float32Array( buffer );
  13337. const uint32View = new Uint32Array( buffer );
  13338. const baseTable = new Uint32Array( 512 );
  13339. const shiftTable = new Uint32Array( 512 );
  13340. for ( let i = 0; i < 256; ++ i ) {
  13341. const e = i - 127;
  13342. // very small number (0, -0)
  13343. if ( e < -27 ) {
  13344. baseTable[ i ] = 0x0000;
  13345. baseTable[ i | 0x100 ] = 0x8000;
  13346. shiftTable[ i ] = 24;
  13347. shiftTable[ i | 0x100 ] = 24;
  13348. // small number (denorm)
  13349. } else if ( e < -14 ) {
  13350. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13351. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13352. shiftTable[ i ] = - e - 1;
  13353. shiftTable[ i | 0x100 ] = - e - 1;
  13354. // normal number
  13355. } else if ( e <= 15 ) {
  13356. baseTable[ i ] = ( e + 15 ) << 10;
  13357. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13358. shiftTable[ i ] = 13;
  13359. shiftTable[ i | 0x100 ] = 13;
  13360. // large number (Infinity, -Infinity)
  13361. } else if ( e < 128 ) {
  13362. baseTable[ i ] = 0x7c00;
  13363. baseTable[ i | 0x100 ] = 0xfc00;
  13364. shiftTable[ i ] = 24;
  13365. shiftTable[ i | 0x100 ] = 24;
  13366. // stay (NaN, Infinity, -Infinity)
  13367. } else {
  13368. baseTable[ i ] = 0x7c00;
  13369. baseTable[ i | 0x100 ] = 0xfc00;
  13370. shiftTable[ i ] = 13;
  13371. shiftTable[ i | 0x100 ] = 13;
  13372. }
  13373. }
  13374. // float16 to float32 helpers
  13375. const mantissaTable = new Uint32Array( 2048 );
  13376. const exponentTable = new Uint32Array( 64 );
  13377. const offsetTable = new Uint32Array( 64 );
  13378. for ( let i = 1; i < 1024; ++ i ) {
  13379. let m = i << 13; // zero pad mantissa bits
  13380. let e = 0; // zero exponent
  13381. // normalized
  13382. while ( ( m & 0x00800000 ) === 0 ) {
  13383. m <<= 1;
  13384. e -= 0x00800000; // decrement exponent
  13385. }
  13386. m &= -8388609; // clear leading 1 bit
  13387. e += 0x38800000; // adjust bias
  13388. mantissaTable[ i ] = m | e;
  13389. }
  13390. for ( let i = 1024; i < 2048; ++ i ) {
  13391. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13392. }
  13393. for ( let i = 1; i < 31; ++ i ) {
  13394. exponentTable[ i ] = i << 23;
  13395. }
  13396. exponentTable[ 31 ] = 0x47800000;
  13397. exponentTable[ 32 ] = 0x80000000;
  13398. for ( let i = 33; i < 63; ++ i ) {
  13399. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13400. }
  13401. exponentTable[ 63 ] = 0xc7800000;
  13402. for ( let i = 1; i < 64; ++ i ) {
  13403. if ( i !== 32 ) {
  13404. offsetTable[ i ] = 1024;
  13405. }
  13406. }
  13407. return {
  13408. floatView: floatView,
  13409. uint32View: uint32View,
  13410. baseTable: baseTable,
  13411. shiftTable: shiftTable,
  13412. mantissaTable: mantissaTable,
  13413. exponentTable: exponentTable,
  13414. offsetTable: offsetTable
  13415. };
  13416. }
  13417. /**
  13418. * Returns a half precision floating point value (FP16) from the given single
  13419. * precision floating point value (FP32).
  13420. *
  13421. * @param {number} val - A single precision floating point value.
  13422. * @return {number} The FP16 value.
  13423. */
  13424. function toHalfFloat( val ) {
  13425. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13426. val = clamp( val, -65504, 65504 );
  13427. _tables.floatView[ 0 ] = val;
  13428. const f = _tables.uint32View[ 0 ];
  13429. const e = ( f >> 23 ) & 0x1ff;
  13430. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13431. }
  13432. /**
  13433. * Returns a single precision floating point value (FP32) from the given half
  13434. * precision floating point value (FP16).
  13435. *
  13436. * @param {number} val - A half precision floating point value.
  13437. * @return {number} The FP32 value.
  13438. */
  13439. function fromHalfFloat( val ) {
  13440. const m = val >> 10;
  13441. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13442. return _tables.floatView[ 0 ];
  13443. }
  13444. /**
  13445. * A class containing utility functions for data.
  13446. *
  13447. * @hideconstructor
  13448. */
  13449. class DataUtils {
  13450. /**
  13451. * Returns a half precision floating point value (FP16) from the given single
  13452. * precision floating point value (FP32).
  13453. *
  13454. * @param {number} val - A single precision floating point value.
  13455. * @return {number} The FP16 value.
  13456. */
  13457. static toHalfFloat( val ) {
  13458. return toHalfFloat( val );
  13459. }
  13460. /**
  13461. * Returns a single precision floating point value (FP32) from the given half
  13462. * precision floating point value (FP16).
  13463. *
  13464. * @param {number} val - A half precision floating point value.
  13465. * @return {number} The FP32 value.
  13466. */
  13467. static fromHalfFloat( val ) {
  13468. return fromHalfFloat( val );
  13469. }
  13470. }
  13471. const _vector$9 = /*@__PURE__*/ new Vector3();
  13472. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13473. let _id$2 = 0;
  13474. /**
  13475. * This class stores data for an attribute (such as vertex positions, face
  13476. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13477. * a geometry, which allows for more efficient passing of data to the GPU.
  13478. *
  13479. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13480. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13481. */
  13482. class BufferAttribute {
  13483. /**
  13484. * Constructs a new buffer attribute.
  13485. *
  13486. * @param {TypedArray} array - The array holding the attribute data.
  13487. * @param {number} itemSize - The item size.
  13488. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13489. */
  13490. constructor( array, itemSize, normalized = false ) {
  13491. if ( Array.isArray( array ) ) {
  13492. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13493. }
  13494. /**
  13495. * This flag can be used for type testing.
  13496. *
  13497. * @type {boolean}
  13498. * @readonly
  13499. * @default true
  13500. */
  13501. this.isBufferAttribute = true;
  13502. /**
  13503. * The ID of the buffer attribute.
  13504. *
  13505. * @name BufferAttribute#id
  13506. * @type {number}
  13507. * @readonly
  13508. */
  13509. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13510. /**
  13511. * The name of the buffer attribute.
  13512. *
  13513. * @type {string}
  13514. */
  13515. this.name = '';
  13516. /**
  13517. * The array holding the attribute data. It should have `itemSize * numVertices`
  13518. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13519. *
  13520. * @type {TypedArray}
  13521. */
  13522. this.array = array;
  13523. /**
  13524. * The number of values of the array that should be associated with a particular vertex.
  13525. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13526. * normal, or color), then the value should be `3`.
  13527. *
  13528. * @type {number}
  13529. */
  13530. this.itemSize = itemSize;
  13531. /**
  13532. * Represents the number of items this buffer attribute stores. It is internally computed
  13533. * by dividing the `array` length by the `itemSize`.
  13534. *
  13535. * @type {number}
  13536. * @readonly
  13537. */
  13538. this.count = array !== undefined ? array.length / itemSize : 0;
  13539. /**
  13540. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13541. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13542. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13543. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13544. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13545. *
  13546. * @type {boolean}
  13547. */
  13548. this.normalized = normalized;
  13549. /**
  13550. * Defines the intended usage pattern of the data store for optimization purposes.
  13551. *
  13552. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13553. * instantiate a new one and set the desired usage before the next render.
  13554. *
  13555. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13556. * @default StaticDrawUsage
  13557. */
  13558. this.usage = StaticDrawUsage;
  13559. /**
  13560. * This can be used to only update some components of stored vectors (for example, just the
  13561. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13562. *
  13563. * @type {Array<Object>}
  13564. */
  13565. this.updateRanges = [];
  13566. /**
  13567. * Configures the bound GPU type for use in shaders.
  13568. *
  13569. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13570. * For lower precision float types, use `Float16BufferAttribute`.
  13571. *
  13572. * @type {(FloatType|IntType)}
  13573. * @default FloatType
  13574. */
  13575. this.gpuType = FloatType;
  13576. /**
  13577. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13578. *
  13579. * @type {number}
  13580. */
  13581. this.version = 0;
  13582. }
  13583. /**
  13584. * A callback function that is executed after the renderer has transferred the attribute
  13585. * array data to the GPU.
  13586. */
  13587. onUploadCallback() {}
  13588. /**
  13589. * Flag to indicate that this attribute has changed and should be re-sent to
  13590. * the GPU. Set this to `true` when you modify the value of the array.
  13591. *
  13592. * @type {number}
  13593. * @default false
  13594. * @param {boolean} value
  13595. */
  13596. set needsUpdate( value ) {
  13597. if ( value === true ) this.version ++;
  13598. }
  13599. /**
  13600. * Sets the usage of this buffer attribute.
  13601. *
  13602. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13603. * @return {BufferAttribute} A reference to this buffer attribute.
  13604. */
  13605. setUsage( value ) {
  13606. this.usage = value;
  13607. return this;
  13608. }
  13609. /**
  13610. * Adds a range of data in the data array to be updated on the GPU.
  13611. *
  13612. * @param {number} start - Position at which to start update.
  13613. * @param {number} count - The number of components to update.
  13614. */
  13615. addUpdateRange( start, count ) {
  13616. this.updateRanges.push( { start, count } );
  13617. }
  13618. /**
  13619. * Clears the update ranges.
  13620. */
  13621. clearUpdateRanges() {
  13622. this.updateRanges.length = 0;
  13623. }
  13624. /**
  13625. * Copies the values of the given buffer attribute to this instance.
  13626. *
  13627. * @param {BufferAttribute} source - The buffer attribute to copy.
  13628. * @return {BufferAttribute} A reference to this instance.
  13629. */
  13630. copy( source ) {
  13631. this.name = source.name;
  13632. this.array = new source.array.constructor( source.array );
  13633. this.itemSize = source.itemSize;
  13634. this.count = source.count;
  13635. this.normalized = source.normalized;
  13636. this.usage = source.usage;
  13637. this.gpuType = source.gpuType;
  13638. return this;
  13639. }
  13640. /**
  13641. * Copies a vector from the given buffer attribute to this one. The start
  13642. * and destination position in the attribute buffers are represented by the
  13643. * given indices.
  13644. *
  13645. * @param {number} index1 - The destination index into this buffer attribute.
  13646. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13647. * @param {number} index2 - The source index into the given buffer attribute.
  13648. * @return {BufferAttribute} A reference to this instance.
  13649. */
  13650. copyAt( index1, attribute, index2 ) {
  13651. index1 *= this.itemSize;
  13652. index2 *= attribute.itemSize;
  13653. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13654. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13655. }
  13656. return this;
  13657. }
  13658. /**
  13659. * Copies the given array data into this buffer attribute.
  13660. *
  13661. * @param {(TypedArray|Array)} array - The array to copy.
  13662. * @return {BufferAttribute} A reference to this instance.
  13663. */
  13664. copyArray( array ) {
  13665. this.array.set( array );
  13666. return this;
  13667. }
  13668. /**
  13669. * Applies the given 3x3 matrix to the given attribute. Works with
  13670. * item size `2` and `3`.
  13671. *
  13672. * @param {Matrix3} m - The matrix to apply.
  13673. * @return {BufferAttribute} A reference to this instance.
  13674. */
  13675. applyMatrix3( m ) {
  13676. if ( this.itemSize === 2 ) {
  13677. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13678. _vector2$1.fromBufferAttribute( this, i );
  13679. _vector2$1.applyMatrix3( m );
  13680. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13681. }
  13682. } else if ( this.itemSize === 3 ) {
  13683. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13684. _vector$9.fromBufferAttribute( this, i );
  13685. _vector$9.applyMatrix3( m );
  13686. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13687. }
  13688. }
  13689. return this;
  13690. }
  13691. /**
  13692. * Applies the given 4x4 matrix to the given attribute. Only works with
  13693. * item size `3`.
  13694. *
  13695. * @param {Matrix4} m - The matrix to apply.
  13696. * @return {BufferAttribute} A reference to this instance.
  13697. */
  13698. applyMatrix4( m ) {
  13699. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13700. _vector$9.fromBufferAttribute( this, i );
  13701. _vector$9.applyMatrix4( m );
  13702. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13703. }
  13704. return this;
  13705. }
  13706. /**
  13707. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13708. * item size `3`.
  13709. *
  13710. * @param {Matrix3} m - The normal matrix to apply.
  13711. * @return {BufferAttribute} A reference to this instance.
  13712. */
  13713. applyNormalMatrix( m ) {
  13714. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13715. _vector$9.fromBufferAttribute( this, i );
  13716. _vector$9.applyNormalMatrix( m );
  13717. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13718. }
  13719. return this;
  13720. }
  13721. /**
  13722. * Applies the given 4x4 matrix to the given attribute. Only works with
  13723. * item size `3` and with direction vectors.
  13724. *
  13725. * @param {Matrix4} m - The matrix to apply.
  13726. * @return {BufferAttribute} A reference to this instance.
  13727. */
  13728. transformDirection( m ) {
  13729. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13730. _vector$9.fromBufferAttribute( this, i );
  13731. _vector$9.transformDirection( m );
  13732. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13733. }
  13734. return this;
  13735. }
  13736. /**
  13737. * Sets the given array data in the buffer attribute.
  13738. *
  13739. * @param {(TypedArray|Array)} value - The array data to set.
  13740. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13741. * @return {BufferAttribute} A reference to this instance.
  13742. */
  13743. set( value, offset = 0 ) {
  13744. // Matching BufferAttribute constructor, do not normalize the array.
  13745. this.array.set( value, offset );
  13746. return this;
  13747. }
  13748. /**
  13749. * Returns the given component of the vector at the given index.
  13750. *
  13751. * @param {number} index - The index into the buffer attribute.
  13752. * @param {number} component - The component index.
  13753. * @return {number} The returned value.
  13754. */
  13755. getComponent( index, component ) {
  13756. let value = this.array[ index * this.itemSize + component ];
  13757. if ( this.normalized ) value = denormalize( value, this.array );
  13758. return value;
  13759. }
  13760. /**
  13761. * Sets the given value to the given component of the vector at the given index.
  13762. *
  13763. * @param {number} index - The index into the buffer attribute.
  13764. * @param {number} component - The component index.
  13765. * @param {number} value - The value to set.
  13766. * @return {BufferAttribute} A reference to this instance.
  13767. */
  13768. setComponent( index, component, value ) {
  13769. if ( this.normalized ) value = normalize( value, this.array );
  13770. this.array[ index * this.itemSize + component ] = value;
  13771. return this;
  13772. }
  13773. /**
  13774. * Returns the x component of the vector at the given index.
  13775. *
  13776. * @param {number} index - The index into the buffer attribute.
  13777. * @return {number} The x component.
  13778. */
  13779. getX( index ) {
  13780. let x = this.array[ index * this.itemSize ];
  13781. if ( this.normalized ) x = denormalize( x, this.array );
  13782. return x;
  13783. }
  13784. /**
  13785. * Sets the x component of the vector at the given index.
  13786. *
  13787. * @param {number} index - The index into the buffer attribute.
  13788. * @param {number} x - The value to set.
  13789. * @return {BufferAttribute} A reference to this instance.
  13790. */
  13791. setX( index, x ) {
  13792. if ( this.normalized ) x = normalize( x, this.array );
  13793. this.array[ index * this.itemSize ] = x;
  13794. return this;
  13795. }
  13796. /**
  13797. * Returns the y component of the vector at the given index.
  13798. *
  13799. * @param {number} index - The index into the buffer attribute.
  13800. * @return {number} The y component.
  13801. */
  13802. getY( index ) {
  13803. let y = this.array[ index * this.itemSize + 1 ];
  13804. if ( this.normalized ) y = denormalize( y, this.array );
  13805. return y;
  13806. }
  13807. /**
  13808. * Sets the y component of the vector at the given index.
  13809. *
  13810. * @param {number} index - The index into the buffer attribute.
  13811. * @param {number} y - The value to set.
  13812. * @return {BufferAttribute} A reference to this instance.
  13813. */
  13814. setY( index, y ) {
  13815. if ( this.normalized ) y = normalize( y, this.array );
  13816. this.array[ index * this.itemSize + 1 ] = y;
  13817. return this;
  13818. }
  13819. /**
  13820. * Returns the z component of the vector at the given index.
  13821. *
  13822. * @param {number} index - The index into the buffer attribute.
  13823. * @return {number} The z component.
  13824. */
  13825. getZ( index ) {
  13826. let z = this.array[ index * this.itemSize + 2 ];
  13827. if ( this.normalized ) z = denormalize( z, this.array );
  13828. return z;
  13829. }
  13830. /**
  13831. * Sets the z component of the vector at the given index.
  13832. *
  13833. * @param {number} index - The index into the buffer attribute.
  13834. * @param {number} z - The value to set.
  13835. * @return {BufferAttribute} A reference to this instance.
  13836. */
  13837. setZ( index, z ) {
  13838. if ( this.normalized ) z = normalize( z, this.array );
  13839. this.array[ index * this.itemSize + 2 ] = z;
  13840. return this;
  13841. }
  13842. /**
  13843. * Returns the w component of the vector at the given index.
  13844. *
  13845. * @param {number} index - The index into the buffer attribute.
  13846. * @return {number} The w component.
  13847. */
  13848. getW( index ) {
  13849. let w = this.array[ index * this.itemSize + 3 ];
  13850. if ( this.normalized ) w = denormalize( w, this.array );
  13851. return w;
  13852. }
  13853. /**
  13854. * Sets the w component of the vector at the given index.
  13855. *
  13856. * @param {number} index - The index into the buffer attribute.
  13857. * @param {number} w - The value to set.
  13858. * @return {BufferAttribute} A reference to this instance.
  13859. */
  13860. setW( index, w ) {
  13861. if ( this.normalized ) w = normalize( w, this.array );
  13862. this.array[ index * this.itemSize + 3 ] = w;
  13863. return this;
  13864. }
  13865. /**
  13866. * Sets the x and y component of the vector at the given index.
  13867. *
  13868. * @param {number} index - The index into the buffer attribute.
  13869. * @param {number} x - The value for the x component to set.
  13870. * @param {number} y - The value for the y component to set.
  13871. * @return {BufferAttribute} A reference to this instance.
  13872. */
  13873. setXY( index, x, y ) {
  13874. index *= this.itemSize;
  13875. if ( this.normalized ) {
  13876. x = normalize( x, this.array );
  13877. y = normalize( y, this.array );
  13878. }
  13879. this.array[ index + 0 ] = x;
  13880. this.array[ index + 1 ] = y;
  13881. return this;
  13882. }
  13883. /**
  13884. * Sets the x, y and z component of the vector at the given index.
  13885. *
  13886. * @param {number} index - The index into the buffer attribute.
  13887. * @param {number} x - The value for the x component to set.
  13888. * @param {number} y - The value for the y component to set.
  13889. * @param {number} z - The value for the z component to set.
  13890. * @return {BufferAttribute} A reference to this instance.
  13891. */
  13892. setXYZ( index, x, y, z ) {
  13893. index *= this.itemSize;
  13894. if ( this.normalized ) {
  13895. x = normalize( x, this.array );
  13896. y = normalize( y, this.array );
  13897. z = normalize( z, this.array );
  13898. }
  13899. this.array[ index + 0 ] = x;
  13900. this.array[ index + 1 ] = y;
  13901. this.array[ index + 2 ] = z;
  13902. return this;
  13903. }
  13904. /**
  13905. * Sets the x, y, z and w component of the vector at the given index.
  13906. *
  13907. * @param {number} index - The index into the buffer attribute.
  13908. * @param {number} x - The value for the x component to set.
  13909. * @param {number} y - The value for the y component to set.
  13910. * @param {number} z - The value for the z component to set.
  13911. * @param {number} w - The value for the w component to set.
  13912. * @return {BufferAttribute} A reference to this instance.
  13913. */
  13914. setXYZW( index, x, y, z, w ) {
  13915. index *= this.itemSize;
  13916. if ( this.normalized ) {
  13917. x = normalize( x, this.array );
  13918. y = normalize( y, this.array );
  13919. z = normalize( z, this.array );
  13920. w = normalize( w, this.array );
  13921. }
  13922. this.array[ index + 0 ] = x;
  13923. this.array[ index + 1 ] = y;
  13924. this.array[ index + 2 ] = z;
  13925. this.array[ index + 3 ] = w;
  13926. return this;
  13927. }
  13928. /**
  13929. * Sets the given callback function that is executed after the Renderer has transferred
  13930. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13931. * the upload when attribute data are not needed anymore on the CPU side.
  13932. *
  13933. * @param {Function} callback - The `onUpload()` callback.
  13934. * @return {BufferAttribute} A reference to this instance.
  13935. */
  13936. onUpload( callback ) {
  13937. this.onUploadCallback = callback;
  13938. return this;
  13939. }
  13940. /**
  13941. * Returns a new buffer attribute with copied values from this instance.
  13942. *
  13943. * @return {BufferAttribute} A clone of this instance.
  13944. */
  13945. clone() {
  13946. return new this.constructor( this.array, this.itemSize ).copy( this );
  13947. }
  13948. /**
  13949. * Serializes the buffer attribute into JSON.
  13950. *
  13951. * @return {Object} A JSON object representing the serialized buffer attribute.
  13952. */
  13953. toJSON() {
  13954. const data = {
  13955. itemSize: this.itemSize,
  13956. type: this.array.constructor.name,
  13957. array: Array.from( this.array ),
  13958. normalized: this.normalized
  13959. };
  13960. if ( this.name !== '' ) data.name = this.name;
  13961. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13962. return data;
  13963. }
  13964. }
  13965. /**
  13966. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13967. * a plain `Array` instance.
  13968. *
  13969. * @augments BufferAttribute
  13970. */
  13971. class Int8BufferAttribute extends BufferAttribute {
  13972. /**
  13973. * Constructs a new buffer attribute.
  13974. *
  13975. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13976. * @param {number} itemSize - The item size.
  13977. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13978. */
  13979. constructor( array, itemSize, normalized ) {
  13980. super( new Int8Array( array ), itemSize, normalized );
  13981. }
  13982. }
  13983. /**
  13984. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13985. * a plain `Array` instance.
  13986. *
  13987. * @augments BufferAttribute
  13988. */
  13989. class Uint8BufferAttribute extends BufferAttribute {
  13990. /**
  13991. * Constructs a new buffer attribute.
  13992. *
  13993. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13994. * @param {number} itemSize - The item size.
  13995. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13996. */
  13997. constructor( array, itemSize, normalized ) {
  13998. super( new Uint8Array( array ), itemSize, normalized );
  13999. }
  14000. }
  14001. /**
  14002. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  14003. * a plain `Array` instance.
  14004. *
  14005. * @augments BufferAttribute
  14006. */
  14007. class Uint8ClampedBufferAttribute extends BufferAttribute {
  14008. /**
  14009. * Constructs a new buffer attribute.
  14010. *
  14011. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  14012. * @param {number} itemSize - The item size.
  14013. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14014. */
  14015. constructor( array, itemSize, normalized ) {
  14016. super( new Uint8ClampedArray( array ), itemSize, normalized );
  14017. }
  14018. }
  14019. /**
  14020. * Convenient class that can be used when creating a `Int16` buffer attribute with
  14021. * a plain `Array` instance.
  14022. *
  14023. * @augments BufferAttribute
  14024. */
  14025. class Int16BufferAttribute extends BufferAttribute {
  14026. /**
  14027. * Constructs a new buffer attribute.
  14028. *
  14029. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  14030. * @param {number} itemSize - The item size.
  14031. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14032. */
  14033. constructor( array, itemSize, normalized ) {
  14034. super( new Int16Array( array ), itemSize, normalized );
  14035. }
  14036. }
  14037. /**
  14038. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  14039. * a plain `Array` instance.
  14040. *
  14041. * @augments BufferAttribute
  14042. */
  14043. class Uint16BufferAttribute extends BufferAttribute {
  14044. /**
  14045. * Constructs a new buffer attribute.
  14046. *
  14047. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14048. * @param {number} itemSize - The item size.
  14049. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14050. */
  14051. constructor( array, itemSize, normalized ) {
  14052. super( new Uint16Array( array ), itemSize, normalized );
  14053. }
  14054. }
  14055. /**
  14056. * Convenient class that can be used when creating a `Int32` buffer attribute with
  14057. * a plain `Array` instance.
  14058. *
  14059. * @augments BufferAttribute
  14060. */
  14061. class Int32BufferAttribute extends BufferAttribute {
  14062. /**
  14063. * Constructs a new buffer attribute.
  14064. *
  14065. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  14066. * @param {number} itemSize - The item size.
  14067. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14068. */
  14069. constructor( array, itemSize, normalized ) {
  14070. super( new Int32Array( array ), itemSize, normalized );
  14071. }
  14072. }
  14073. /**
  14074. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14075. * a plain `Array` instance.
  14076. *
  14077. * @augments BufferAttribute
  14078. */
  14079. class Uint32BufferAttribute extends BufferAttribute {
  14080. /**
  14081. * Constructs a new buffer attribute.
  14082. *
  14083. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14084. * @param {number} itemSize - The item size.
  14085. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14086. */
  14087. constructor( array, itemSize, normalized ) {
  14088. super( new Uint32Array( array ), itemSize, normalized );
  14089. }
  14090. }
  14091. /**
  14092. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14093. * a plain `Array` instance.
  14094. *
  14095. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14096. * browser support is still problematic.
  14097. *
  14098. * @augments BufferAttribute
  14099. */
  14100. class Float16BufferAttribute extends BufferAttribute {
  14101. /**
  14102. * Constructs a new buffer attribute.
  14103. *
  14104. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14105. * @param {number} itemSize - The item size.
  14106. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14107. */
  14108. constructor( array, itemSize, normalized ) {
  14109. super( new Uint16Array( array ), itemSize, normalized );
  14110. this.isFloat16BufferAttribute = true;
  14111. }
  14112. getX( index ) {
  14113. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14114. if ( this.normalized ) x = denormalize( x, this.array );
  14115. return x;
  14116. }
  14117. setX( index, x ) {
  14118. if ( this.normalized ) x = normalize( x, this.array );
  14119. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14120. return this;
  14121. }
  14122. getY( index ) {
  14123. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14124. if ( this.normalized ) y = denormalize( y, this.array );
  14125. return y;
  14126. }
  14127. setY( index, y ) {
  14128. if ( this.normalized ) y = normalize( y, this.array );
  14129. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14130. return this;
  14131. }
  14132. getZ( index ) {
  14133. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14134. if ( this.normalized ) z = denormalize( z, this.array );
  14135. return z;
  14136. }
  14137. setZ( index, z ) {
  14138. if ( this.normalized ) z = normalize( z, this.array );
  14139. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14140. return this;
  14141. }
  14142. getW( index ) {
  14143. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14144. if ( this.normalized ) w = denormalize( w, this.array );
  14145. return w;
  14146. }
  14147. setW( index, w ) {
  14148. if ( this.normalized ) w = normalize( w, this.array );
  14149. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14150. return this;
  14151. }
  14152. setXY( index, x, y ) {
  14153. index *= this.itemSize;
  14154. if ( this.normalized ) {
  14155. x = normalize( x, this.array );
  14156. y = normalize( y, this.array );
  14157. }
  14158. this.array[ index + 0 ] = toHalfFloat( x );
  14159. this.array[ index + 1 ] = toHalfFloat( y );
  14160. return this;
  14161. }
  14162. setXYZ( index, x, y, z ) {
  14163. index *= this.itemSize;
  14164. if ( this.normalized ) {
  14165. x = normalize( x, this.array );
  14166. y = normalize( y, this.array );
  14167. z = normalize( z, this.array );
  14168. }
  14169. this.array[ index + 0 ] = toHalfFloat( x );
  14170. this.array[ index + 1 ] = toHalfFloat( y );
  14171. this.array[ index + 2 ] = toHalfFloat( z );
  14172. return this;
  14173. }
  14174. setXYZW( index, x, y, z, w ) {
  14175. index *= this.itemSize;
  14176. if ( this.normalized ) {
  14177. x = normalize( x, this.array );
  14178. y = normalize( y, this.array );
  14179. z = normalize( z, this.array );
  14180. w = normalize( w, this.array );
  14181. }
  14182. this.array[ index + 0 ] = toHalfFloat( x );
  14183. this.array[ index + 1 ] = toHalfFloat( y );
  14184. this.array[ index + 2 ] = toHalfFloat( z );
  14185. this.array[ index + 3 ] = toHalfFloat( w );
  14186. return this;
  14187. }
  14188. }
  14189. /**
  14190. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14191. * a plain `Array` instance.
  14192. *
  14193. * @augments BufferAttribute
  14194. */
  14195. class Float32BufferAttribute extends BufferAttribute {
  14196. /**
  14197. * Constructs a new buffer attribute.
  14198. *
  14199. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14200. * @param {number} itemSize - The item size.
  14201. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14202. */
  14203. constructor( array, itemSize, normalized ) {
  14204. super( new Float32Array( array ), itemSize, normalized );
  14205. }
  14206. }
  14207. let _id$1 = 0;
  14208. const _m1 = /*@__PURE__*/ new Matrix4();
  14209. const _obj = /*@__PURE__*/ new Object3D();
  14210. const _offset = /*@__PURE__*/ new Vector3();
  14211. const _box$2 = /*@__PURE__*/ new Box3();
  14212. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14213. const _vector$8 = /*@__PURE__*/ new Vector3();
  14214. /**
  14215. * A representation of mesh, line, or point geometry. Includes vertex
  14216. * positions, face indices, normals, colors, UVs, and custom attributes
  14217. * within buffers, reducing the cost of passing all this data to the GPU.
  14218. *
  14219. * ```js
  14220. * const geometry = new THREE.BufferGeometry();
  14221. * // create a simple square shape. We duplicate the top left and bottom right
  14222. * // vertices because each vertex needs to appear once per triangle.
  14223. * const vertices = new Float32Array( [
  14224. * -1.0, -1.0, 1.0, // v0
  14225. * 1.0, -1.0, 1.0, // v1
  14226. * 1.0, 1.0, 1.0, // v2
  14227. *
  14228. * 1.0, 1.0, 1.0, // v3
  14229. * -1.0, 1.0, 1.0, // v4
  14230. * -1.0, -1.0, 1.0 // v5
  14231. * ] );
  14232. * // itemSize = 3 because there are 3 values (components) per vertex
  14233. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14234. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14235. * const mesh = new THREE.Mesh( geometry, material );
  14236. * ```
  14237. *
  14238. * @augments EventDispatcher
  14239. */
  14240. class BufferGeometry extends EventDispatcher {
  14241. /**
  14242. * Constructs a new geometry.
  14243. */
  14244. constructor() {
  14245. super();
  14246. /**
  14247. * This flag can be used for type testing.
  14248. *
  14249. * @type {boolean}
  14250. * @readonly
  14251. * @default true
  14252. */
  14253. this.isBufferGeometry = true;
  14254. /**
  14255. * The ID of the geometry.
  14256. *
  14257. * @name BufferGeometry#id
  14258. * @type {number}
  14259. * @readonly
  14260. */
  14261. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14262. /**
  14263. * The UUID of the geometry.
  14264. *
  14265. * @type {string}
  14266. * @readonly
  14267. */
  14268. this.uuid = generateUUID();
  14269. /**
  14270. * The name of the geometry.
  14271. *
  14272. * @type {string}
  14273. */
  14274. this.name = '';
  14275. this.type = 'BufferGeometry';
  14276. /**
  14277. * Allows for vertices to be re-used across multiple triangles; this is
  14278. * called using "indexed triangles". Each triangle is associated with the
  14279. * indices of three vertices. This attribute therefore stores the index of
  14280. * each vertex for each triangular face. If this attribute is not set, the
  14281. * renderer assumes that each three contiguous positions represent a single triangle.
  14282. *
  14283. * @type {?BufferAttribute}
  14284. * @default null
  14285. */
  14286. this.index = null;
  14287. /**
  14288. * A (storage) buffer attribute which was generated with a compute shader and
  14289. * now defines indirect draw calls.
  14290. *
  14291. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14292. *
  14293. * @type {?BufferAttribute}
  14294. * @default null
  14295. */
  14296. this.indirect = null;
  14297. /**
  14298. * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  14299. *
  14300. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14301. *
  14302. * @type {number|Array<number>}
  14303. * @default 0
  14304. */
  14305. this.indirectOffset = 0;
  14306. /**
  14307. * This dictionary has as id the name of the attribute to be set and as value
  14308. * the buffer attribute to set it to. Rather than accessing this property directly,
  14309. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14310. *
  14311. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14312. */
  14313. this.attributes = {};
  14314. /**
  14315. * This dictionary holds the morph targets of the geometry.
  14316. *
  14317. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14318. * be changed. You will have to call `dispose()`, and create a new geometry instance.
  14319. *
  14320. * @type {Object}
  14321. */
  14322. this.morphAttributes = {};
  14323. /**
  14324. * Used to control the morph target behavior; when set to `true`, the morph
  14325. * target data is treated as relative offsets, rather than as absolute
  14326. * positions/normals.
  14327. *
  14328. * @type {boolean}
  14329. * @default false
  14330. */
  14331. this.morphTargetsRelative = false;
  14332. /**
  14333. * Split the geometry into groups, each of which will be rendered in a
  14334. * separate draw call. This allows an array of materials to be used with the geometry.
  14335. *
  14336. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14337. *
  14338. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14339. * indices, and must not leave vertices or indices unused.
  14340. *
  14341. * @type {Array<Object>}
  14342. */
  14343. this.groups = [];
  14344. /**
  14345. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14346. *
  14347. * @type {?Box3}
  14348. * @default null
  14349. */
  14350. this.boundingBox = null;
  14351. /**
  14352. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14353. *
  14354. * @type {?Sphere}
  14355. * @default null
  14356. */
  14357. this.boundingSphere = null;
  14358. /**
  14359. * Determines the part of the geometry to render. This should not be set directly,
  14360. * instead use `setDrawRange()`.
  14361. *
  14362. * @type {{start:number,count:number}}
  14363. */
  14364. this.drawRange = { start: 0, count: Infinity };
  14365. /**
  14366. * An object that can be used to store custom data about the geometry.
  14367. * It should not hold references to functions as these will not be cloned.
  14368. *
  14369. * @type {Object}
  14370. */
  14371. this.userData = {};
  14372. }
  14373. /**
  14374. * Returns the index of this geometry.
  14375. *
  14376. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14377. */
  14378. getIndex() {
  14379. return this.index;
  14380. }
  14381. /**
  14382. * Sets the given index to this geometry.
  14383. *
  14384. * @param {Array<number>|BufferAttribute} index - The index to set.
  14385. * @return {BufferGeometry} A reference to this instance.
  14386. */
  14387. setIndex( index ) {
  14388. if ( Array.isArray( index ) ) {
  14389. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14390. } else {
  14391. this.index = index;
  14392. }
  14393. return this;
  14394. }
  14395. /**
  14396. * Sets the given indirect attribute to this geometry.
  14397. *
  14398. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14399. * @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
  14400. * @return {BufferGeometry} A reference to this instance.
  14401. */
  14402. setIndirect( indirect, indirectOffset = 0 ) {
  14403. this.indirect = indirect;
  14404. this.indirectOffset = indirectOffset;
  14405. return this;
  14406. }
  14407. /**
  14408. * Returns the indirect attribute of this geometry.
  14409. *
  14410. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14411. */
  14412. getIndirect() {
  14413. return this.indirect;
  14414. }
  14415. /**
  14416. * Returns the buffer attribute for the given name.
  14417. *
  14418. * @param {string} name - The attribute name.
  14419. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14420. * Returns `undefined` if not attribute has been found.
  14421. */
  14422. getAttribute( name ) {
  14423. return this.attributes[ name ];
  14424. }
  14425. /**
  14426. * Sets the given attribute for the given name.
  14427. *
  14428. * @param {string} name - The attribute name.
  14429. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14430. * @return {BufferGeometry} A reference to this instance.
  14431. */
  14432. setAttribute( name, attribute ) {
  14433. this.attributes[ name ] = attribute;
  14434. return this;
  14435. }
  14436. /**
  14437. * Deletes the attribute for the given name.
  14438. *
  14439. * @param {string} name - The attribute name to delete.
  14440. * @return {BufferGeometry} A reference to this instance.
  14441. */
  14442. deleteAttribute( name ) {
  14443. delete this.attributes[ name ];
  14444. return this;
  14445. }
  14446. /**
  14447. * Returns `true` if this geometry has an attribute for the given name.
  14448. *
  14449. * @param {string} name - The attribute name.
  14450. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14451. */
  14452. hasAttribute( name ) {
  14453. return this.attributes[ name ] !== undefined;
  14454. }
  14455. /**
  14456. * Adds a group to this geometry.
  14457. *
  14458. * @param {number} start - The first element in this draw call. That is the first
  14459. * vertex for non-indexed geometry, otherwise the first triangle index.
  14460. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14461. * @param {number} [materialIndex=0] - The material array index to use.
  14462. */
  14463. addGroup( start, count, materialIndex = 0 ) {
  14464. this.groups.push( {
  14465. start: start,
  14466. count: count,
  14467. materialIndex: materialIndex
  14468. } );
  14469. }
  14470. /**
  14471. * Clears all groups.
  14472. */
  14473. clearGroups() {
  14474. this.groups = [];
  14475. }
  14476. /**
  14477. * Sets the draw range for this geometry.
  14478. *
  14479. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14480. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14481. * For indexed BufferGeometry, `count` is the number of indices to render.
  14482. */
  14483. setDrawRange( start, count ) {
  14484. this.drawRange.start = start;
  14485. this.drawRange.count = count;
  14486. }
  14487. /**
  14488. * Applies the given 4x4 transformation matrix to the geometry.
  14489. *
  14490. * @param {Matrix4} matrix - The matrix to apply.
  14491. * @return {BufferGeometry} A reference to this instance.
  14492. */
  14493. applyMatrix4( matrix ) {
  14494. const position = this.attributes.position;
  14495. if ( position !== undefined ) {
  14496. position.applyMatrix4( matrix );
  14497. position.needsUpdate = true;
  14498. }
  14499. const normal = this.attributes.normal;
  14500. if ( normal !== undefined ) {
  14501. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14502. normal.applyNormalMatrix( normalMatrix );
  14503. normal.needsUpdate = true;
  14504. }
  14505. const tangent = this.attributes.tangent;
  14506. if ( tangent !== undefined ) {
  14507. tangent.transformDirection( matrix );
  14508. tangent.needsUpdate = true;
  14509. }
  14510. if ( this.boundingBox !== null ) {
  14511. this.computeBoundingBox();
  14512. }
  14513. if ( this.boundingSphere !== null ) {
  14514. this.computeBoundingSphere();
  14515. }
  14516. return this;
  14517. }
  14518. /**
  14519. * Applies the rotation represented by the Quaternion to the geometry.
  14520. *
  14521. * @param {Quaternion} q - The Quaternion to apply.
  14522. * @return {BufferGeometry} A reference to this instance.
  14523. */
  14524. applyQuaternion( q ) {
  14525. _m1.makeRotationFromQuaternion( q );
  14526. this.applyMatrix4( _m1 );
  14527. return this;
  14528. }
  14529. /**
  14530. * Rotates the geometry about the X axis. This is typically done as a one time
  14531. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14532. * real-time mesh rotation.
  14533. *
  14534. * @param {number} angle - The angle in radians.
  14535. * @return {BufferGeometry} A reference to this instance.
  14536. */
  14537. rotateX( angle ) {
  14538. // rotate geometry around world x-axis
  14539. _m1.makeRotationX( angle );
  14540. this.applyMatrix4( _m1 );
  14541. return this;
  14542. }
  14543. /**
  14544. * Rotates the geometry about the Y axis. This is typically done as a one time
  14545. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14546. * real-time mesh rotation.
  14547. *
  14548. * @param {number} angle - The angle in radians.
  14549. * @return {BufferGeometry} A reference to this instance.
  14550. */
  14551. rotateY( angle ) {
  14552. // rotate geometry around world y-axis
  14553. _m1.makeRotationY( angle );
  14554. this.applyMatrix4( _m1 );
  14555. return this;
  14556. }
  14557. /**
  14558. * Rotates the geometry about the Z axis. This is typically done as a one time
  14559. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14560. * real-time mesh rotation.
  14561. *
  14562. * @param {number} angle - The angle in radians.
  14563. * @return {BufferGeometry} A reference to this instance.
  14564. */
  14565. rotateZ( angle ) {
  14566. // rotate geometry around world z-axis
  14567. _m1.makeRotationZ( angle );
  14568. this.applyMatrix4( _m1 );
  14569. return this;
  14570. }
  14571. /**
  14572. * Translates the geometry. This is typically done as a one time
  14573. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14574. * real-time mesh rotation.
  14575. *
  14576. * @param {number} x - The x offset.
  14577. * @param {number} y - The y offset.
  14578. * @param {number} z - The z offset.
  14579. * @return {BufferGeometry} A reference to this instance.
  14580. */
  14581. translate( x, y, z ) {
  14582. // translate geometry
  14583. _m1.makeTranslation( x, y, z );
  14584. this.applyMatrix4( _m1 );
  14585. return this;
  14586. }
  14587. /**
  14588. * Scales the geometry. This is typically done as a one time
  14589. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14590. * real-time mesh rotation.
  14591. *
  14592. * @param {number} x - The x scale.
  14593. * @param {number} y - The y scale.
  14594. * @param {number} z - The z scale.
  14595. * @return {BufferGeometry} A reference to this instance.
  14596. */
  14597. scale( x, y, z ) {
  14598. // scale geometry
  14599. _m1.makeScale( x, y, z );
  14600. this.applyMatrix4( _m1 );
  14601. return this;
  14602. }
  14603. /**
  14604. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14605. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14606. * real-time mesh rotation.
  14607. *
  14608. * @param {Vector3} vector - The target point.
  14609. * @return {BufferGeometry} A reference to this instance.
  14610. */
  14611. lookAt( vector ) {
  14612. _obj.lookAt( vector );
  14613. _obj.updateMatrix();
  14614. this.applyMatrix4( _obj.matrix );
  14615. return this;
  14616. }
  14617. /**
  14618. * Center the geometry based on its bounding box.
  14619. *
  14620. * @return {BufferGeometry} A reference to this instance.
  14621. */
  14622. center() {
  14623. this.computeBoundingBox();
  14624. this.boundingBox.getCenter( _offset ).negate();
  14625. this.translate( _offset.x, _offset.y, _offset.z );
  14626. return this;
  14627. }
  14628. /**
  14629. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14630. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14631. * set to `0`.
  14632. *
  14633. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14634. * data from the array. The length of the array must match the vertex count.
  14635. *
  14636. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14637. * @return {BufferGeometry} A reference to this instance.
  14638. */
  14639. setFromPoints( points ) {
  14640. const positionAttribute = this.getAttribute( 'position' );
  14641. if ( positionAttribute === undefined ) {
  14642. const position = [];
  14643. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14644. const point = points[ i ];
  14645. position.push( point.x, point.y, point.z || 0 );
  14646. }
  14647. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14648. } else {
  14649. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14650. for ( let i = 0; i < l; i ++ ) {
  14651. const point = points[ i ];
  14652. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14653. }
  14654. if ( points.length > positionAttribute.count ) {
  14655. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14656. }
  14657. positionAttribute.needsUpdate = true;
  14658. }
  14659. return this;
  14660. }
  14661. /**
  14662. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14663. * The bounding box is not computed by the engine; it must be computed by your app.
  14664. * You may need to recompute the bounding box if the geometry vertices are modified.
  14665. */
  14666. computeBoundingBox() {
  14667. if ( this.boundingBox === null ) {
  14668. this.boundingBox = new Box3();
  14669. }
  14670. const position = this.attributes.position;
  14671. const morphAttributesPosition = this.morphAttributes.position;
  14672. if ( position && position.isGLBufferAttribute ) {
  14673. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14674. this.boundingBox.set(
  14675. new Vector3( - Infinity, - Infinity, - Infinity ),
  14676. new Vector3( + Infinity, + Infinity, + Infinity )
  14677. );
  14678. return;
  14679. }
  14680. if ( position !== undefined ) {
  14681. this.boundingBox.setFromBufferAttribute( position );
  14682. // process morph attributes if present
  14683. if ( morphAttributesPosition ) {
  14684. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14685. const morphAttribute = morphAttributesPosition[ i ];
  14686. _box$2.setFromBufferAttribute( morphAttribute );
  14687. if ( this.morphTargetsRelative ) {
  14688. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14689. this.boundingBox.expandByPoint( _vector$8 );
  14690. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14691. this.boundingBox.expandByPoint( _vector$8 );
  14692. } else {
  14693. this.boundingBox.expandByPoint( _box$2.min );
  14694. this.boundingBox.expandByPoint( _box$2.max );
  14695. }
  14696. }
  14697. }
  14698. } else {
  14699. this.boundingBox.makeEmpty();
  14700. }
  14701. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14702. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14703. }
  14704. }
  14705. /**
  14706. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14707. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14708. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14709. */
  14710. computeBoundingSphere() {
  14711. if ( this.boundingSphere === null ) {
  14712. this.boundingSphere = new Sphere();
  14713. }
  14714. const position = this.attributes.position;
  14715. const morphAttributesPosition = this.morphAttributes.position;
  14716. if ( position && position.isGLBufferAttribute ) {
  14717. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14718. this.boundingSphere.set( new Vector3(), Infinity );
  14719. return;
  14720. }
  14721. if ( position ) {
  14722. // first, find the center of the bounding sphere
  14723. const center = this.boundingSphere.center;
  14724. _box$2.setFromBufferAttribute( position );
  14725. // process morph attributes if present
  14726. if ( morphAttributesPosition ) {
  14727. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14728. const morphAttribute = morphAttributesPosition[ i ];
  14729. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14730. if ( this.morphTargetsRelative ) {
  14731. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14732. _box$2.expandByPoint( _vector$8 );
  14733. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14734. _box$2.expandByPoint( _vector$8 );
  14735. } else {
  14736. _box$2.expandByPoint( _boxMorphTargets.min );
  14737. _box$2.expandByPoint( _boxMorphTargets.max );
  14738. }
  14739. }
  14740. }
  14741. _box$2.getCenter( center );
  14742. // second, try to find a boundingSphere with a radius smaller than the
  14743. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14744. let maxRadiusSq = 0;
  14745. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14746. _vector$8.fromBufferAttribute( position, i );
  14747. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14748. }
  14749. // process morph attributes if present
  14750. if ( morphAttributesPosition ) {
  14751. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14752. const morphAttribute = morphAttributesPosition[ i ];
  14753. const morphTargetsRelative = this.morphTargetsRelative;
  14754. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14755. _vector$8.fromBufferAttribute( morphAttribute, j );
  14756. if ( morphTargetsRelative ) {
  14757. _offset.fromBufferAttribute( position, j );
  14758. _vector$8.add( _offset );
  14759. }
  14760. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14761. }
  14762. }
  14763. }
  14764. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14765. if ( isNaN( this.boundingSphere.radius ) ) {
  14766. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14767. }
  14768. }
  14769. }
  14770. /**
  14771. * Calculates and adds a tangent attribute to this geometry.
  14772. *
  14773. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14774. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14775. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14776. */
  14777. computeTangents() {
  14778. const index = this.index;
  14779. const attributes = this.attributes;
  14780. // based on http://www.terathon.com/code/tangent.html
  14781. // (per vertex tangents)
  14782. if ( index === null ||
  14783. attributes.position === undefined ||
  14784. attributes.normal === undefined ||
  14785. attributes.uv === undefined ) {
  14786. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14787. return;
  14788. }
  14789. const positionAttribute = attributes.position;
  14790. const normalAttribute = attributes.normal;
  14791. const uvAttribute = attributes.uv;
  14792. if ( this.hasAttribute( 'tangent' ) === false ) {
  14793. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14794. }
  14795. const tangentAttribute = this.getAttribute( 'tangent' );
  14796. const tan1 = [], tan2 = [];
  14797. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14798. tan1[ i ] = new Vector3();
  14799. tan2[ i ] = new Vector3();
  14800. }
  14801. const vA = new Vector3(),
  14802. vB = new Vector3(),
  14803. vC = new Vector3(),
  14804. uvA = new Vector2(),
  14805. uvB = new Vector2(),
  14806. uvC = new Vector2(),
  14807. sdir = new Vector3(),
  14808. tdir = new Vector3();
  14809. function handleTriangle( a, b, c ) {
  14810. vA.fromBufferAttribute( positionAttribute, a );
  14811. vB.fromBufferAttribute( positionAttribute, b );
  14812. vC.fromBufferAttribute( positionAttribute, c );
  14813. uvA.fromBufferAttribute( uvAttribute, a );
  14814. uvB.fromBufferAttribute( uvAttribute, b );
  14815. uvC.fromBufferAttribute( uvAttribute, c );
  14816. vB.sub( vA );
  14817. vC.sub( vA );
  14818. uvB.sub( uvA );
  14819. uvC.sub( uvA );
  14820. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14821. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14822. if ( ! isFinite( r ) ) return;
  14823. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14824. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14825. tan1[ a ].add( sdir );
  14826. tan1[ b ].add( sdir );
  14827. tan1[ c ].add( sdir );
  14828. tan2[ a ].add( tdir );
  14829. tan2[ b ].add( tdir );
  14830. tan2[ c ].add( tdir );
  14831. }
  14832. let groups = this.groups;
  14833. if ( groups.length === 0 ) {
  14834. groups = [ {
  14835. start: 0,
  14836. count: index.count
  14837. } ];
  14838. }
  14839. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14840. const group = groups[ i ];
  14841. const start = group.start;
  14842. const count = group.count;
  14843. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14844. handleTriangle(
  14845. index.getX( j + 0 ),
  14846. index.getX( j + 1 ),
  14847. index.getX( j + 2 )
  14848. );
  14849. }
  14850. }
  14851. const tmp = new Vector3(), tmp2 = new Vector3();
  14852. const n = new Vector3(), n2 = new Vector3();
  14853. function handleVertex( v ) {
  14854. n.fromBufferAttribute( normalAttribute, v );
  14855. n2.copy( n );
  14856. const t = tan1[ v ];
  14857. // Gram-Schmidt orthogonalize
  14858. tmp.copy( t );
  14859. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14860. // Calculate handedness
  14861. tmp2.crossVectors( n2, t );
  14862. const test = tmp2.dot( tan2[ v ] );
  14863. const w = ( test < 0.0 ) ? -1 : 1.0;
  14864. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14865. }
  14866. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14867. const group = groups[ i ];
  14868. const start = group.start;
  14869. const count = group.count;
  14870. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14871. handleVertex( index.getX( j + 0 ) );
  14872. handleVertex( index.getX( j + 1 ) );
  14873. handleVertex( index.getX( j + 2 ) );
  14874. }
  14875. }
  14876. }
  14877. /**
  14878. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14879. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14880. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14881. * to be the same as the face normal.
  14882. */
  14883. computeVertexNormals() {
  14884. const index = this.index;
  14885. const positionAttribute = this.getAttribute( 'position' );
  14886. if ( positionAttribute !== undefined ) {
  14887. let normalAttribute = this.getAttribute( 'normal' );
  14888. if ( normalAttribute === undefined ) {
  14889. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14890. this.setAttribute( 'normal', normalAttribute );
  14891. } else {
  14892. // reset existing normals to zero
  14893. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14894. normalAttribute.setXYZ( i, 0, 0, 0 );
  14895. }
  14896. }
  14897. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14898. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14899. const cb = new Vector3(), ab = new Vector3();
  14900. // indexed elements
  14901. if ( index ) {
  14902. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14903. const vA = index.getX( i + 0 );
  14904. const vB = index.getX( i + 1 );
  14905. const vC = index.getX( i + 2 );
  14906. pA.fromBufferAttribute( positionAttribute, vA );
  14907. pB.fromBufferAttribute( positionAttribute, vB );
  14908. pC.fromBufferAttribute( positionAttribute, vC );
  14909. cb.subVectors( pC, pB );
  14910. ab.subVectors( pA, pB );
  14911. cb.cross( ab );
  14912. nA.fromBufferAttribute( normalAttribute, vA );
  14913. nB.fromBufferAttribute( normalAttribute, vB );
  14914. nC.fromBufferAttribute( normalAttribute, vC );
  14915. nA.add( cb );
  14916. nB.add( cb );
  14917. nC.add( cb );
  14918. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14919. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14920. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14921. }
  14922. } else {
  14923. // non-indexed elements (unconnected triangle soup)
  14924. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14925. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14926. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14927. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14928. cb.subVectors( pC, pB );
  14929. ab.subVectors( pA, pB );
  14930. cb.cross( ab );
  14931. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14932. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14933. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14934. }
  14935. }
  14936. this.normalizeNormals();
  14937. normalAttribute.needsUpdate = true;
  14938. }
  14939. }
  14940. /**
  14941. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14942. * correct lighting on the geometry surfaces.
  14943. */
  14944. normalizeNormals() {
  14945. const normals = this.attributes.normal;
  14946. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14947. _vector$8.fromBufferAttribute( normals, i );
  14948. _vector$8.normalize();
  14949. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14950. }
  14951. }
  14952. /**
  14953. * Return a new non-index version of this indexed geometry. If the geometry
  14954. * is already non-indexed, the method is a NOOP.
  14955. *
  14956. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14957. */
  14958. toNonIndexed() {
  14959. function convertBufferAttribute( attribute, indices ) {
  14960. const array = attribute.array;
  14961. const itemSize = attribute.itemSize;
  14962. const normalized = attribute.normalized;
  14963. const array2 = new array.constructor( indices.length * itemSize );
  14964. let index = 0, index2 = 0;
  14965. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14966. if ( attribute.isInterleavedBufferAttribute ) {
  14967. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14968. } else {
  14969. index = indices[ i ] * itemSize;
  14970. }
  14971. for ( let j = 0; j < itemSize; j ++ ) {
  14972. array2[ index2 ++ ] = array[ index ++ ];
  14973. }
  14974. }
  14975. return new BufferAttribute( array2, itemSize, normalized );
  14976. }
  14977. //
  14978. if ( this.index === null ) {
  14979. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14980. return this;
  14981. }
  14982. const geometry2 = new BufferGeometry();
  14983. const indices = this.index.array;
  14984. const attributes = this.attributes;
  14985. // attributes
  14986. for ( const name in attributes ) {
  14987. const attribute = attributes[ name ];
  14988. const newAttribute = convertBufferAttribute( attribute, indices );
  14989. geometry2.setAttribute( name, newAttribute );
  14990. }
  14991. // morph attributes
  14992. const morphAttributes = this.morphAttributes;
  14993. for ( const name in morphAttributes ) {
  14994. const morphArray = [];
  14995. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14996. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14997. const attribute = morphAttribute[ i ];
  14998. const newAttribute = convertBufferAttribute( attribute, indices );
  14999. morphArray.push( newAttribute );
  15000. }
  15001. geometry2.morphAttributes[ name ] = morphArray;
  15002. }
  15003. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  15004. // groups
  15005. const groups = this.groups;
  15006. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15007. const group = groups[ i ];
  15008. geometry2.addGroup( group.start, group.count, group.materialIndex );
  15009. }
  15010. return geometry2;
  15011. }
  15012. /**
  15013. * Serializes the geometry into JSON.
  15014. *
  15015. * @return {Object} A JSON object representing the serialized geometry.
  15016. */
  15017. toJSON() {
  15018. const data = {
  15019. metadata: {
  15020. version: 4.7,
  15021. type: 'BufferGeometry',
  15022. generator: 'BufferGeometry.toJSON'
  15023. }
  15024. };
  15025. // standard BufferGeometry serialization
  15026. data.uuid = this.uuid;
  15027. data.type = this.type;
  15028. if ( this.name !== '' ) data.name = this.name;
  15029. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15030. if ( this.parameters !== undefined ) {
  15031. const parameters = this.parameters;
  15032. for ( const key in parameters ) {
  15033. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  15034. }
  15035. return data;
  15036. }
  15037. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  15038. data.data = { attributes: {} };
  15039. const index = this.index;
  15040. if ( index !== null ) {
  15041. data.data.index = {
  15042. type: index.array.constructor.name,
  15043. array: Array.prototype.slice.call( index.array )
  15044. };
  15045. }
  15046. const attributes = this.attributes;
  15047. for ( const key in attributes ) {
  15048. const attribute = attributes[ key ];
  15049. data.data.attributes[ key ] = attribute.toJSON( data.data );
  15050. }
  15051. const morphAttributes = {};
  15052. let hasMorphAttributes = false;
  15053. for ( const key in this.morphAttributes ) {
  15054. const attributeArray = this.morphAttributes[ key ];
  15055. const array = [];
  15056. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  15057. const attribute = attributeArray[ i ];
  15058. array.push( attribute.toJSON( data.data ) );
  15059. }
  15060. if ( array.length > 0 ) {
  15061. morphAttributes[ key ] = array;
  15062. hasMorphAttributes = true;
  15063. }
  15064. }
  15065. if ( hasMorphAttributes ) {
  15066. data.data.morphAttributes = morphAttributes;
  15067. data.data.morphTargetsRelative = this.morphTargetsRelative;
  15068. }
  15069. const groups = this.groups;
  15070. if ( groups.length > 0 ) {
  15071. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  15072. }
  15073. const boundingSphere = this.boundingSphere;
  15074. if ( boundingSphere !== null ) {
  15075. data.data.boundingSphere = boundingSphere.toJSON();
  15076. }
  15077. return data;
  15078. }
  15079. /**
  15080. * Returns a new geometry with copied values from this instance.
  15081. *
  15082. * @return {BufferGeometry} A clone of this instance.
  15083. */
  15084. clone() {
  15085. return new this.constructor().copy( this );
  15086. }
  15087. /**
  15088. * Copies the values of the given geometry to this instance.
  15089. *
  15090. * @param {BufferGeometry} source - The geometry to copy.
  15091. * @return {BufferGeometry} A reference to this instance.
  15092. */
  15093. copy( source ) {
  15094. // reset
  15095. this.index = null;
  15096. this.attributes = {};
  15097. this.morphAttributes = {};
  15098. this.groups = [];
  15099. this.boundingBox = null;
  15100. this.boundingSphere = null;
  15101. // used for storing cloned, shared data
  15102. const data = {};
  15103. // name
  15104. this.name = source.name;
  15105. // index
  15106. const index = source.index;
  15107. if ( index !== null ) {
  15108. this.setIndex( index.clone() );
  15109. }
  15110. // attributes
  15111. const attributes = source.attributes;
  15112. for ( const name in attributes ) {
  15113. const attribute = attributes[ name ];
  15114. this.setAttribute( name, attribute.clone( data ) );
  15115. }
  15116. // morph attributes
  15117. const morphAttributes = source.morphAttributes;
  15118. for ( const name in morphAttributes ) {
  15119. const array = [];
  15120. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15121. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15122. array.push( morphAttribute[ i ].clone( data ) );
  15123. }
  15124. this.morphAttributes[ name ] = array;
  15125. }
  15126. this.morphTargetsRelative = source.morphTargetsRelative;
  15127. // groups
  15128. const groups = source.groups;
  15129. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15130. const group = groups[ i ];
  15131. this.addGroup( group.start, group.count, group.materialIndex );
  15132. }
  15133. // bounding box
  15134. const boundingBox = source.boundingBox;
  15135. if ( boundingBox !== null ) {
  15136. this.boundingBox = boundingBox.clone();
  15137. }
  15138. // bounding sphere
  15139. const boundingSphere = source.boundingSphere;
  15140. if ( boundingSphere !== null ) {
  15141. this.boundingSphere = boundingSphere.clone();
  15142. }
  15143. // draw range
  15144. this.drawRange.start = source.drawRange.start;
  15145. this.drawRange.count = source.drawRange.count;
  15146. // user data
  15147. this.userData = source.userData;
  15148. return this;
  15149. }
  15150. /**
  15151. * Frees the GPU-related resources allocated by this instance. Call this
  15152. * method whenever this instance is no longer used in your app.
  15153. *
  15154. * @fires BufferGeometry#dispose
  15155. */
  15156. dispose() {
  15157. this.dispatchEvent( { type: 'dispose' } );
  15158. }
  15159. }
  15160. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15161. const _ray$3 = /*@__PURE__*/ new Ray();
  15162. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15163. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15164. const _vA$1 = /*@__PURE__*/ new Vector3();
  15165. const _vB$1 = /*@__PURE__*/ new Vector3();
  15166. const _vC$1 = /*@__PURE__*/ new Vector3();
  15167. const _tempA = /*@__PURE__*/ new Vector3();
  15168. const _morphA = /*@__PURE__*/ new Vector3();
  15169. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15170. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15171. /**
  15172. * Class representing triangular polygon mesh based objects.
  15173. *
  15174. * ```js
  15175. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15176. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15177. * const mesh = new THREE.Mesh( geometry, material );
  15178. * scene.add( mesh );
  15179. * ```
  15180. *
  15181. * @augments Object3D
  15182. */
  15183. class Mesh extends Object3D {
  15184. /**
  15185. * Constructs a new mesh.
  15186. *
  15187. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15188. * @param {Material|Array<Material>} [material] - The mesh material.
  15189. */
  15190. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15191. super();
  15192. /**
  15193. * This flag can be used for type testing.
  15194. *
  15195. * @type {boolean}
  15196. * @readonly
  15197. * @default true
  15198. */
  15199. this.isMesh = true;
  15200. this.type = 'Mesh';
  15201. /**
  15202. * The mesh geometry.
  15203. *
  15204. * @type {BufferGeometry}
  15205. */
  15206. this.geometry = geometry;
  15207. /**
  15208. * The mesh material.
  15209. *
  15210. * @type {Material|Array<Material>}
  15211. * @default MeshBasicMaterial
  15212. */
  15213. this.material = material;
  15214. /**
  15215. * A dictionary representing the morph targets in the geometry. The key is the
  15216. * morph targets name, the value its attribute index. This member is `undefined`
  15217. * by default and only set when morph targets are detected in the geometry.
  15218. *
  15219. * @type {Object<String,number>|undefined}
  15220. * @default undefined
  15221. */
  15222. this.morphTargetDictionary = undefined;
  15223. /**
  15224. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15225. * is applied. This member is `undefined` by default and only set when morph targets are
  15226. * detected in the geometry.
  15227. *
  15228. * @type {Array<number>|undefined}
  15229. * @default undefined
  15230. */
  15231. this.morphTargetInfluences = undefined;
  15232. /**
  15233. * The number of instances of this mesh.
  15234. * Can only be used with {@link WebGPURenderer}.
  15235. *
  15236. * @type {number}
  15237. * @default 1
  15238. */
  15239. this.count = 1;
  15240. this.updateMorphTargets();
  15241. }
  15242. copy( source, recursive ) {
  15243. super.copy( source, recursive );
  15244. if ( source.morphTargetInfluences !== undefined ) {
  15245. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15246. }
  15247. if ( source.morphTargetDictionary !== undefined ) {
  15248. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15249. }
  15250. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15251. this.geometry = source.geometry;
  15252. return this;
  15253. }
  15254. /**
  15255. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15256. * to make sure existing morph targets can influence this 3D object.
  15257. */
  15258. updateMorphTargets() {
  15259. const geometry = this.geometry;
  15260. const morphAttributes = geometry.morphAttributes;
  15261. const keys = Object.keys( morphAttributes );
  15262. if ( keys.length > 0 ) {
  15263. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15264. if ( morphAttribute !== undefined ) {
  15265. this.morphTargetInfluences = [];
  15266. this.morphTargetDictionary = {};
  15267. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15268. const name = morphAttribute[ m ].name || String( m );
  15269. this.morphTargetInfluences.push( 0 );
  15270. this.morphTargetDictionary[ name ] = m;
  15271. }
  15272. }
  15273. }
  15274. }
  15275. /**
  15276. * Returns the local-space position of the vertex at the given index, taking into
  15277. * account the current animation state of both morph targets and skinning.
  15278. *
  15279. * @param {number} index - The vertex index.
  15280. * @param {Vector3} target - The target object that is used to store the method's result.
  15281. * @return {Vector3} The vertex position in local space.
  15282. */
  15283. getVertexPosition( index, target ) {
  15284. const geometry = this.geometry;
  15285. const position = geometry.attributes.position;
  15286. const morphPosition = geometry.morphAttributes.position;
  15287. const morphTargetsRelative = geometry.morphTargetsRelative;
  15288. target.fromBufferAttribute( position, index );
  15289. const morphInfluences = this.morphTargetInfluences;
  15290. if ( morphPosition && morphInfluences ) {
  15291. _morphA.set( 0, 0, 0 );
  15292. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15293. const influence = morphInfluences[ i ];
  15294. const morphAttribute = morphPosition[ i ];
  15295. if ( influence === 0 ) continue;
  15296. _tempA.fromBufferAttribute( morphAttribute, index );
  15297. if ( morphTargetsRelative ) {
  15298. _morphA.addScaledVector( _tempA, influence );
  15299. } else {
  15300. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15301. }
  15302. }
  15303. target.add( _morphA );
  15304. }
  15305. return target;
  15306. }
  15307. /**
  15308. * Computes intersection points between a casted ray and this line.
  15309. *
  15310. * @param {Raycaster} raycaster - The raycaster.
  15311. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15312. */
  15313. raycast( raycaster, intersects ) {
  15314. const geometry = this.geometry;
  15315. const material = this.material;
  15316. const matrixWorld = this.matrixWorld;
  15317. if ( material === undefined ) return;
  15318. // test with bounding sphere in world space
  15319. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15320. _sphere$6.copy( geometry.boundingSphere );
  15321. _sphere$6.applyMatrix4( matrixWorld );
  15322. // check distance from ray origin to bounding sphere
  15323. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15324. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15325. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15326. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15327. }
  15328. // convert ray to local space of mesh
  15329. _inverseMatrix$3.copy( matrixWorld ).invert();
  15330. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15331. // test with bounding box in local space
  15332. if ( geometry.boundingBox !== null ) {
  15333. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15334. }
  15335. // test for intersections with geometry
  15336. this._computeIntersections( raycaster, intersects, _ray$3 );
  15337. }
  15338. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15339. let intersection;
  15340. const geometry = this.geometry;
  15341. const material = this.material;
  15342. const index = geometry.index;
  15343. const position = geometry.attributes.position;
  15344. const uv = geometry.attributes.uv;
  15345. const uv1 = geometry.attributes.uv1;
  15346. const normal = geometry.attributes.normal;
  15347. const groups = geometry.groups;
  15348. const drawRange = geometry.drawRange;
  15349. if ( index !== null ) {
  15350. // indexed buffer geometry
  15351. if ( Array.isArray( material ) ) {
  15352. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15353. const group = groups[ i ];
  15354. const groupMaterial = material[ group.materialIndex ];
  15355. const start = Math.max( group.start, drawRange.start );
  15356. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15357. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15358. const a = index.getX( j );
  15359. const b = index.getX( j + 1 );
  15360. const c = index.getX( j + 2 );
  15361. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15362. if ( intersection ) {
  15363. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15364. intersection.face.materialIndex = group.materialIndex;
  15365. intersects.push( intersection );
  15366. }
  15367. }
  15368. }
  15369. } else {
  15370. const start = Math.max( 0, drawRange.start );
  15371. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15372. for ( let i = start, il = end; i < il; i += 3 ) {
  15373. const a = index.getX( i );
  15374. const b = index.getX( i + 1 );
  15375. const c = index.getX( i + 2 );
  15376. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15377. if ( intersection ) {
  15378. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15379. intersects.push( intersection );
  15380. }
  15381. }
  15382. }
  15383. } else if ( position !== undefined ) {
  15384. // non-indexed buffer geometry
  15385. if ( Array.isArray( material ) ) {
  15386. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15387. const group = groups[ i ];
  15388. const groupMaterial = material[ group.materialIndex ];
  15389. const start = Math.max( group.start, drawRange.start );
  15390. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15391. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15392. const a = j;
  15393. const b = j + 1;
  15394. const c = j + 2;
  15395. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15396. if ( intersection ) {
  15397. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15398. intersection.face.materialIndex = group.materialIndex;
  15399. intersects.push( intersection );
  15400. }
  15401. }
  15402. }
  15403. } else {
  15404. const start = Math.max( 0, drawRange.start );
  15405. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15406. for ( let i = start, il = end; i < il; i += 3 ) {
  15407. const a = i;
  15408. const b = i + 1;
  15409. const c = i + 2;
  15410. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15411. if ( intersection ) {
  15412. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15413. intersects.push( intersection );
  15414. }
  15415. }
  15416. }
  15417. }
  15418. }
  15419. }
  15420. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15421. let intersect;
  15422. if ( material.side === BackSide ) {
  15423. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15424. } else {
  15425. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15426. }
  15427. if ( intersect === null ) return null;
  15428. _intersectionPointWorld.copy( point );
  15429. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15430. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15431. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15432. return {
  15433. distance: distance,
  15434. point: _intersectionPointWorld.clone(),
  15435. object: object
  15436. };
  15437. }
  15438. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15439. object.getVertexPosition( a, _vA$1 );
  15440. object.getVertexPosition( b, _vB$1 );
  15441. object.getVertexPosition( c, _vC$1 );
  15442. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15443. if ( intersection ) {
  15444. const barycoord = new Vector3();
  15445. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15446. if ( uv ) {
  15447. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15448. }
  15449. if ( uv1 ) {
  15450. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15451. }
  15452. if ( normal ) {
  15453. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15454. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15455. intersection.normal.multiplyScalar( -1 );
  15456. }
  15457. }
  15458. const face = {
  15459. a: a,
  15460. b: b,
  15461. c: c,
  15462. normal: new Vector3(),
  15463. materialIndex: 0
  15464. };
  15465. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15466. intersection.face = face;
  15467. intersection.barycoord = barycoord;
  15468. }
  15469. return intersection;
  15470. }
  15471. /**
  15472. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15473. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15474. * of the axes.
  15475. *
  15476. * ```js
  15477. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15478. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15479. * const cube = new THREE.Mesh( geometry, material );
  15480. * scene.add( cube );
  15481. * ```
  15482. *
  15483. * @augments BufferGeometry
  15484. * @demo scenes/geometry-browser.html#BoxGeometry
  15485. */
  15486. class BoxGeometry extends BufferGeometry {
  15487. /**
  15488. * Constructs a new box geometry.
  15489. *
  15490. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15491. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15492. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15493. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15494. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15495. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15496. */
  15497. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15498. super();
  15499. this.type = 'BoxGeometry';
  15500. /**
  15501. * Holds the constructor parameters that have been
  15502. * used to generate the geometry. Any modification
  15503. * after instantiation does not change the geometry.
  15504. *
  15505. * @type {Object}
  15506. */
  15507. this.parameters = {
  15508. width: width,
  15509. height: height,
  15510. depth: depth,
  15511. widthSegments: widthSegments,
  15512. heightSegments: heightSegments,
  15513. depthSegments: depthSegments
  15514. };
  15515. const scope = this;
  15516. // segments
  15517. widthSegments = Math.floor( widthSegments );
  15518. heightSegments = Math.floor( heightSegments );
  15519. depthSegments = Math.floor( depthSegments );
  15520. // buffers
  15521. const indices = [];
  15522. const vertices = [];
  15523. const normals = [];
  15524. const uvs = [];
  15525. // helper variables
  15526. let numberOfVertices = 0;
  15527. let groupStart = 0;
  15528. // build each side of the box geometry
  15529. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15530. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15531. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15532. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15533. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15534. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15535. // build geometry
  15536. this.setIndex( indices );
  15537. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15538. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15539. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15540. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15541. const segmentWidth = width / gridX;
  15542. const segmentHeight = height / gridY;
  15543. const widthHalf = width / 2;
  15544. const heightHalf = height / 2;
  15545. const depthHalf = depth / 2;
  15546. const gridX1 = gridX + 1;
  15547. const gridY1 = gridY + 1;
  15548. let vertexCounter = 0;
  15549. let groupCount = 0;
  15550. const vector = new Vector3();
  15551. // generate vertices, normals and uvs
  15552. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15553. const y = iy * segmentHeight - heightHalf;
  15554. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15555. const x = ix * segmentWidth - widthHalf;
  15556. // set values to correct vector component
  15557. vector[ u ] = x * udir;
  15558. vector[ v ] = y * vdir;
  15559. vector[ w ] = depthHalf;
  15560. // now apply vector to vertex buffer
  15561. vertices.push( vector.x, vector.y, vector.z );
  15562. // set values to correct vector component
  15563. vector[ u ] = 0;
  15564. vector[ v ] = 0;
  15565. vector[ w ] = depth > 0 ? 1 : -1;
  15566. // now apply vector to normal buffer
  15567. normals.push( vector.x, vector.y, vector.z );
  15568. // uvs
  15569. uvs.push( ix / gridX );
  15570. uvs.push( 1 - ( iy / gridY ) );
  15571. // counters
  15572. vertexCounter += 1;
  15573. }
  15574. }
  15575. // indices
  15576. // 1. you need three indices to draw a single face
  15577. // 2. a single segment consists of two faces
  15578. // 3. so we need to generate six (2*3) indices per segment
  15579. for ( let iy = 0; iy < gridY; iy ++ ) {
  15580. for ( let ix = 0; ix < gridX; ix ++ ) {
  15581. const a = numberOfVertices + ix + gridX1 * iy;
  15582. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15583. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15584. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15585. // faces
  15586. indices.push( a, b, d );
  15587. indices.push( b, c, d );
  15588. // increase counter
  15589. groupCount += 6;
  15590. }
  15591. }
  15592. // add a group to the geometry. this will ensure multi material support
  15593. scope.addGroup( groupStart, groupCount, materialIndex );
  15594. // calculate new start value for groups
  15595. groupStart += groupCount;
  15596. // update total number of vertices
  15597. numberOfVertices += vertexCounter;
  15598. }
  15599. }
  15600. copy( source ) {
  15601. super.copy( source );
  15602. this.parameters = Object.assign( {}, source.parameters );
  15603. return this;
  15604. }
  15605. /**
  15606. * Factory method for creating an instance of this class from the given
  15607. * JSON object.
  15608. *
  15609. * @param {Object} data - A JSON object representing the serialized geometry.
  15610. * @return {BoxGeometry} A new instance.
  15611. */
  15612. static fromJSON( data ) {
  15613. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15614. }
  15615. }
  15616. /**
  15617. * Provides utility functions for managing uniforms.
  15618. *
  15619. * @module UniformsUtils
  15620. */
  15621. /**
  15622. * Clones the given uniform definitions by performing a deep-copy. That means
  15623. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15624. * the cloned uniform will refer to a new object reference.
  15625. *
  15626. * @param {Object} src - An object representing uniform definitions.
  15627. * @return {Object} The cloned uniforms.
  15628. */
  15629. function cloneUniforms( src ) {
  15630. const dst = {};
  15631. for ( const u in src ) {
  15632. dst[ u ] = {};
  15633. for ( const p in src[ u ] ) {
  15634. const property = src[ u ][ p ];
  15635. if ( property && ( property.isColor ||
  15636. property.isMatrix3 || property.isMatrix4 ||
  15637. property.isVector2 || property.isVector3 || property.isVector4 ||
  15638. property.isTexture || property.isQuaternion ) ) {
  15639. if ( property.isRenderTargetTexture ) {
  15640. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15641. dst[ u ][ p ] = null;
  15642. } else {
  15643. dst[ u ][ p ] = property.clone();
  15644. }
  15645. } else if ( Array.isArray( property ) ) {
  15646. dst[ u ][ p ] = property.slice();
  15647. } else {
  15648. dst[ u ][ p ] = property;
  15649. }
  15650. }
  15651. }
  15652. return dst;
  15653. }
  15654. /**
  15655. * Merges the given uniform definitions into a single object. Since the
  15656. * method internally uses cloneUniforms(), it performs a deep-copy when
  15657. * producing the merged uniform definitions.
  15658. *
  15659. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15660. * @return {Object} The merged uniforms.
  15661. */
  15662. function mergeUniforms( uniforms ) {
  15663. const merged = {};
  15664. for ( let u = 0; u < uniforms.length; u ++ ) {
  15665. const tmp = cloneUniforms( uniforms[ u ] );
  15666. for ( const p in tmp ) {
  15667. merged[ p ] = tmp[ p ];
  15668. }
  15669. }
  15670. return merged;
  15671. }
  15672. function cloneUniformsGroups( src ) {
  15673. const dst = [];
  15674. for ( let u = 0; u < src.length; u ++ ) {
  15675. dst.push( src[ u ].clone() );
  15676. }
  15677. return dst;
  15678. }
  15679. function getUnlitUniformColorSpace( renderer ) {
  15680. const currentRenderTarget = renderer.getRenderTarget();
  15681. if ( currentRenderTarget === null ) {
  15682. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15683. return renderer.outputColorSpace;
  15684. }
  15685. // https://github.com/mrdoob/three.js/issues/27868
  15686. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15687. return currentRenderTarget.texture.colorSpace;
  15688. }
  15689. return ColorManagement.workingColorSpace;
  15690. }
  15691. // Legacy
  15692. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15693. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15694. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15695. /**
  15696. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15697. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15698. * effect not included with any of the built-in materials.
  15699. *
  15700. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15701. *
  15702. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15703. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15704. * you don't want that, use {@link RawShaderMaterial} instead.
  15705. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15706. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15707. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15708. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  15709. * - The loop variable has to be *i*.
  15710. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15711. * value of *i* for the given iteration and can be used in preprocessor
  15712. * statements.
  15713. *
  15714. * ```js
  15715. * const material = new THREE.ShaderMaterial( {
  15716. * uniforms: {
  15717. * time: { value: 1.0 },
  15718. * resolution: { value: new THREE.Vector2() }
  15719. * },
  15720. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15721. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15722. * } );
  15723. * ```
  15724. *
  15725. * @augments Material
  15726. */
  15727. class ShaderMaterial extends Material {
  15728. /**
  15729. * Constructs a new shader material.
  15730. *
  15731. * @param {Object} [parameters] - An object with one or more properties
  15732. * defining the material's appearance. Any property of the material
  15733. * (including any property from inherited materials) can be passed
  15734. * in here. Color values can be passed any type of value accepted
  15735. * by {@link Color#set}.
  15736. */
  15737. constructor( parameters ) {
  15738. super();
  15739. /**
  15740. * This flag can be used for type testing.
  15741. *
  15742. * @type {boolean}
  15743. * @readonly
  15744. * @default true
  15745. */
  15746. this.isShaderMaterial = true;
  15747. this.type = 'ShaderMaterial';
  15748. /**
  15749. * Defines custom constants using `#define` directives within the GLSL code
  15750. * for both the vertex shader and the fragment shader; each key/value pair
  15751. * yields another directive.
  15752. * ```js
  15753. * defines: {
  15754. * FOO: 15,
  15755. * BAR: true
  15756. * }
  15757. * ```
  15758. * Yields the lines:
  15759. * ```
  15760. * #define FOO 15
  15761. * #define BAR true
  15762. * ```
  15763. *
  15764. * @type {Object}
  15765. */
  15766. this.defines = {};
  15767. /**
  15768. * An object of the form:
  15769. * ```js
  15770. * {
  15771. * "uniform1": { value: 1.0 },
  15772. * "uniform2": { value: 2 }
  15773. * }
  15774. * ```
  15775. * specifying the uniforms to be passed to the shader code; keys are uniform
  15776. * names, values are definitions of the form
  15777. * ```
  15778. * {
  15779. * value: 1.0
  15780. * }
  15781. * ```
  15782. * where `value` is the value of the uniform. Names must match the name of
  15783. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15784. * on every frame, so updating the value of the uniform will immediately
  15785. * update the value available to the GLSL code.
  15786. *
  15787. * @type {Object}
  15788. */
  15789. this.uniforms = {};
  15790. /**
  15791. * An array holding uniforms groups for configuring UBOs.
  15792. *
  15793. * @type {Array<UniformsGroup>}
  15794. */
  15795. this.uniformsGroups = [];
  15796. /**
  15797. * Vertex shader GLSL code. This is the actual code for the shader.
  15798. *
  15799. * @type {string}
  15800. */
  15801. this.vertexShader = default_vertex;
  15802. /**
  15803. * Fragment shader GLSL code. This is the actual code for the shader.
  15804. *
  15805. * @type {string}
  15806. */
  15807. this.fragmentShader = default_fragment;
  15808. /**
  15809. * Controls line thickness or lines.
  15810. *
  15811. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15812. * width of one pixel.
  15813. *
  15814. * @type {number}
  15815. * @default 1
  15816. */
  15817. this.linewidth = 1;
  15818. /**
  15819. * Renders the geometry as a wireframe.
  15820. *
  15821. * @type {boolean}
  15822. * @default false
  15823. */
  15824. this.wireframe = false;
  15825. /**
  15826. * Controls the thickness of the wireframe.
  15827. *
  15828. * WebGL and WebGPU ignore this property and always render
  15829. * 1 pixel wide lines.
  15830. *
  15831. * @type {number}
  15832. * @default 1
  15833. */
  15834. this.wireframeLinewidth = 1;
  15835. /**
  15836. * Defines whether the material color is affected by global fog settings; `true`
  15837. * to pass fog uniforms to the shader.
  15838. *
  15839. * Setting this property to `true` requires the definition of fog uniforms. It is
  15840. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  15841. * with predefined fog uniforms.
  15842. *
  15843. * ```js
  15844. * const material = new ShaderMaterial( {
  15845. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  15846. * vertexShader: vertexShader,
  15847. * fragmentShader: fragmentShader,
  15848. * fog: true
  15849. * } );
  15850. * ```
  15851. *
  15852. * @type {boolean}
  15853. * @default false
  15854. */
  15855. this.fog = false;
  15856. /**
  15857. * Defines whether this material uses lighting; `true` to pass uniform data
  15858. * related to lighting to this shader.
  15859. *
  15860. * @type {boolean}
  15861. * @default false
  15862. */
  15863. this.lights = false;
  15864. /**
  15865. * Defines whether this material supports clipping; `true` to let the renderer
  15866. * pass the clippingPlanes uniform.
  15867. *
  15868. * @type {boolean}
  15869. * @default false
  15870. */
  15871. this.clipping = false;
  15872. /**
  15873. * Overwritten and set to `true` by default.
  15874. *
  15875. * @type {boolean}
  15876. * @default true
  15877. */
  15878. this.forceSinglePass = true;
  15879. /**
  15880. * This object allows to enable certain WebGL 2 extensions.
  15881. *
  15882. * - clipCullDistance: set to `true` to use vertex shader clipping
  15883. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15884. *
  15885. * @type {{clipCullDistance:false,multiDraw:false}}
  15886. */
  15887. this.extensions = {
  15888. clipCullDistance: false, // set to use vertex shader clipping
  15889. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15890. };
  15891. /**
  15892. * When the rendered geometry doesn't include these attributes but the
  15893. * material does, these default values will be passed to the shaders. This
  15894. * avoids errors when buffer data is missing.
  15895. *
  15896. * - color: [ 1, 1, 1 ]
  15897. * - uv: [ 0, 0 ]
  15898. * - uv1: [ 0, 0 ]
  15899. *
  15900. * @type {Object}
  15901. */
  15902. this.defaultAttributeValues = {
  15903. 'color': [ 1, 1, 1 ],
  15904. 'uv': [ 0, 0 ],
  15905. 'uv1': [ 0, 0 ]
  15906. };
  15907. /**
  15908. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  15909. * to bind a generic vertex index to an attribute variable.
  15910. *
  15911. * @type {string|undefined}
  15912. * @default undefined
  15913. */
  15914. this.index0AttributeName = undefined;
  15915. /**
  15916. * Can be used to force a uniform update while changing uniforms in
  15917. * {@link Object3D#onBeforeRender}.
  15918. *
  15919. * @type {boolean}
  15920. * @default false
  15921. */
  15922. this.uniformsNeedUpdate = false;
  15923. /**
  15924. * Defines the GLSL version of custom shader code.
  15925. *
  15926. * @type {?(GLSL1|GLSL3)}
  15927. * @default null
  15928. */
  15929. this.glslVersion = null;
  15930. if ( parameters !== undefined ) {
  15931. this.setValues( parameters );
  15932. }
  15933. }
  15934. copy( source ) {
  15935. super.copy( source );
  15936. this.fragmentShader = source.fragmentShader;
  15937. this.vertexShader = source.vertexShader;
  15938. this.uniforms = cloneUniforms( source.uniforms );
  15939. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15940. this.defines = Object.assign( {}, source.defines );
  15941. this.wireframe = source.wireframe;
  15942. this.wireframeLinewidth = source.wireframeLinewidth;
  15943. this.fog = source.fog;
  15944. this.lights = source.lights;
  15945. this.clipping = source.clipping;
  15946. this.extensions = Object.assign( {}, source.extensions );
  15947. this.glslVersion = source.glslVersion;
  15948. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  15949. this.index0AttributeName = source.index0AttributeName;
  15950. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  15951. return this;
  15952. }
  15953. toJSON( meta ) {
  15954. const data = super.toJSON( meta );
  15955. data.glslVersion = this.glslVersion;
  15956. data.uniforms = {};
  15957. for ( const name in this.uniforms ) {
  15958. const uniform = this.uniforms[ name ];
  15959. const value = uniform.value;
  15960. if ( value && value.isTexture ) {
  15961. data.uniforms[ name ] = {
  15962. type: 't',
  15963. value: value.toJSON( meta ).uuid
  15964. };
  15965. } else if ( value && value.isColor ) {
  15966. data.uniforms[ name ] = {
  15967. type: 'c',
  15968. value: value.getHex()
  15969. };
  15970. } else if ( value && value.isVector2 ) {
  15971. data.uniforms[ name ] = {
  15972. type: 'v2',
  15973. value: value.toArray()
  15974. };
  15975. } else if ( value && value.isVector3 ) {
  15976. data.uniforms[ name ] = {
  15977. type: 'v3',
  15978. value: value.toArray()
  15979. };
  15980. } else if ( value && value.isVector4 ) {
  15981. data.uniforms[ name ] = {
  15982. type: 'v4',
  15983. value: value.toArray()
  15984. };
  15985. } else if ( value && value.isMatrix3 ) {
  15986. data.uniforms[ name ] = {
  15987. type: 'm3',
  15988. value: value.toArray()
  15989. };
  15990. } else if ( value && value.isMatrix4 ) {
  15991. data.uniforms[ name ] = {
  15992. type: 'm4',
  15993. value: value.toArray()
  15994. };
  15995. } else {
  15996. data.uniforms[ name ] = {
  15997. value: value
  15998. };
  15999. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  16000. }
  16001. }
  16002. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  16003. data.vertexShader = this.vertexShader;
  16004. data.fragmentShader = this.fragmentShader;
  16005. data.lights = this.lights;
  16006. data.clipping = this.clipping;
  16007. const extensions = {};
  16008. for ( const key in this.extensions ) {
  16009. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  16010. }
  16011. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  16012. return data;
  16013. }
  16014. }
  16015. /**
  16016. * Abstract base class for cameras. This class should always be inherited
  16017. * when you build a new camera.
  16018. *
  16019. * @abstract
  16020. * @augments Object3D
  16021. */
  16022. class Camera extends Object3D {
  16023. /**
  16024. * Constructs a new camera.
  16025. */
  16026. constructor() {
  16027. super();
  16028. /**
  16029. * This flag can be used for type testing.
  16030. *
  16031. * @type {boolean}
  16032. * @readonly
  16033. * @default true
  16034. */
  16035. this.isCamera = true;
  16036. this.type = 'Camera';
  16037. /**
  16038. * The inverse of the camera's world matrix.
  16039. *
  16040. * @type {Matrix4}
  16041. */
  16042. this.matrixWorldInverse = new Matrix4();
  16043. /**
  16044. * The camera's projection matrix.
  16045. *
  16046. * @type {Matrix4}
  16047. */
  16048. this.projectionMatrix = new Matrix4();
  16049. /**
  16050. * The inverse of the camera's projection matrix.
  16051. *
  16052. * @type {Matrix4}
  16053. */
  16054. this.projectionMatrixInverse = new Matrix4();
  16055. /**
  16056. * The coordinate system in which the camera is used.
  16057. *
  16058. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16059. */
  16060. this.coordinateSystem = WebGLCoordinateSystem;
  16061. this._reversedDepth = false;
  16062. }
  16063. /**
  16064. * The flag that indicates whether the camera uses a reversed depth buffer.
  16065. *
  16066. * @type {boolean}
  16067. * @default false
  16068. */
  16069. get reversedDepth() {
  16070. return this._reversedDepth;
  16071. }
  16072. copy( source, recursive ) {
  16073. super.copy( source, recursive );
  16074. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  16075. this.projectionMatrix.copy( source.projectionMatrix );
  16076. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  16077. this.coordinateSystem = source.coordinateSystem;
  16078. return this;
  16079. }
  16080. /**
  16081. * Returns a vector representing the ("look") direction of the 3D object in world space.
  16082. *
  16083. * This method is overwritten since cameras have a different forward vector compared to other
  16084. * 3D objects. A camera looks down its local, negative z-axis by default.
  16085. *
  16086. * @param {Vector3} target - The target vector the result is stored to.
  16087. * @return {Vector3} The 3D object's direction in world space.
  16088. */
  16089. getWorldDirection( target ) {
  16090. return super.getWorldDirection( target ).negate();
  16091. }
  16092. updateMatrixWorld( force ) {
  16093. super.updateMatrixWorld( force );
  16094. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16095. }
  16096. updateWorldMatrix( updateParents, updateChildren ) {
  16097. super.updateWorldMatrix( updateParents, updateChildren );
  16098. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16099. }
  16100. clone() {
  16101. return new this.constructor().copy( this );
  16102. }
  16103. }
  16104. const _v3$1 = /*@__PURE__*/ new Vector3();
  16105. const _minTarget = /*@__PURE__*/ new Vector2();
  16106. const _maxTarget = /*@__PURE__*/ new Vector2();
  16107. /**
  16108. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  16109. *
  16110. * This projection mode is designed to mimic the way the human eye sees. It
  16111. * is the most common projection mode used for rendering a 3D scene.
  16112. *
  16113. * ```js
  16114. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16115. * scene.add( camera );
  16116. * ```
  16117. *
  16118. * @augments Camera
  16119. */
  16120. class PerspectiveCamera extends Camera {
  16121. /**
  16122. * Constructs a new perspective camera.
  16123. *
  16124. * @param {number} [fov=50] - The vertical field of view.
  16125. * @param {number} [aspect=1] - The aspect ratio.
  16126. * @param {number} [near=0.1] - The camera's near plane.
  16127. * @param {number} [far=2000] - The camera's far plane.
  16128. */
  16129. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16130. super();
  16131. /**
  16132. * This flag can be used for type testing.
  16133. *
  16134. * @type {boolean}
  16135. * @readonly
  16136. * @default true
  16137. */
  16138. this.isPerspectiveCamera = true;
  16139. this.type = 'PerspectiveCamera';
  16140. /**
  16141. * The vertical field of view, from bottom to top of view,
  16142. * in degrees.
  16143. *
  16144. * @type {number}
  16145. * @default 50
  16146. */
  16147. this.fov = fov;
  16148. /**
  16149. * The zoom factor of the camera.
  16150. *
  16151. * @type {number}
  16152. * @default 1
  16153. */
  16154. this.zoom = 1;
  16155. /**
  16156. * The camera's near plane. The valid range is greater than `0`
  16157. * and less than the current value of {@link PerspectiveCamera#far}.
  16158. *
  16159. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16160. * valid value for a perspective camera's near plane.
  16161. *
  16162. * @type {number}
  16163. * @default 0.1
  16164. */
  16165. this.near = near;
  16166. /**
  16167. * The camera's far plane. Must be greater than the
  16168. * current value of {@link PerspectiveCamera#near}.
  16169. *
  16170. * @type {number}
  16171. * @default 2000
  16172. */
  16173. this.far = far;
  16174. /**
  16175. * Object distance used for stereoscopy and depth-of-field effects. This
  16176. * parameter does not influence the projection matrix unless a
  16177. * {@link StereoCamera} is being used.
  16178. *
  16179. * @type {number}
  16180. * @default 10
  16181. */
  16182. this.focus = 10;
  16183. /**
  16184. * The aspect ratio, usually the canvas width / canvas height.
  16185. *
  16186. * @type {number}
  16187. * @default 1
  16188. */
  16189. this.aspect = aspect;
  16190. /**
  16191. * Represents the frustum window specification. This property should not be edited
  16192. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16193. *
  16194. * @type {?Object}
  16195. * @default null
  16196. */
  16197. this.view = null;
  16198. /**
  16199. * Film size used for the larger axis. Default is `35` (millimeters). This
  16200. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16201. * is set to a nonzero value.
  16202. *
  16203. * @type {number}
  16204. * @default 35
  16205. */
  16206. this.filmGauge = 35;
  16207. /**
  16208. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16209. *
  16210. * @type {number}
  16211. * @default 0
  16212. */
  16213. this.filmOffset = 0;
  16214. this.updateProjectionMatrix();
  16215. }
  16216. copy( source, recursive ) {
  16217. super.copy( source, recursive );
  16218. this.fov = source.fov;
  16219. this.zoom = source.zoom;
  16220. this.near = source.near;
  16221. this.far = source.far;
  16222. this.focus = source.focus;
  16223. this.aspect = source.aspect;
  16224. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16225. this.filmGauge = source.filmGauge;
  16226. this.filmOffset = source.filmOffset;
  16227. return this;
  16228. }
  16229. /**
  16230. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16231. *
  16232. * The default film gauge is 35, so that the focal length can be specified for
  16233. * a 35mm (full frame) camera.
  16234. *
  16235. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16236. */
  16237. setFocalLength( focalLength ) {
  16238. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16239. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16240. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16241. this.updateProjectionMatrix();
  16242. }
  16243. /**
  16244. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16245. * {@link PerspectiveCamera#filmGauge}.
  16246. *
  16247. * @return {number} The computed focal length.
  16248. */
  16249. getFocalLength() {
  16250. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16251. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16252. }
  16253. /**
  16254. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16255. *
  16256. * @return {number} The effective FOV.
  16257. */
  16258. getEffectiveFOV() {
  16259. return RAD2DEG * 2 * Math.atan(
  16260. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16261. }
  16262. /**
  16263. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16264. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16265. *
  16266. * @return {number} The film width.
  16267. */
  16268. getFilmWidth() {
  16269. // film not completely covered in portrait format (aspect < 1)
  16270. return this.filmGauge * Math.min( this.aspect, 1 );
  16271. }
  16272. /**
  16273. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16274. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16275. *
  16276. * @return {number} The film width.
  16277. */
  16278. getFilmHeight() {
  16279. // film not completely covered in landscape format (aspect > 1)
  16280. return this.filmGauge / Math.max( this.aspect, 1 );
  16281. }
  16282. /**
  16283. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16284. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16285. *
  16286. * @param {number} distance - The viewing distance.
  16287. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16288. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16289. */
  16290. getViewBounds( distance, minTarget, maxTarget ) {
  16291. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16292. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16293. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16294. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16295. }
  16296. /**
  16297. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16298. *
  16299. * @param {number} distance - The viewing distance.
  16300. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16301. * @returns {Vector2} The view size.
  16302. */
  16303. getViewSize( distance, target ) {
  16304. this.getViewBounds( distance, _minTarget, _maxTarget );
  16305. return target.subVectors( _maxTarget, _minTarget );
  16306. }
  16307. /**
  16308. * Sets an offset in a larger frustum. This is useful for multi-window or
  16309. * multi-monitor/multi-machine setups.
  16310. *
  16311. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16312. * the monitors are in grid like this
  16313. *```
  16314. * +---+---+---+
  16315. * | A | B | C |
  16316. * +---+---+---+
  16317. * | D | E | F |
  16318. * +---+---+---+
  16319. *```
  16320. * then for each monitor you would call it like this:
  16321. *```js
  16322. * const w = 1920;
  16323. * const h = 1080;
  16324. * const fullWidth = w * 3;
  16325. * const fullHeight = h * 2;
  16326. *
  16327. * // --A--
  16328. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16329. * // --B--
  16330. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16331. * // --C--
  16332. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16333. * // --D--
  16334. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16335. * // --E--
  16336. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16337. * // --F--
  16338. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16339. * ```
  16340. *
  16341. * Note there is no reason monitors have to be the same size or in a grid.
  16342. *
  16343. * @param {number} fullWidth - The full width of multiview setup.
  16344. * @param {number} fullHeight - The full height of multiview setup.
  16345. * @param {number} x - The horizontal offset of the subcamera.
  16346. * @param {number} y - The vertical offset of the subcamera.
  16347. * @param {number} width - The width of subcamera.
  16348. * @param {number} height - The height of subcamera.
  16349. */
  16350. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16351. this.aspect = fullWidth / fullHeight;
  16352. if ( this.view === null ) {
  16353. this.view = {
  16354. enabled: true,
  16355. fullWidth: 1,
  16356. fullHeight: 1,
  16357. offsetX: 0,
  16358. offsetY: 0,
  16359. width: 1,
  16360. height: 1
  16361. };
  16362. }
  16363. this.view.enabled = true;
  16364. this.view.fullWidth = fullWidth;
  16365. this.view.fullHeight = fullHeight;
  16366. this.view.offsetX = x;
  16367. this.view.offsetY = y;
  16368. this.view.width = width;
  16369. this.view.height = height;
  16370. this.updateProjectionMatrix();
  16371. }
  16372. /**
  16373. * Removes the view offset from the projection matrix.
  16374. */
  16375. clearViewOffset() {
  16376. if ( this.view !== null ) {
  16377. this.view.enabled = false;
  16378. }
  16379. this.updateProjectionMatrix();
  16380. }
  16381. /**
  16382. * Updates the camera's projection matrix. Must be called after any change of
  16383. * camera properties.
  16384. */
  16385. updateProjectionMatrix() {
  16386. const near = this.near;
  16387. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16388. let height = 2 * top;
  16389. let width = this.aspect * height;
  16390. let left = -0.5 * width;
  16391. const view = this.view;
  16392. if ( this.view !== null && this.view.enabled ) {
  16393. const fullWidth = view.fullWidth,
  16394. fullHeight = view.fullHeight;
  16395. left += view.offsetX * width / fullWidth;
  16396. top -= view.offsetY * height / fullHeight;
  16397. width *= view.width / fullWidth;
  16398. height *= view.height / fullHeight;
  16399. }
  16400. const skew = this.filmOffset;
  16401. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16402. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16403. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16404. }
  16405. toJSON( meta ) {
  16406. const data = super.toJSON( meta );
  16407. data.object.fov = this.fov;
  16408. data.object.zoom = this.zoom;
  16409. data.object.near = this.near;
  16410. data.object.far = this.far;
  16411. data.object.focus = this.focus;
  16412. data.object.aspect = this.aspect;
  16413. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16414. data.object.filmGauge = this.filmGauge;
  16415. data.object.filmOffset = this.filmOffset;
  16416. return data;
  16417. }
  16418. }
  16419. const fov = -90; // negative fov is not an error
  16420. const aspect = 1;
  16421. /**
  16422. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16423. * cube render target. The render target can then be used as an environment map for rendering
  16424. * realtime reflections in your scene.
  16425. *
  16426. * ```js
  16427. * // Create cube render target
  16428. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16429. *
  16430. * // Create cube camera
  16431. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16432. * scene.add( cubeCamera );
  16433. *
  16434. * // Create car
  16435. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16436. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16437. * scene.add( car );
  16438. *
  16439. * // Update the render target cube
  16440. * car.visible = false;
  16441. * cubeCamera.position.copy( car.position );
  16442. * cubeCamera.update( renderer, scene );
  16443. *
  16444. * // Render the scene
  16445. * car.visible = true;
  16446. * renderer.render( scene, camera );
  16447. * ```
  16448. *
  16449. * @augments Object3D
  16450. */
  16451. class CubeCamera extends Object3D {
  16452. /**
  16453. * Constructs a new cube camera.
  16454. *
  16455. * @param {number} near - The camera's near plane.
  16456. * @param {number} far - The camera's far plane.
  16457. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16458. */
  16459. constructor( near, far, renderTarget ) {
  16460. super();
  16461. this.type = 'CubeCamera';
  16462. /**
  16463. * A reference to the cube render target.
  16464. *
  16465. * @type {WebGLCubeRenderTarget}
  16466. */
  16467. this.renderTarget = renderTarget;
  16468. /**
  16469. * The current active coordinate system.
  16470. *
  16471. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16472. * @default null
  16473. */
  16474. this.coordinateSystem = null;
  16475. /**
  16476. * The current active mipmap level
  16477. *
  16478. * @type {number}
  16479. * @default 0
  16480. */
  16481. this.activeMipmapLevel = 0;
  16482. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16483. cameraPX.layers = this.layers;
  16484. this.add( cameraPX );
  16485. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16486. cameraNX.layers = this.layers;
  16487. this.add( cameraNX );
  16488. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16489. cameraPY.layers = this.layers;
  16490. this.add( cameraPY );
  16491. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16492. cameraNY.layers = this.layers;
  16493. this.add( cameraNY );
  16494. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16495. cameraPZ.layers = this.layers;
  16496. this.add( cameraPZ );
  16497. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16498. cameraNZ.layers = this.layers;
  16499. this.add( cameraNZ );
  16500. }
  16501. /**
  16502. * Must be called when the coordinate system of the cube camera is changed.
  16503. */
  16504. updateCoordinateSystem() {
  16505. const coordinateSystem = this.coordinateSystem;
  16506. const cameras = this.children.concat();
  16507. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16508. for ( const camera of cameras ) this.remove( camera );
  16509. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16510. cameraPX.up.set( 0, 1, 0 );
  16511. cameraPX.lookAt( 1, 0, 0 );
  16512. cameraNX.up.set( 0, 1, 0 );
  16513. cameraNX.lookAt( -1, 0, 0 );
  16514. cameraPY.up.set( 0, 0, -1 );
  16515. cameraPY.lookAt( 0, 1, 0 );
  16516. cameraNY.up.set( 0, 0, 1 );
  16517. cameraNY.lookAt( 0, -1, 0 );
  16518. cameraPZ.up.set( 0, 1, 0 );
  16519. cameraPZ.lookAt( 0, 0, 1 );
  16520. cameraNZ.up.set( 0, 1, 0 );
  16521. cameraNZ.lookAt( 0, 0, -1 );
  16522. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16523. cameraPX.up.set( 0, -1, 0 );
  16524. cameraPX.lookAt( -1, 0, 0 );
  16525. cameraNX.up.set( 0, -1, 0 );
  16526. cameraNX.lookAt( 1, 0, 0 );
  16527. cameraPY.up.set( 0, 0, 1 );
  16528. cameraPY.lookAt( 0, 1, 0 );
  16529. cameraNY.up.set( 0, 0, -1 );
  16530. cameraNY.lookAt( 0, -1, 0 );
  16531. cameraPZ.up.set( 0, -1, 0 );
  16532. cameraPZ.lookAt( 0, 0, 1 );
  16533. cameraNZ.up.set( 0, -1, 0 );
  16534. cameraNZ.lookAt( 0, 0, -1 );
  16535. } else {
  16536. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16537. }
  16538. for ( const camera of cameras ) {
  16539. this.add( camera );
  16540. camera.updateMatrixWorld();
  16541. }
  16542. }
  16543. /**
  16544. * Calling this method will render the given scene with the given renderer
  16545. * into the cube render target of the camera.
  16546. *
  16547. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16548. * @param {Scene} scene - The scene to render.
  16549. */
  16550. update( renderer, scene ) {
  16551. if ( this.parent === null ) this.updateMatrixWorld();
  16552. const { renderTarget, activeMipmapLevel } = this;
  16553. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16554. this.coordinateSystem = renderer.coordinateSystem;
  16555. this.updateCoordinateSystem();
  16556. }
  16557. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16558. const currentRenderTarget = renderer.getRenderTarget();
  16559. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16560. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16561. const currentXrEnabled = renderer.xr.enabled;
  16562. renderer.xr.enabled = false;
  16563. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16564. renderTarget.texture.generateMipmaps = false;
  16565. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16566. renderer.render( scene, cameraPX );
  16567. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16568. renderer.render( scene, cameraNX );
  16569. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16570. renderer.render( scene, cameraPY );
  16571. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16572. renderer.render( scene, cameraNY );
  16573. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16574. renderer.render( scene, cameraPZ );
  16575. // mipmaps are generated during the last call of render()
  16576. // at this point, all sides of the cube render target are defined
  16577. renderTarget.texture.generateMipmaps = generateMipmaps;
  16578. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16579. renderer.render( scene, cameraNZ );
  16580. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16581. renderer.xr.enabled = currentXrEnabled;
  16582. renderTarget.texture.needsPMREMUpdate = true;
  16583. }
  16584. }
  16585. /**
  16586. * Creates a cube texture made up of six images.
  16587. *
  16588. * ```js
  16589. * const loader = new THREE.CubeTextureLoader();
  16590. * loader.setPath( 'textures/cube/pisa/' );
  16591. *
  16592. * const textureCube = loader.load( [
  16593. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16594. * ] );
  16595. *
  16596. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16597. * ```
  16598. *
  16599. * @augments Texture
  16600. */
  16601. class CubeTexture extends Texture {
  16602. /**
  16603. * Constructs a new cube texture.
  16604. *
  16605. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16606. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16607. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16608. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16609. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16610. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16611. * @param {number} [format=RGBAFormat] - The texture format.
  16612. * @param {number} [type=UnsignedByteType] - The texture type.
  16613. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16614. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16615. */
  16616. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16617. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16618. /**
  16619. * This flag can be used for type testing.
  16620. *
  16621. * @type {boolean}
  16622. * @readonly
  16623. * @default true
  16624. */
  16625. this.isCubeTexture = true;
  16626. /**
  16627. * If set to `true`, the texture is flipped along the vertical axis when
  16628. * uploaded to the GPU.
  16629. *
  16630. * Overwritten and set to `false` by default.
  16631. *
  16632. * @type {boolean}
  16633. * @default false
  16634. */
  16635. this.flipY = false;
  16636. }
  16637. /**
  16638. * Alias for {@link CubeTexture#image}.
  16639. *
  16640. * @type {Array<Image>}
  16641. */
  16642. get images() {
  16643. return this.image;
  16644. }
  16645. set images( value ) {
  16646. this.image = value;
  16647. }
  16648. }
  16649. /**
  16650. * A cube render target used in context of {@link WebGLRenderer}.
  16651. *
  16652. * @augments WebGLRenderTarget
  16653. */
  16654. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16655. /**
  16656. * Constructs a new cube render target.
  16657. *
  16658. * @param {number} [size=1] - The size of the render target.
  16659. * @param {RenderTarget~Options} [options] - The configuration object.
  16660. */
  16661. constructor( size = 1, options = {} ) {
  16662. super( size, size, options );
  16663. /**
  16664. * This flag can be used for type testing.
  16665. *
  16666. * @type {boolean}
  16667. * @readonly
  16668. * @default true
  16669. */
  16670. this.isWebGLCubeRenderTarget = true;
  16671. const image = { width: size, height: size, depth: 1 };
  16672. const images = [ image, image, image, image, image, image ];
  16673. /**
  16674. * Overwritten with a different texture type.
  16675. *
  16676. * @type {DataArrayTexture}
  16677. */
  16678. this.texture = new CubeTexture( images );
  16679. this._setTextureOptions( options );
  16680. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16681. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16682. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16683. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16684. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16685. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16686. this.texture.isRenderTargetTexture = true;
  16687. }
  16688. /**
  16689. * Converts the given equirectangular texture to a cube map.
  16690. *
  16691. * @param {WebGLRenderer} renderer - The renderer.
  16692. * @param {Texture} texture - The equirectangular texture.
  16693. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16694. */
  16695. fromEquirectangularTexture( renderer, texture ) {
  16696. this.texture.type = texture.type;
  16697. this.texture.colorSpace = texture.colorSpace;
  16698. this.texture.generateMipmaps = texture.generateMipmaps;
  16699. this.texture.minFilter = texture.minFilter;
  16700. this.texture.magFilter = texture.magFilter;
  16701. const shader = {
  16702. uniforms: {
  16703. tEquirect: { value: null },
  16704. },
  16705. vertexShader: /* glsl */`
  16706. varying vec3 vWorldDirection;
  16707. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16708. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16709. }
  16710. void main() {
  16711. vWorldDirection = transformDirection( position, modelMatrix );
  16712. #include <begin_vertex>
  16713. #include <project_vertex>
  16714. }
  16715. `,
  16716. fragmentShader: /* glsl */`
  16717. uniform sampler2D tEquirect;
  16718. varying vec3 vWorldDirection;
  16719. #include <common>
  16720. void main() {
  16721. vec3 direction = normalize( vWorldDirection );
  16722. vec2 sampleUV = equirectUv( direction );
  16723. gl_FragColor = texture2D( tEquirect, sampleUV );
  16724. }
  16725. `
  16726. };
  16727. const geometry = new BoxGeometry( 5, 5, 5 );
  16728. const material = new ShaderMaterial( {
  16729. name: 'CubemapFromEquirect',
  16730. uniforms: cloneUniforms( shader.uniforms ),
  16731. vertexShader: shader.vertexShader,
  16732. fragmentShader: shader.fragmentShader,
  16733. side: BackSide,
  16734. blending: NoBlending
  16735. } );
  16736. material.uniforms.tEquirect.value = texture;
  16737. const mesh = new Mesh( geometry, material );
  16738. const currentMinFilter = texture.minFilter;
  16739. // Avoid blurred poles
  16740. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16741. const camera = new CubeCamera( 1, 10, this );
  16742. camera.update( renderer, mesh );
  16743. texture.minFilter = currentMinFilter;
  16744. mesh.geometry.dispose();
  16745. mesh.material.dispose();
  16746. return this;
  16747. }
  16748. /**
  16749. * Clears this cube render target.
  16750. *
  16751. * @param {WebGLRenderer} renderer - The renderer.
  16752. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16753. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16754. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16755. */
  16756. clear( renderer, color = true, depth = true, stencil = true ) {
  16757. const currentRenderTarget = renderer.getRenderTarget();
  16758. for ( let i = 0; i < 6; i ++ ) {
  16759. renderer.setRenderTarget( this, i );
  16760. renderer.clear( color, depth, stencil );
  16761. }
  16762. renderer.setRenderTarget( currentRenderTarget );
  16763. }
  16764. }
  16765. /**
  16766. * This is almost identical to an {@link Object3D}. Its purpose is to
  16767. * make working with groups of objects syntactically clearer.
  16768. *
  16769. * ```js
  16770. * // Create a group and add the two cubes.
  16771. * // These cubes can now be rotated / scaled etc as a group.
  16772. * const group = new THREE.Group();
  16773. *
  16774. * group.add( meshA );
  16775. * group.add( meshB );
  16776. *
  16777. * scene.add( group );
  16778. * ```
  16779. *
  16780. * @augments Object3D
  16781. */
  16782. class Group extends Object3D {
  16783. constructor() {
  16784. super();
  16785. /**
  16786. * This flag can be used for type testing.
  16787. *
  16788. * @type {boolean}
  16789. * @readonly
  16790. * @default true
  16791. */
  16792. this.isGroup = true;
  16793. this.type = 'Group';
  16794. }
  16795. }
  16796. const _moveEvent = { type: 'move' };
  16797. /**
  16798. * Class for representing a XR controller with its
  16799. * different coordinate systems.
  16800. *
  16801. * @private
  16802. */
  16803. class WebXRController {
  16804. /**
  16805. * Constructs a new XR controller.
  16806. */
  16807. constructor() {
  16808. /**
  16809. * A group representing the target ray space
  16810. * of the XR controller.
  16811. *
  16812. * @private
  16813. * @type {?Group}
  16814. * @default null
  16815. */
  16816. this._targetRay = null;
  16817. /**
  16818. * A group representing the grip space
  16819. * of the XR controller.
  16820. *
  16821. * @private
  16822. * @type {?Group}
  16823. * @default null
  16824. */
  16825. this._grip = null;
  16826. /**
  16827. * A group representing the hand space
  16828. * of the XR controller.
  16829. *
  16830. * @private
  16831. * @type {?Group}
  16832. * @default null
  16833. */
  16834. this._hand = null;
  16835. }
  16836. /**
  16837. * Returns a group representing the hand space of the XR controller.
  16838. *
  16839. * @return {Group} A group representing the hand space of the XR controller.
  16840. */
  16841. getHandSpace() {
  16842. if ( this._hand === null ) {
  16843. this._hand = new Group();
  16844. this._hand.matrixAutoUpdate = false;
  16845. this._hand.visible = false;
  16846. this._hand.joints = {};
  16847. this._hand.inputState = { pinching: false };
  16848. }
  16849. return this._hand;
  16850. }
  16851. /**
  16852. * Returns a group representing the target ray space of the XR controller.
  16853. *
  16854. * @return {Group} A group representing the target ray space of the XR controller.
  16855. */
  16856. getTargetRaySpace() {
  16857. if ( this._targetRay === null ) {
  16858. this._targetRay = new Group();
  16859. this._targetRay.matrixAutoUpdate = false;
  16860. this._targetRay.visible = false;
  16861. this._targetRay.hasLinearVelocity = false;
  16862. this._targetRay.linearVelocity = new Vector3();
  16863. this._targetRay.hasAngularVelocity = false;
  16864. this._targetRay.angularVelocity = new Vector3();
  16865. }
  16866. return this._targetRay;
  16867. }
  16868. /**
  16869. * Returns a group representing the grip space of the XR controller.
  16870. *
  16871. * @return {Group} A group representing the grip space of the XR controller.
  16872. */
  16873. getGripSpace() {
  16874. if ( this._grip === null ) {
  16875. this._grip = new Group();
  16876. this._grip.matrixAutoUpdate = false;
  16877. this._grip.visible = false;
  16878. this._grip.hasLinearVelocity = false;
  16879. this._grip.linearVelocity = new Vector3();
  16880. this._grip.hasAngularVelocity = false;
  16881. this._grip.angularVelocity = new Vector3();
  16882. }
  16883. return this._grip;
  16884. }
  16885. /**
  16886. * Dispatches the given event to the groups representing
  16887. * the different coordinate spaces of the XR controller.
  16888. *
  16889. * @param {Object} event - The event to dispatch.
  16890. * @return {WebXRController} A reference to this instance.
  16891. */
  16892. dispatchEvent( event ) {
  16893. if ( this._targetRay !== null ) {
  16894. this._targetRay.dispatchEvent( event );
  16895. }
  16896. if ( this._grip !== null ) {
  16897. this._grip.dispatchEvent( event );
  16898. }
  16899. if ( this._hand !== null ) {
  16900. this._hand.dispatchEvent( event );
  16901. }
  16902. return this;
  16903. }
  16904. /**
  16905. * Connects the controller with the given XR input source.
  16906. *
  16907. * @param {XRInputSource} inputSource - The input source.
  16908. * @return {WebXRController} A reference to this instance.
  16909. */
  16910. connect( inputSource ) {
  16911. if ( inputSource && inputSource.hand ) {
  16912. const hand = this._hand;
  16913. if ( hand ) {
  16914. for ( const inputjoint of inputSource.hand.values() ) {
  16915. // Initialize hand with joints when connected
  16916. this._getHandJoint( hand, inputjoint );
  16917. }
  16918. }
  16919. }
  16920. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16921. return this;
  16922. }
  16923. /**
  16924. * Disconnects the controller from the given XR input source.
  16925. *
  16926. * @param {XRInputSource} inputSource - The input source.
  16927. * @return {WebXRController} A reference to this instance.
  16928. */
  16929. disconnect( inputSource ) {
  16930. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16931. if ( this._targetRay !== null ) {
  16932. this._targetRay.visible = false;
  16933. }
  16934. if ( this._grip !== null ) {
  16935. this._grip.visible = false;
  16936. }
  16937. if ( this._hand !== null ) {
  16938. this._hand.visible = false;
  16939. }
  16940. return this;
  16941. }
  16942. /**
  16943. * Updates the controller with the given input source, XR frame and reference space.
  16944. * This updates the transformations of the groups that represent the different
  16945. * coordinate systems of the controller.
  16946. *
  16947. * @param {XRInputSource} inputSource - The input source.
  16948. * @param {XRFrame} frame - The XR frame.
  16949. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16950. * @return {WebXRController} A reference to this instance.
  16951. */
  16952. update( inputSource, frame, referenceSpace ) {
  16953. let inputPose = null;
  16954. let gripPose = null;
  16955. let handPose = null;
  16956. const targetRay = this._targetRay;
  16957. const grip = this._grip;
  16958. const hand = this._hand;
  16959. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16960. if ( hand && inputSource.hand ) {
  16961. handPose = true;
  16962. for ( const inputjoint of inputSource.hand.values() ) {
  16963. // Update the joints groups with the XRJoint poses
  16964. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16965. // The transform of this joint will be updated with the joint pose on each frame
  16966. const joint = this._getHandJoint( hand, inputjoint );
  16967. if ( jointPose !== null ) {
  16968. joint.matrix.fromArray( jointPose.transform.matrix );
  16969. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16970. joint.matrixWorldNeedsUpdate = true;
  16971. joint.jointRadius = jointPose.radius;
  16972. }
  16973. joint.visible = jointPose !== null;
  16974. }
  16975. // Custom events
  16976. // Check pinchz
  16977. const indexTip = hand.joints[ 'index-finger-tip' ];
  16978. const thumbTip = hand.joints[ 'thumb-tip' ];
  16979. const distance = indexTip.position.distanceTo( thumbTip.position );
  16980. const distanceToPinch = 0.02;
  16981. const threshold = 0.005;
  16982. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16983. hand.inputState.pinching = false;
  16984. this.dispatchEvent( {
  16985. type: 'pinchend',
  16986. handedness: inputSource.handedness,
  16987. target: this
  16988. } );
  16989. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16990. hand.inputState.pinching = true;
  16991. this.dispatchEvent( {
  16992. type: 'pinchstart',
  16993. handedness: inputSource.handedness,
  16994. target: this
  16995. } );
  16996. }
  16997. } else {
  16998. if ( grip !== null && inputSource.gripSpace ) {
  16999. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  17000. if ( gripPose !== null ) {
  17001. grip.matrix.fromArray( gripPose.transform.matrix );
  17002. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  17003. grip.matrixWorldNeedsUpdate = true;
  17004. if ( gripPose.linearVelocity ) {
  17005. grip.hasLinearVelocity = true;
  17006. grip.linearVelocity.copy( gripPose.linearVelocity );
  17007. } else {
  17008. grip.hasLinearVelocity = false;
  17009. }
  17010. if ( gripPose.angularVelocity ) {
  17011. grip.hasAngularVelocity = true;
  17012. grip.angularVelocity.copy( gripPose.angularVelocity );
  17013. } else {
  17014. grip.hasAngularVelocity = false;
  17015. }
  17016. }
  17017. }
  17018. }
  17019. if ( targetRay !== null ) {
  17020. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  17021. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  17022. if ( inputPose === null && gripPose !== null ) {
  17023. inputPose = gripPose;
  17024. }
  17025. if ( inputPose !== null ) {
  17026. targetRay.matrix.fromArray( inputPose.transform.matrix );
  17027. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  17028. targetRay.matrixWorldNeedsUpdate = true;
  17029. if ( inputPose.linearVelocity ) {
  17030. targetRay.hasLinearVelocity = true;
  17031. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  17032. } else {
  17033. targetRay.hasLinearVelocity = false;
  17034. }
  17035. if ( inputPose.angularVelocity ) {
  17036. targetRay.hasAngularVelocity = true;
  17037. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  17038. } else {
  17039. targetRay.hasAngularVelocity = false;
  17040. }
  17041. this.dispatchEvent( _moveEvent );
  17042. }
  17043. }
  17044. }
  17045. if ( targetRay !== null ) {
  17046. targetRay.visible = ( inputPose !== null );
  17047. }
  17048. if ( grip !== null ) {
  17049. grip.visible = ( gripPose !== null );
  17050. }
  17051. if ( hand !== null ) {
  17052. hand.visible = ( handPose !== null );
  17053. }
  17054. return this;
  17055. }
  17056. /**
  17057. * Returns a group representing the hand joint for the given input joint.
  17058. *
  17059. * @private
  17060. * @param {Group} hand - The group representing the hand space.
  17061. * @param {XRJointSpace} inputjoint - The hand joint data.
  17062. * @return {Group} A group representing the hand joint for the given input joint.
  17063. */
  17064. _getHandJoint( hand, inputjoint ) {
  17065. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  17066. const joint = new Group();
  17067. joint.matrixAutoUpdate = false;
  17068. joint.visible = false;
  17069. hand.joints[ inputjoint.jointName ] = joint;
  17070. hand.add( joint );
  17071. }
  17072. return hand.joints[ inputjoint.jointName ];
  17073. }
  17074. }
  17075. /**
  17076. * This class can be used to define an exponential squared fog,
  17077. * which gives a clear view near the camera and a faster than exponentially
  17078. * densening fog farther from the camera.
  17079. *
  17080. * ```js
  17081. * const scene = new THREE.Scene();
  17082. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  17083. * ```
  17084. */
  17085. class FogExp2 {
  17086. /**
  17087. * Constructs a new fog.
  17088. *
  17089. * @param {number|Color} color - The fog's color.
  17090. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17091. */
  17092. constructor( color, density = 0.00025 ) {
  17093. /**
  17094. * This flag can be used for type testing.
  17095. *
  17096. * @type {boolean}
  17097. * @readonly
  17098. * @default true
  17099. */
  17100. this.isFogExp2 = true;
  17101. /**
  17102. * The name of the fog.
  17103. *
  17104. * @type {string}
  17105. */
  17106. this.name = '';
  17107. /**
  17108. * The fog's color.
  17109. *
  17110. * @type {Color}
  17111. */
  17112. this.color = new Color( color );
  17113. /**
  17114. * Defines how fast the fog will grow dense.
  17115. *
  17116. * @type {number}
  17117. * @default 0.00025
  17118. */
  17119. this.density = density;
  17120. }
  17121. /**
  17122. * Returns a new fog with copied values from this instance.
  17123. *
  17124. * @return {FogExp2} A clone of this instance.
  17125. */
  17126. clone() {
  17127. return new FogExp2( this.color, this.density );
  17128. }
  17129. /**
  17130. * Serializes the fog into JSON.
  17131. *
  17132. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17133. * @return {Object} A JSON object representing the serialized fog
  17134. */
  17135. toJSON( /* meta */ ) {
  17136. return {
  17137. type: 'FogExp2',
  17138. name: this.name,
  17139. color: this.color.getHex(),
  17140. density: this.density
  17141. };
  17142. }
  17143. }
  17144. /**
  17145. * This class can be used to define a linear fog that grows linearly denser
  17146. * with the distance.
  17147. *
  17148. * ```js
  17149. * const scene = new THREE.Scene();
  17150. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17151. * ```
  17152. */
  17153. class Fog {
  17154. /**
  17155. * Constructs a new fog.
  17156. *
  17157. * @param {number|Color} color - The fog's color.
  17158. * @param {number} [near=1] - The minimum distance to start applying fog.
  17159. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17160. */
  17161. constructor( color, near = 1, far = 1000 ) {
  17162. /**
  17163. * This flag can be used for type testing.
  17164. *
  17165. * @type {boolean}
  17166. * @readonly
  17167. * @default true
  17168. */
  17169. this.isFog = true;
  17170. /**
  17171. * The name of the fog.
  17172. *
  17173. * @type {string}
  17174. */
  17175. this.name = '';
  17176. /**
  17177. * The fog's color.
  17178. *
  17179. * @type {Color}
  17180. */
  17181. this.color = new Color( color );
  17182. /**
  17183. * The minimum distance to start applying fog. Objects that are less than
  17184. * `near` units from the active camera won't be affected by fog.
  17185. *
  17186. * @type {number}
  17187. * @default 1
  17188. */
  17189. this.near = near;
  17190. /**
  17191. * The maximum distance at which fog stops being calculated and applied.
  17192. * Objects that are more than `far` units away from the active camera won't
  17193. * be affected by fog.
  17194. *
  17195. * @type {number}
  17196. * @default 1000
  17197. */
  17198. this.far = far;
  17199. }
  17200. /**
  17201. * Returns a new fog with copied values from this instance.
  17202. *
  17203. * @return {Fog} A clone of this instance.
  17204. */
  17205. clone() {
  17206. return new Fog( this.color, this.near, this.far );
  17207. }
  17208. /**
  17209. * Serializes the fog into JSON.
  17210. *
  17211. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17212. * @return {Object} A JSON object representing the serialized fog
  17213. */
  17214. toJSON( /* meta */ ) {
  17215. return {
  17216. type: 'Fog',
  17217. name: this.name,
  17218. color: this.color.getHex(),
  17219. near: this.near,
  17220. far: this.far
  17221. };
  17222. }
  17223. }
  17224. /**
  17225. * Scenes allow you to set up what is to be rendered and where by three.js.
  17226. * This is where you place 3D objects like meshes, lines or lights.
  17227. *
  17228. * @augments Object3D
  17229. */
  17230. class Scene extends Object3D {
  17231. /**
  17232. * Constructs a new scene.
  17233. */
  17234. constructor() {
  17235. super();
  17236. /**
  17237. * This flag can be used for type testing.
  17238. *
  17239. * @type {boolean}
  17240. * @readonly
  17241. * @default true
  17242. */
  17243. this.isScene = true;
  17244. this.type = 'Scene';
  17245. /**
  17246. * Defines the background of the scene. Valid inputs are:
  17247. *
  17248. * - A color for defining a uniform colored background.
  17249. * - A texture for defining a (flat) textured background.
  17250. * - Cube textures or equirectangular textures for defining a skybox.
  17251. *
  17252. * @type {?(Color|Texture)}
  17253. * @default null
  17254. */
  17255. this.background = null;
  17256. /**
  17257. * Sets the environment map for all physical materials in the scene. However,
  17258. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17259. * material property.
  17260. *
  17261. * @type {?Texture}
  17262. * @default null
  17263. */
  17264. this.environment = null;
  17265. /**
  17266. * A fog instance defining the type of fog that affects everything
  17267. * rendered in the scene.
  17268. *
  17269. * @type {?(Fog|FogExp2)}
  17270. * @default null
  17271. */
  17272. this.fog = null;
  17273. /**
  17274. * Sets the blurriness of the background. Only influences environment maps
  17275. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17276. * and `1`.
  17277. *
  17278. * @type {number}
  17279. * @default 0
  17280. */
  17281. this.backgroundBlurriness = 0;
  17282. /**
  17283. * Attenuates the color of the background. Only applies to background textures.
  17284. *
  17285. * @type {number}
  17286. * @default 1
  17287. */
  17288. this.backgroundIntensity = 1;
  17289. /**
  17290. * The rotation of the background in radians. Only influences environment maps
  17291. * assigned to {@link Scene#background}.
  17292. *
  17293. * @type {Euler}
  17294. * @default (0,0,0)
  17295. */
  17296. this.backgroundRotation = new Euler();
  17297. /**
  17298. * Attenuates the color of the environment. Only influences environment maps
  17299. * assigned to {@link Scene#environment}.
  17300. *
  17301. * @type {number}
  17302. * @default 1
  17303. */
  17304. this.environmentIntensity = 1;
  17305. /**
  17306. * The rotation of the environment map in radians. Only influences physical materials
  17307. * in the scene when {@link Scene#environment} is used.
  17308. *
  17309. * @type {Euler}
  17310. * @default (0,0,0)
  17311. */
  17312. this.environmentRotation = new Euler();
  17313. /**
  17314. * Forces everything in the scene to be rendered with the defined material. It is possible
  17315. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17316. *
  17317. * @type {?Material}
  17318. * @default null
  17319. */
  17320. this.overrideMaterial = null;
  17321. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17322. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17323. }
  17324. }
  17325. copy( source, recursive ) {
  17326. super.copy( source, recursive );
  17327. if ( source.background !== null ) this.background = source.background.clone();
  17328. if ( source.environment !== null ) this.environment = source.environment.clone();
  17329. if ( source.fog !== null ) this.fog = source.fog.clone();
  17330. this.backgroundBlurriness = source.backgroundBlurriness;
  17331. this.backgroundIntensity = source.backgroundIntensity;
  17332. this.backgroundRotation.copy( source.backgroundRotation );
  17333. this.environmentIntensity = source.environmentIntensity;
  17334. this.environmentRotation.copy( source.environmentRotation );
  17335. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17336. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17337. return this;
  17338. }
  17339. toJSON( meta ) {
  17340. const data = super.toJSON( meta );
  17341. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17342. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17343. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17344. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17345. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17346. data.object.environmentRotation = this.environmentRotation.toArray();
  17347. return data;
  17348. }
  17349. }
  17350. /**
  17351. * "Interleaved" means that multiple attributes, possibly of different types,
  17352. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17353. *
  17354. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  17355. */
  17356. class InterleavedBuffer {
  17357. /**
  17358. * Constructs a new interleaved buffer.
  17359. *
  17360. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17361. * @param {number} stride - The number of typed-array elements per vertex.
  17362. */
  17363. constructor( array, stride ) {
  17364. /**
  17365. * This flag can be used for type testing.
  17366. *
  17367. * @type {boolean}
  17368. * @readonly
  17369. * @default true
  17370. */
  17371. this.isInterleavedBuffer = true;
  17372. /**
  17373. * A typed array with a shared buffer storing attribute data.
  17374. *
  17375. * @type {TypedArray}
  17376. */
  17377. this.array = array;
  17378. /**
  17379. * The number of typed-array elements per vertex.
  17380. *
  17381. * @type {number}
  17382. */
  17383. this.stride = stride;
  17384. /**
  17385. * The total number of elements in the array
  17386. *
  17387. * @type {number}
  17388. * @readonly
  17389. */
  17390. this.count = array !== undefined ? array.length / stride : 0;
  17391. /**
  17392. * Defines the intended usage pattern of the data store for optimization purposes.
  17393. *
  17394. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17395. * instantiate a new one and set the desired usage before the next render.
  17396. *
  17397. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17398. * @default StaticDrawUsage
  17399. */
  17400. this.usage = StaticDrawUsage;
  17401. /**
  17402. * This can be used to only update some components of stored vectors (for example, just the
  17403. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17404. *
  17405. * @type {Array<Object>}
  17406. */
  17407. this.updateRanges = [];
  17408. /**
  17409. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17410. *
  17411. * @type {number}
  17412. */
  17413. this.version = 0;
  17414. /**
  17415. * The UUID of the interleaved buffer.
  17416. *
  17417. * @type {string}
  17418. * @readonly
  17419. */
  17420. this.uuid = generateUUID();
  17421. }
  17422. /**
  17423. * A callback function that is executed after the renderer has transferred the attribute array
  17424. * data to the GPU.
  17425. */
  17426. onUploadCallback() {}
  17427. /**
  17428. * Flag to indicate that this attribute has changed and should be re-sent to
  17429. * the GPU. Set this to `true` when you modify the value of the array.
  17430. *
  17431. * @type {number}
  17432. * @default false
  17433. * @param {boolean} value
  17434. */
  17435. set needsUpdate( value ) {
  17436. if ( value === true ) this.version ++;
  17437. }
  17438. /**
  17439. * Sets the usage of this interleaved buffer.
  17440. *
  17441. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17442. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17443. */
  17444. setUsage( value ) {
  17445. this.usage = value;
  17446. return this;
  17447. }
  17448. /**
  17449. * Adds a range of data in the data array to be updated on the GPU.
  17450. *
  17451. * @param {number} start - Position at which to start update.
  17452. * @param {number} count - The number of components to update.
  17453. */
  17454. addUpdateRange( start, count ) {
  17455. this.updateRanges.push( { start, count } );
  17456. }
  17457. /**
  17458. * Clears the update ranges.
  17459. */
  17460. clearUpdateRanges() {
  17461. this.updateRanges.length = 0;
  17462. }
  17463. /**
  17464. * Copies the values of the given interleaved buffer to this instance.
  17465. *
  17466. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17467. * @return {InterleavedBuffer} A reference to this instance.
  17468. */
  17469. copy( source ) {
  17470. this.array = new source.array.constructor( source.array );
  17471. this.count = source.count;
  17472. this.stride = source.stride;
  17473. this.usage = source.usage;
  17474. return this;
  17475. }
  17476. /**
  17477. * Copies a vector from the given interleaved buffer to this one. The start
  17478. * and destination position in the attribute buffers are represented by the
  17479. * given indices.
  17480. *
  17481. * @param {number} index1 - The destination index into this interleaved buffer.
  17482. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17483. * @param {number} index2 - The source index into the given interleaved buffer.
  17484. * @return {InterleavedBuffer} A reference to this instance.
  17485. */
  17486. copyAt( index1, interleavedBuffer, index2 ) {
  17487. index1 *= this.stride;
  17488. index2 *= interleavedBuffer.stride;
  17489. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17490. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17491. }
  17492. return this;
  17493. }
  17494. /**
  17495. * Sets the given array data in the interleaved buffer.
  17496. *
  17497. * @param {(TypedArray|Array)} value - The array data to set.
  17498. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17499. * @return {InterleavedBuffer} A reference to this instance.
  17500. */
  17501. set( value, offset = 0 ) {
  17502. this.array.set( value, offset );
  17503. return this;
  17504. }
  17505. /**
  17506. * Returns a new interleaved buffer with copied values from this instance.
  17507. *
  17508. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17509. * @return {InterleavedBuffer} A clone of this instance.
  17510. */
  17511. clone( data ) {
  17512. if ( data.arrayBuffers === undefined ) {
  17513. data.arrayBuffers = {};
  17514. }
  17515. if ( this.array.buffer._uuid === undefined ) {
  17516. this.array.buffer._uuid = generateUUID();
  17517. }
  17518. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17519. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17520. }
  17521. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17522. const ib = new this.constructor( array, this.stride );
  17523. ib.setUsage( this.usage );
  17524. return ib;
  17525. }
  17526. /**
  17527. * Sets the given callback function that is executed after the Renderer has transferred
  17528. * the array data to the GPU. Can be used to perform clean-up operations after
  17529. * the upload when data are not needed anymore on the CPU side.
  17530. *
  17531. * @param {Function} callback - The `onUpload()` callback.
  17532. * @return {InterleavedBuffer} A reference to this instance.
  17533. */
  17534. onUpload( callback ) {
  17535. this.onUploadCallback = callback;
  17536. return this;
  17537. }
  17538. /**
  17539. * Serializes the interleaved buffer into JSON.
  17540. *
  17541. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17542. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17543. */
  17544. toJSON( data ) {
  17545. if ( data.arrayBuffers === undefined ) {
  17546. data.arrayBuffers = {};
  17547. }
  17548. // generate UUID for array buffer if necessary
  17549. if ( this.array.buffer._uuid === undefined ) {
  17550. this.array.buffer._uuid = generateUUID();
  17551. }
  17552. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17553. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17554. }
  17555. //
  17556. return {
  17557. uuid: this.uuid,
  17558. buffer: this.array.buffer._uuid,
  17559. type: this.array.constructor.name,
  17560. stride: this.stride
  17561. };
  17562. }
  17563. }
  17564. const _vector$7 = /*@__PURE__*/ new Vector3();
  17565. /**
  17566. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17567. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17568. * different offsets into the buffer.
  17569. */
  17570. class InterleavedBufferAttribute {
  17571. /**
  17572. * Constructs a new interleaved buffer attribute.
  17573. *
  17574. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17575. * @param {number} itemSize - The item size.
  17576. * @param {number} offset - The attribute offset into the buffer.
  17577. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17578. */
  17579. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17580. /**
  17581. * This flag can be used for type testing.
  17582. *
  17583. * @type {boolean}
  17584. * @readonly
  17585. * @default true
  17586. */
  17587. this.isInterleavedBufferAttribute = true;
  17588. /**
  17589. * The name of the buffer attribute.
  17590. *
  17591. * @type {string}
  17592. */
  17593. this.name = '';
  17594. /**
  17595. * The buffer holding the interleaved data.
  17596. *
  17597. * @type {InterleavedBuffer}
  17598. */
  17599. this.data = interleavedBuffer;
  17600. /**
  17601. * The item size, see {@link BufferAttribute#itemSize}.
  17602. *
  17603. * @type {number}
  17604. */
  17605. this.itemSize = itemSize;
  17606. /**
  17607. * The attribute offset into the buffer.
  17608. *
  17609. * @type {number}
  17610. */
  17611. this.offset = offset;
  17612. /**
  17613. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17614. *
  17615. * @type {InterleavedBuffer}
  17616. */
  17617. this.normalized = normalized;
  17618. }
  17619. /**
  17620. * The item count of this buffer attribute.
  17621. *
  17622. * @type {number}
  17623. * @readonly
  17624. */
  17625. get count() {
  17626. return this.data.count;
  17627. }
  17628. /**
  17629. * The array holding the interleaved buffer attribute data.
  17630. *
  17631. * @type {TypedArray}
  17632. */
  17633. get array() {
  17634. return this.data.array;
  17635. }
  17636. /**
  17637. * Flag to indicate that this attribute has changed and should be re-sent to
  17638. * the GPU. Set this to `true` when you modify the value of the array.
  17639. *
  17640. * @type {number}
  17641. * @default false
  17642. * @param {boolean} value
  17643. */
  17644. set needsUpdate( value ) {
  17645. this.data.needsUpdate = value;
  17646. }
  17647. /**
  17648. * Applies the given 4x4 matrix to the given attribute. Only works with
  17649. * item size `3`.
  17650. *
  17651. * @param {Matrix4} m - The matrix to apply.
  17652. * @return {InterleavedBufferAttribute} A reference to this instance.
  17653. */
  17654. applyMatrix4( m ) {
  17655. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17656. _vector$7.fromBufferAttribute( this, i );
  17657. _vector$7.applyMatrix4( m );
  17658. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17659. }
  17660. return this;
  17661. }
  17662. /**
  17663. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17664. * item size `3`.
  17665. *
  17666. * @param {Matrix3} m - The normal matrix to apply.
  17667. * @return {InterleavedBufferAttribute} A reference to this instance.
  17668. */
  17669. applyNormalMatrix( m ) {
  17670. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17671. _vector$7.fromBufferAttribute( this, i );
  17672. _vector$7.applyNormalMatrix( m );
  17673. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17674. }
  17675. return this;
  17676. }
  17677. /**
  17678. * Applies the given 4x4 matrix to the given attribute. Only works with
  17679. * item size `3` and with direction vectors.
  17680. *
  17681. * @param {Matrix4} m - The matrix to apply.
  17682. * @return {InterleavedBufferAttribute} A reference to this instance.
  17683. */
  17684. transformDirection( m ) {
  17685. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17686. _vector$7.fromBufferAttribute( this, i );
  17687. _vector$7.transformDirection( m );
  17688. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17689. }
  17690. return this;
  17691. }
  17692. /**
  17693. * Returns the given component of the vector at the given index.
  17694. *
  17695. * @param {number} index - The index into the buffer attribute.
  17696. * @param {number} component - The component index.
  17697. * @return {number} The returned value.
  17698. */
  17699. getComponent( index, component ) {
  17700. let value = this.array[ index * this.data.stride + this.offset + component ];
  17701. if ( this.normalized ) value = denormalize( value, this.array );
  17702. return value;
  17703. }
  17704. /**
  17705. * Sets the given value to the given component of the vector at the given index.
  17706. *
  17707. * @param {number} index - The index into the buffer attribute.
  17708. * @param {number} component - The component index.
  17709. * @param {number} value - The value to set.
  17710. * @return {InterleavedBufferAttribute} A reference to this instance.
  17711. */
  17712. setComponent( index, component, value ) {
  17713. if ( this.normalized ) value = normalize( value, this.array );
  17714. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17715. return this;
  17716. }
  17717. /**
  17718. * Sets the x component of the vector at the given index.
  17719. *
  17720. * @param {number} index - The index into the buffer attribute.
  17721. * @param {number} x - The value to set.
  17722. * @return {InterleavedBufferAttribute} A reference to this instance.
  17723. */
  17724. setX( index, x ) {
  17725. if ( this.normalized ) x = normalize( x, this.array );
  17726. this.data.array[ index * this.data.stride + this.offset ] = x;
  17727. return this;
  17728. }
  17729. /**
  17730. * Sets the y component of the vector at the given index.
  17731. *
  17732. * @param {number} index - The index into the buffer attribute.
  17733. * @param {number} y - The value to set.
  17734. * @return {InterleavedBufferAttribute} A reference to this instance.
  17735. */
  17736. setY( index, y ) {
  17737. if ( this.normalized ) y = normalize( y, this.array );
  17738. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17739. return this;
  17740. }
  17741. /**
  17742. * Sets the z component of the vector at the given index.
  17743. *
  17744. * @param {number} index - The index into the buffer attribute.
  17745. * @param {number} z - The value to set.
  17746. * @return {InterleavedBufferAttribute} A reference to this instance.
  17747. */
  17748. setZ( index, z ) {
  17749. if ( this.normalized ) z = normalize( z, this.array );
  17750. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17751. return this;
  17752. }
  17753. /**
  17754. * Sets the w component of the vector at the given index.
  17755. *
  17756. * @param {number} index - The index into the buffer attribute.
  17757. * @param {number} w - The value to set.
  17758. * @return {InterleavedBufferAttribute} A reference to this instance.
  17759. */
  17760. setW( index, w ) {
  17761. if ( this.normalized ) w = normalize( w, this.array );
  17762. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17763. return this;
  17764. }
  17765. /**
  17766. * Returns the x component of the vector at the given index.
  17767. *
  17768. * @param {number} index - The index into the buffer attribute.
  17769. * @return {number} The x component.
  17770. */
  17771. getX( index ) {
  17772. let x = this.data.array[ index * this.data.stride + this.offset ];
  17773. if ( this.normalized ) x = denormalize( x, this.array );
  17774. return x;
  17775. }
  17776. /**
  17777. * Returns the y component of the vector at the given index.
  17778. *
  17779. * @param {number} index - The index into the buffer attribute.
  17780. * @return {number} The y component.
  17781. */
  17782. getY( index ) {
  17783. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17784. if ( this.normalized ) y = denormalize( y, this.array );
  17785. return y;
  17786. }
  17787. /**
  17788. * Returns the z component of the vector at the given index.
  17789. *
  17790. * @param {number} index - The index into the buffer attribute.
  17791. * @return {number} The z component.
  17792. */
  17793. getZ( index ) {
  17794. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17795. if ( this.normalized ) z = denormalize( z, this.array );
  17796. return z;
  17797. }
  17798. /**
  17799. * Returns the w component of the vector at the given index.
  17800. *
  17801. * @param {number} index - The index into the buffer attribute.
  17802. * @return {number} The w component.
  17803. */
  17804. getW( index ) {
  17805. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17806. if ( this.normalized ) w = denormalize( w, this.array );
  17807. return w;
  17808. }
  17809. /**
  17810. * Sets the x and y component of the vector at the given index.
  17811. *
  17812. * @param {number} index - The index into the buffer attribute.
  17813. * @param {number} x - The value for the x component to set.
  17814. * @param {number} y - The value for the y component to set.
  17815. * @return {InterleavedBufferAttribute} A reference to this instance.
  17816. */
  17817. setXY( index, x, y ) {
  17818. index = index * this.data.stride + this.offset;
  17819. if ( this.normalized ) {
  17820. x = normalize( x, this.array );
  17821. y = normalize( y, this.array );
  17822. }
  17823. this.data.array[ index + 0 ] = x;
  17824. this.data.array[ index + 1 ] = y;
  17825. return this;
  17826. }
  17827. /**
  17828. * Sets the x, y and z component of the vector at the given index.
  17829. *
  17830. * @param {number} index - The index into the buffer attribute.
  17831. * @param {number} x - The value for the x component to set.
  17832. * @param {number} y - The value for the y component to set.
  17833. * @param {number} z - The value for the z component to set.
  17834. * @return {InterleavedBufferAttribute} A reference to this instance.
  17835. */
  17836. setXYZ( index, x, y, z ) {
  17837. index = index * this.data.stride + this.offset;
  17838. if ( this.normalized ) {
  17839. x = normalize( x, this.array );
  17840. y = normalize( y, this.array );
  17841. z = normalize( z, this.array );
  17842. }
  17843. this.data.array[ index + 0 ] = x;
  17844. this.data.array[ index + 1 ] = y;
  17845. this.data.array[ index + 2 ] = z;
  17846. return this;
  17847. }
  17848. /**
  17849. * Sets the x, y, z and w component of the vector at the given index.
  17850. *
  17851. * @param {number} index - The index into the buffer attribute.
  17852. * @param {number} x - The value for the x component to set.
  17853. * @param {number} y - The value for the y component to set.
  17854. * @param {number} z - The value for the z component to set.
  17855. * @param {number} w - The value for the w component to set.
  17856. * @return {InterleavedBufferAttribute} A reference to this instance.
  17857. */
  17858. setXYZW( index, x, y, z, w ) {
  17859. index = index * this.data.stride + this.offset;
  17860. if ( this.normalized ) {
  17861. x = normalize( x, this.array );
  17862. y = normalize( y, this.array );
  17863. z = normalize( z, this.array );
  17864. w = normalize( w, this.array );
  17865. }
  17866. this.data.array[ index + 0 ] = x;
  17867. this.data.array[ index + 1 ] = y;
  17868. this.data.array[ index + 2 ] = z;
  17869. this.data.array[ index + 3 ] = w;
  17870. return this;
  17871. }
  17872. /**
  17873. * Returns a new buffer attribute with copied values from this instance.
  17874. *
  17875. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17876. *
  17877. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17878. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17879. */
  17880. clone( data ) {
  17881. if ( data === undefined ) {
  17882. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17883. const array = [];
  17884. for ( let i = 0; i < this.count; i ++ ) {
  17885. const index = i * this.data.stride + this.offset;
  17886. for ( let j = 0; j < this.itemSize; j ++ ) {
  17887. array.push( this.data.array[ index + j ] );
  17888. }
  17889. }
  17890. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17891. } else {
  17892. if ( data.interleavedBuffers === undefined ) {
  17893. data.interleavedBuffers = {};
  17894. }
  17895. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17896. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17897. }
  17898. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17899. }
  17900. }
  17901. /**
  17902. * Serializes the buffer attribute into JSON.
  17903. *
  17904. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17905. *
  17906. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17907. * @return {Object} A JSON object representing the serialized buffer attribute.
  17908. */
  17909. toJSON( data ) {
  17910. if ( data === undefined ) {
  17911. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17912. const array = [];
  17913. for ( let i = 0; i < this.count; i ++ ) {
  17914. const index = i * this.data.stride + this.offset;
  17915. for ( let j = 0; j < this.itemSize; j ++ ) {
  17916. array.push( this.data.array[ index + j ] );
  17917. }
  17918. }
  17919. // de-interleave data and save it as an ordinary buffer attribute for now
  17920. return {
  17921. itemSize: this.itemSize,
  17922. type: this.array.constructor.name,
  17923. array: array,
  17924. normalized: this.normalized
  17925. };
  17926. } else {
  17927. // save as true interleaved attribute
  17928. if ( data.interleavedBuffers === undefined ) {
  17929. data.interleavedBuffers = {};
  17930. }
  17931. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17932. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17933. }
  17934. return {
  17935. isInterleavedBufferAttribute: true,
  17936. itemSize: this.itemSize,
  17937. data: this.data.uuid,
  17938. offset: this.offset,
  17939. normalized: this.normalized
  17940. };
  17941. }
  17942. }
  17943. }
  17944. /**
  17945. * A material for rendering instances of {@link Sprite}.
  17946. *
  17947. * ```js
  17948. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17949. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17950. *
  17951. * const sprite = new THREE.Sprite( material );
  17952. * sprite.scale.set(200, 200, 1)
  17953. * scene.add( sprite );
  17954. * ```
  17955. *
  17956. * @augments Material
  17957. */
  17958. class SpriteMaterial extends Material {
  17959. /**
  17960. * Constructs a new sprite material.
  17961. *
  17962. * @param {Object} [parameters] - An object with one or more properties
  17963. * defining the material's appearance. Any property of the material
  17964. * (including any property from inherited materials) can be passed
  17965. * in here. Color values can be passed any type of value accepted
  17966. * by {@link Color#set}.
  17967. */
  17968. constructor( parameters ) {
  17969. super();
  17970. /**
  17971. * This flag can be used for type testing.
  17972. *
  17973. * @type {boolean}
  17974. * @readonly
  17975. * @default true
  17976. */
  17977. this.isSpriteMaterial = true;
  17978. this.type = 'SpriteMaterial';
  17979. /**
  17980. * Color of the material.
  17981. *
  17982. * @type {Color}
  17983. * @default (1,1,1)
  17984. */
  17985. this.color = new Color( 0xffffff );
  17986. /**
  17987. * The color map. May optionally include an alpha channel, typically combined
  17988. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17989. * color is modulated by the diffuse `color`.
  17990. *
  17991. * @type {?Texture}
  17992. * @default null
  17993. */
  17994. this.map = null;
  17995. /**
  17996. * The alpha map is a grayscale texture that controls the opacity across the
  17997. * surface (black: fully transparent; white: fully opaque).
  17998. *
  17999. * Only the color of the texture is used, ignoring the alpha channel if one
  18000. * exists. For RGB and RGBA textures, the renderer will use the green channel
  18001. * when sampling this texture due to the extra bit of precision provided for
  18002. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  18003. * luminance/alpha textures will also still work as expected.
  18004. *
  18005. * @type {?Texture}
  18006. * @default null
  18007. */
  18008. this.alphaMap = null;
  18009. /**
  18010. * The rotation of the sprite in radians.
  18011. *
  18012. * @type {number}
  18013. * @default 0
  18014. */
  18015. this.rotation = 0;
  18016. /**
  18017. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  18018. *
  18019. * @type {boolean}
  18020. * @default true
  18021. */
  18022. this.sizeAttenuation = true;
  18023. /**
  18024. * Overwritten since sprite materials are transparent
  18025. * by default.
  18026. *
  18027. * @type {boolean}
  18028. * @default true
  18029. */
  18030. this.transparent = true;
  18031. /**
  18032. * Whether the material is affected by fog or not.
  18033. *
  18034. * @type {boolean}
  18035. * @default true
  18036. */
  18037. this.fog = true;
  18038. this.setValues( parameters );
  18039. }
  18040. copy( source ) {
  18041. super.copy( source );
  18042. this.color.copy( source.color );
  18043. this.map = source.map;
  18044. this.alphaMap = source.alphaMap;
  18045. this.rotation = source.rotation;
  18046. this.sizeAttenuation = source.sizeAttenuation;
  18047. this.fog = source.fog;
  18048. return this;
  18049. }
  18050. }
  18051. let _geometry;
  18052. const _intersectPoint = /*@__PURE__*/ new Vector3();
  18053. const _worldScale = /*@__PURE__*/ new Vector3();
  18054. const _mvPosition = /*@__PURE__*/ new Vector3();
  18055. const _alignedPosition = /*@__PURE__*/ new Vector2();
  18056. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  18057. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  18058. const _vA = /*@__PURE__*/ new Vector3();
  18059. const _vB = /*@__PURE__*/ new Vector3();
  18060. const _vC = /*@__PURE__*/ new Vector3();
  18061. const _uvA = /*@__PURE__*/ new Vector2();
  18062. const _uvB = /*@__PURE__*/ new Vector2();
  18063. const _uvC = /*@__PURE__*/ new Vector2();
  18064. /**
  18065. * A sprite is a plane that always faces towards the camera, generally with a
  18066. * partially transparent texture applied.
  18067. *
  18068. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  18069. * have no effect.
  18070. *
  18071. * ```js
  18072. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  18073. * const material = new THREE.SpriteMaterial( { map: map } );
  18074. *
  18075. * const sprite = new THREE.Sprite( material );
  18076. * scene.add( sprite );
  18077. * ```
  18078. *
  18079. * @augments Object3D
  18080. */
  18081. class Sprite extends Object3D {
  18082. /**
  18083. * Constructs a new sprite.
  18084. *
  18085. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18086. */
  18087. constructor( material = new SpriteMaterial() ) {
  18088. super();
  18089. /**
  18090. * This flag can be used for type testing.
  18091. *
  18092. * @type {boolean}
  18093. * @readonly
  18094. * @default true
  18095. */
  18096. this.isSprite = true;
  18097. this.type = 'Sprite';
  18098. if ( _geometry === undefined ) {
  18099. _geometry = new BufferGeometry();
  18100. const float32Array = new Float32Array( [
  18101. -0.5, -0.5, 0, 0, 0,
  18102. 0.5, -0.5, 0, 1, 0,
  18103. 0.5, 0.5, 0, 1, 1,
  18104. -0.5, 0.5, 0, 0, 1
  18105. ] );
  18106. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18107. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18108. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18109. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18110. }
  18111. /**
  18112. * The sprite geometry.
  18113. *
  18114. * @type {BufferGeometry}
  18115. */
  18116. this.geometry = _geometry;
  18117. /**
  18118. * The sprite material.
  18119. *
  18120. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18121. */
  18122. this.material = material;
  18123. /**
  18124. * The sprite's anchor point, and the point around which the sprite rotates.
  18125. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18126. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18127. *
  18128. * @type {Vector2}
  18129. * @default (0.5,0.5)
  18130. */
  18131. this.center = new Vector2( 0.5, 0.5 );
  18132. /**
  18133. * The number of instances of this sprite.
  18134. * Can only be used with {@link WebGPURenderer}.
  18135. *
  18136. * @type {number}
  18137. * @default 1
  18138. */
  18139. this.count = 1;
  18140. }
  18141. /**
  18142. * Computes intersection points between a casted ray and this sprite.
  18143. *
  18144. * @param {Raycaster} raycaster - The raycaster.
  18145. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18146. */
  18147. raycast( raycaster, intersects ) {
  18148. if ( raycaster.camera === null ) {
  18149. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18150. }
  18151. _worldScale.setFromMatrixScale( this.matrixWorld );
  18152. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18153. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18154. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18155. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18156. _worldScale.multiplyScalar( - _mvPosition.z );
  18157. }
  18158. const rotation = this.material.rotation;
  18159. let sin, cos;
  18160. if ( rotation !== 0 ) {
  18161. cos = Math.cos( rotation );
  18162. sin = Math.sin( rotation );
  18163. }
  18164. const center = this.center;
  18165. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18166. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18167. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18168. _uvA.set( 0, 0 );
  18169. _uvB.set( 1, 0 );
  18170. _uvC.set( 1, 1 );
  18171. // check first triangle
  18172. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18173. if ( intersect === null ) {
  18174. // check second triangle
  18175. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18176. _uvB.set( 0, 1 );
  18177. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18178. if ( intersect === null ) {
  18179. return;
  18180. }
  18181. }
  18182. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18183. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18184. intersects.push( {
  18185. distance: distance,
  18186. point: _intersectPoint.clone(),
  18187. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18188. face: null,
  18189. object: this
  18190. } );
  18191. }
  18192. copy( source, recursive ) {
  18193. super.copy( source, recursive );
  18194. if ( source.center !== undefined ) this.center.copy( source.center );
  18195. this.material = source.material;
  18196. return this;
  18197. }
  18198. }
  18199. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18200. // compute position in camera space
  18201. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18202. // to check if rotation is not zero
  18203. if ( sin !== undefined ) {
  18204. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18205. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18206. } else {
  18207. _rotatedPosition.copy( _alignedPosition );
  18208. }
  18209. vertexPosition.copy( mvPosition );
  18210. vertexPosition.x += _rotatedPosition.x;
  18211. vertexPosition.y += _rotatedPosition.y;
  18212. // transform to world space
  18213. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18214. }
  18215. const _v1$2 = /*@__PURE__*/ new Vector3();
  18216. const _v2$1 = /*@__PURE__*/ new Vector3();
  18217. /**
  18218. * A component for providing a basic Level of Detail (LOD) mechanism.
  18219. *
  18220. * Every LOD level is associated with an object, and rendering can be switched
  18221. * between them at the distances specified. Typically you would create, say,
  18222. * three meshes, one for far away (low detail), one for mid range (medium
  18223. * detail) and one for close up (high detail).
  18224. *
  18225. * ```js
  18226. * const lod = new THREE.LOD();
  18227. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18228. *
  18229. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18230. * for( let i = 0; i < 3; i++ ) {
  18231. *
  18232. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18233. * const mesh = new THREE.Mesh( geometry, material );
  18234. * lod.addLevel( mesh, i * 75 );
  18235. *
  18236. * }
  18237. *
  18238. * scene.add( lod );
  18239. * ```
  18240. *
  18241. * @augments Object3D
  18242. */
  18243. class LOD extends Object3D {
  18244. /**
  18245. * Constructs a new LOD.
  18246. */
  18247. constructor() {
  18248. super();
  18249. /**
  18250. * This flag can be used for type testing.
  18251. *
  18252. * @type {boolean}
  18253. * @readonly
  18254. * @default true
  18255. */
  18256. this.isLOD = true;
  18257. /**
  18258. * The current LOD index.
  18259. *
  18260. * @private
  18261. * @type {number}
  18262. * @default 0
  18263. */
  18264. this._currentLevel = 0;
  18265. this.type = 'LOD';
  18266. Object.defineProperties( this, {
  18267. /**
  18268. * This array holds the LOD levels.
  18269. *
  18270. * @name LOD#levels
  18271. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18272. */
  18273. levels: {
  18274. enumerable: true,
  18275. value: []
  18276. }
  18277. } );
  18278. /**
  18279. * Whether the LOD object is updated automatically by the renderer per frame
  18280. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18281. * render loop by yourself.
  18282. *
  18283. * @type {boolean}
  18284. * @default true
  18285. */
  18286. this.autoUpdate = true;
  18287. }
  18288. copy( source ) {
  18289. super.copy( source, false );
  18290. const levels = source.levels;
  18291. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18292. const level = levels[ i ];
  18293. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18294. }
  18295. this.autoUpdate = source.autoUpdate;
  18296. return this;
  18297. }
  18298. /**
  18299. * Adds a mesh that will display at a certain distance and greater. Typically
  18300. * the further away the distance, the lower the detail on the mesh.
  18301. *
  18302. * @param {Object3D} object - The 3D object to display at this level.
  18303. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18304. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18305. * @return {LOD} A reference to this instance.
  18306. */
  18307. addLevel( object, distance = 0, hysteresis = 0 ) {
  18308. distance = Math.abs( distance );
  18309. const levels = this.levels;
  18310. let l;
  18311. for ( l = 0; l < levels.length; l ++ ) {
  18312. if ( distance < levels[ l ].distance ) {
  18313. break;
  18314. }
  18315. }
  18316. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18317. this.add( object );
  18318. return this;
  18319. }
  18320. /**
  18321. * Removes an existing level, based on the distance from the camera.
  18322. * Returns `true` when the level has been removed. Otherwise `false`.
  18323. *
  18324. * @param {number} distance - Distance of the level to remove.
  18325. * @return {boolean} Whether the level has been removed or not.
  18326. */
  18327. removeLevel( distance ) {
  18328. const levels = this.levels;
  18329. for ( let i = 0; i < levels.length; i ++ ) {
  18330. if ( levels[ i ].distance === distance ) {
  18331. const removedElements = levels.splice( i, 1 );
  18332. this.remove( removedElements[ 0 ].object );
  18333. return true;
  18334. }
  18335. }
  18336. return false;
  18337. }
  18338. /**
  18339. * Returns the currently active LOD level index.
  18340. *
  18341. * @return {number} The current active LOD level index.
  18342. */
  18343. getCurrentLevel() {
  18344. return this._currentLevel;
  18345. }
  18346. /**
  18347. * Returns a reference to the first 3D object that is greater than
  18348. * the given distance.
  18349. *
  18350. * @param {number} distance - The LOD distance.
  18351. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18352. */
  18353. getObjectForDistance( distance ) {
  18354. const levels = this.levels;
  18355. if ( levels.length > 0 ) {
  18356. let i, l;
  18357. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18358. let levelDistance = levels[ i ].distance;
  18359. if ( levels[ i ].object.visible ) {
  18360. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18361. }
  18362. if ( distance < levelDistance ) {
  18363. break;
  18364. }
  18365. }
  18366. return levels[ i - 1 ].object;
  18367. }
  18368. return null;
  18369. }
  18370. /**
  18371. * Computes intersection points between a casted ray and this LOD.
  18372. *
  18373. * @param {Raycaster} raycaster - The raycaster.
  18374. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18375. */
  18376. raycast( raycaster, intersects ) {
  18377. const levels = this.levels;
  18378. if ( levels.length > 0 ) {
  18379. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18380. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18381. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18382. }
  18383. }
  18384. /**
  18385. * Updates the LOD by computing which LOD level should be visible according
  18386. * to the current distance of the given camera.
  18387. *
  18388. * @param {Camera} camera - The camera the scene is rendered with.
  18389. */
  18390. update( camera ) {
  18391. const levels = this.levels;
  18392. if ( levels.length > 1 ) {
  18393. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18394. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18395. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18396. levels[ 0 ].object.visible = true;
  18397. let i, l;
  18398. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18399. let levelDistance = levels[ i ].distance;
  18400. if ( levels[ i ].object.visible ) {
  18401. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18402. }
  18403. if ( distance >= levelDistance ) {
  18404. levels[ i - 1 ].object.visible = false;
  18405. levels[ i ].object.visible = true;
  18406. } else {
  18407. break;
  18408. }
  18409. }
  18410. this._currentLevel = i - 1;
  18411. for ( ; i < l; i ++ ) {
  18412. levels[ i ].object.visible = false;
  18413. }
  18414. }
  18415. }
  18416. toJSON( meta ) {
  18417. const data = super.toJSON( meta );
  18418. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18419. data.object.levels = [];
  18420. const levels = this.levels;
  18421. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18422. const level = levels[ i ];
  18423. data.object.levels.push( {
  18424. object: level.object.uuid,
  18425. distance: level.distance,
  18426. hysteresis: level.hysteresis
  18427. } );
  18428. }
  18429. return data;
  18430. }
  18431. }
  18432. const _basePosition = /*@__PURE__*/ new Vector3();
  18433. const _skinIndex = /*@__PURE__*/ new Vector4();
  18434. const _skinWeight = /*@__PURE__*/ new Vector4();
  18435. const _vector3 = /*@__PURE__*/ new Vector3();
  18436. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18437. const _vertex = /*@__PURE__*/ new Vector3();
  18438. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18439. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18440. const _ray$2 = /*@__PURE__*/ new Ray();
  18441. /**
  18442. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18443. * vertices of the geometry with skinning/skeleton animation.
  18444. *
  18445. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18446. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18447. * vertex to a certain extend.
  18448. *
  18449. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18450. * or {@link FBXLoader } import respective models.
  18451. *
  18452. * @augments Mesh
  18453. * @demo scenes/bones-browser.html
  18454. */
  18455. class SkinnedMesh extends Mesh {
  18456. /**
  18457. * Constructs a new skinned mesh.
  18458. *
  18459. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18460. * @param {Material|Array<Material>} [material] - The mesh material.
  18461. */
  18462. constructor( geometry, material ) {
  18463. super( geometry, material );
  18464. /**
  18465. * This flag can be used for type testing.
  18466. *
  18467. * @type {boolean}
  18468. * @readonly
  18469. * @default true
  18470. */
  18471. this.isSkinnedMesh = true;
  18472. this.type = 'SkinnedMesh';
  18473. /**
  18474. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18475. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18476. * across multiple skinned meshes.
  18477. *
  18478. * @type {(AttachedBindMode|DetachedBindMode)}
  18479. * @default AttachedBindMode
  18480. */
  18481. this.bindMode = AttachedBindMode;
  18482. /**
  18483. * The base matrix that is used for the bound bone transforms.
  18484. *
  18485. * @type {Matrix4}
  18486. */
  18487. this.bindMatrix = new Matrix4();
  18488. /**
  18489. * The base matrix that is used for resetting the bound bone transforms.
  18490. *
  18491. * @type {Matrix4}
  18492. */
  18493. this.bindMatrixInverse = new Matrix4();
  18494. /**
  18495. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18496. *
  18497. * @type {?Box3}
  18498. * @default null
  18499. */
  18500. this.boundingBox = null;
  18501. /**
  18502. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18503. *
  18504. * @type {?Sphere}
  18505. * @default null
  18506. */
  18507. this.boundingSphere = null;
  18508. }
  18509. /**
  18510. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18511. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18512. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18513. * the current animation state.
  18514. */
  18515. computeBoundingBox() {
  18516. const geometry = this.geometry;
  18517. if ( this.boundingBox === null ) {
  18518. this.boundingBox = new Box3();
  18519. }
  18520. this.boundingBox.makeEmpty();
  18521. const positionAttribute = geometry.getAttribute( 'position' );
  18522. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18523. this.getVertexPosition( i, _vertex );
  18524. this.boundingBox.expandByPoint( _vertex );
  18525. }
  18526. }
  18527. /**
  18528. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18529. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18530. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18531. * per frame in order to reflect the current animation state.
  18532. */
  18533. computeBoundingSphere() {
  18534. const geometry = this.geometry;
  18535. if ( this.boundingSphere === null ) {
  18536. this.boundingSphere = new Sphere();
  18537. }
  18538. this.boundingSphere.makeEmpty();
  18539. const positionAttribute = geometry.getAttribute( 'position' );
  18540. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18541. this.getVertexPosition( i, _vertex );
  18542. this.boundingSphere.expandByPoint( _vertex );
  18543. }
  18544. }
  18545. copy( source, recursive ) {
  18546. super.copy( source, recursive );
  18547. this.bindMode = source.bindMode;
  18548. this.bindMatrix.copy( source.bindMatrix );
  18549. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18550. this.skeleton = source.skeleton;
  18551. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18552. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18553. return this;
  18554. }
  18555. raycast( raycaster, intersects ) {
  18556. const material = this.material;
  18557. const matrixWorld = this.matrixWorld;
  18558. if ( material === undefined ) return;
  18559. // test with bounding sphere in world space
  18560. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18561. _sphere$5.copy( this.boundingSphere );
  18562. _sphere$5.applyMatrix4( matrixWorld );
  18563. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18564. // convert ray to local space of skinned mesh
  18565. _inverseMatrix$2.copy( matrixWorld ).invert();
  18566. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18567. // test with bounding box in local space
  18568. if ( this.boundingBox !== null ) {
  18569. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18570. }
  18571. // test for intersections with geometry
  18572. this._computeIntersections( raycaster, intersects, _ray$2 );
  18573. }
  18574. getVertexPosition( index, target ) {
  18575. super.getVertexPosition( index, target );
  18576. this.applyBoneTransform( index, target );
  18577. return target;
  18578. }
  18579. /**
  18580. * Binds the given skeleton to the skinned mesh.
  18581. *
  18582. * @param {Skeleton} skeleton - The skeleton to bind.
  18583. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18584. * the skinned mesh's world matrix will be used instead.
  18585. */
  18586. bind( skeleton, bindMatrix ) {
  18587. this.skeleton = skeleton;
  18588. if ( bindMatrix === undefined ) {
  18589. this.updateMatrixWorld( true );
  18590. this.skeleton.calculateInverses();
  18591. bindMatrix = this.matrixWorld;
  18592. }
  18593. this.bindMatrix.copy( bindMatrix );
  18594. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18595. }
  18596. /**
  18597. * This method sets the skinned mesh in the rest pose).
  18598. */
  18599. pose() {
  18600. this.skeleton.pose();
  18601. }
  18602. /**
  18603. * Normalizes the skin weights which are defined as a buffer attribute
  18604. * in the skinned mesh's geometry.
  18605. */
  18606. normalizeSkinWeights() {
  18607. const vector = new Vector4();
  18608. const skinWeight = this.geometry.attributes.skinWeight;
  18609. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18610. vector.fromBufferAttribute( skinWeight, i );
  18611. const scale = 1.0 / vector.manhattanLength();
  18612. if ( scale !== Infinity ) {
  18613. vector.multiplyScalar( scale );
  18614. } else {
  18615. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18616. }
  18617. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18618. }
  18619. }
  18620. updateMatrixWorld( force ) {
  18621. super.updateMatrixWorld( force );
  18622. if ( this.bindMode === AttachedBindMode ) {
  18623. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18624. } else if ( this.bindMode === DetachedBindMode ) {
  18625. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18626. } else {
  18627. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18628. }
  18629. }
  18630. /**
  18631. * Applies the bone transform associated with the given index to the given
  18632. * vertex position. Returns the updated vector.
  18633. *
  18634. * @param {number} index - The vertex index.
  18635. * @param {Vector3} target - The target object that is used to store the method's result.
  18636. * the skinned mesh's world matrix will be used instead.
  18637. * @return {Vector3} The updated vertex position.
  18638. */
  18639. applyBoneTransform( index, target ) {
  18640. const skeleton = this.skeleton;
  18641. const geometry = this.geometry;
  18642. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18643. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18644. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18645. target.set( 0, 0, 0 );
  18646. for ( let i = 0; i < 4; i ++ ) {
  18647. const weight = _skinWeight.getComponent( i );
  18648. if ( weight !== 0 ) {
  18649. const boneIndex = _skinIndex.getComponent( i );
  18650. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18651. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18652. }
  18653. }
  18654. return target.applyMatrix4( this.bindMatrixInverse );
  18655. }
  18656. }
  18657. /**
  18658. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18659. * the {@link SkinnedMesh}.
  18660. *
  18661. * ```js
  18662. * const root = new THREE.Bone();
  18663. * const child = new THREE.Bone();
  18664. *
  18665. * root.add( child );
  18666. * child.position.y = 5;
  18667. * ```
  18668. *
  18669. * @augments Object3D
  18670. */
  18671. class Bone extends Object3D {
  18672. /**
  18673. * Constructs a new bone.
  18674. */
  18675. constructor() {
  18676. super();
  18677. /**
  18678. * This flag can be used for type testing.
  18679. *
  18680. * @type {boolean}
  18681. * @readonly
  18682. * @default true
  18683. */
  18684. this.isBone = true;
  18685. this.type = 'Bone';
  18686. }
  18687. }
  18688. /**
  18689. * Creates a texture directly from raw buffer data.
  18690. *
  18691. * The interpretation of the data depends on type and format: If the type is
  18692. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18693. * texel data. If the format is `RGBAFormat`, data needs four values for
  18694. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18695. *
  18696. * @augments Texture
  18697. */
  18698. class DataTexture extends Texture {
  18699. /**
  18700. * Constructs a new data texture.
  18701. *
  18702. * @param {?TypedArray} [data=null] - The buffer data.
  18703. * @param {number} [width=1] - The width of the texture.
  18704. * @param {number} [height=1] - The height of the texture.
  18705. * @param {number} [format=RGBAFormat] - The texture format.
  18706. * @param {number} [type=UnsignedByteType] - The texture type.
  18707. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18708. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18709. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18710. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18711. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18712. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18713. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18714. */
  18715. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18716. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18717. /**
  18718. * This flag can be used for type testing.
  18719. *
  18720. * @type {boolean}
  18721. * @readonly
  18722. * @default true
  18723. */
  18724. this.isDataTexture = true;
  18725. /**
  18726. * The image definition of a data texture.
  18727. *
  18728. * @type {{data:TypedArray,width:number,height:number}}
  18729. */
  18730. this.image = { data: data, width: width, height: height };
  18731. /**
  18732. * Whether to generate mipmaps (if possible) for a texture.
  18733. *
  18734. * Overwritten and set to `false` by default.
  18735. *
  18736. * @type {boolean}
  18737. * @default false
  18738. */
  18739. this.generateMipmaps = false;
  18740. /**
  18741. * If set to `true`, the texture is flipped along the vertical axis when
  18742. * uploaded to the GPU.
  18743. *
  18744. * Overwritten and set to `false` by default.
  18745. *
  18746. * @type {boolean}
  18747. * @default false
  18748. */
  18749. this.flipY = false;
  18750. /**
  18751. * Specifies the alignment requirements for the start of each pixel row in memory.
  18752. *
  18753. * Overwritten and set to `1` by default.
  18754. *
  18755. * @type {boolean}
  18756. * @default 1
  18757. */
  18758. this.unpackAlignment = 1;
  18759. }
  18760. }
  18761. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18762. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18763. /**
  18764. * Class for representing the armatures in `three.js`. The skeleton
  18765. * is defined by a hierarchy of bones.
  18766. *
  18767. * ```js
  18768. * const bones = [];
  18769. *
  18770. * const shoulder = new THREE.Bone();
  18771. * const elbow = new THREE.Bone();
  18772. * const hand = new THREE.Bone();
  18773. *
  18774. * shoulder.add( elbow );
  18775. * elbow.add( hand );
  18776. *
  18777. * bones.push( shoulder , elbow, hand);
  18778. *
  18779. * shoulder.position.y = -5;
  18780. * elbow.position.y = 0;
  18781. * hand.position.y = 5;
  18782. *
  18783. * const armSkeleton = new THREE.Skeleton( bones );
  18784. * ```
  18785. */
  18786. class Skeleton {
  18787. /**
  18788. * Constructs a new skeleton.
  18789. *
  18790. * @param {Array<Bone>} [bones] - An array of bones.
  18791. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18792. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18793. */
  18794. constructor( bones = [], boneInverses = [] ) {
  18795. this.uuid = generateUUID();
  18796. /**
  18797. * An array of bones defining the skeleton.
  18798. *
  18799. * @type {Array<Bone>}
  18800. */
  18801. this.bones = bones.slice( 0 );
  18802. /**
  18803. * An array of bone inverse matrices.
  18804. *
  18805. * @type {Array<Matrix4>}
  18806. */
  18807. this.boneInverses = boneInverses;
  18808. /**
  18809. * An array buffer holding the bone data.
  18810. * Input data for {@link Skeleton#boneTexture}.
  18811. *
  18812. * @type {?Float32Array}
  18813. * @default null
  18814. */
  18815. this.boneMatrices = null;
  18816. /**
  18817. * An array buffer holding the bone data of the previous frame.
  18818. * Required for computing velocity. Maintained in {@link SkinningNode}.
  18819. *
  18820. * @type {?Float32Array}
  18821. * @default null
  18822. */
  18823. this.previousBoneMatrices = null;
  18824. /**
  18825. * A texture holding the bone data for use
  18826. * in the vertex shader.
  18827. *
  18828. * @type {?DataTexture}
  18829. * @default null
  18830. */
  18831. this.boneTexture = null;
  18832. this.init();
  18833. }
  18834. /**
  18835. * Initializes the skeleton. This method gets automatically called by the constructor
  18836. * but depending on how the skeleton is created it might be necessary to call this method
  18837. * manually.
  18838. */
  18839. init() {
  18840. const bones = this.bones;
  18841. const boneInverses = this.boneInverses;
  18842. this.boneMatrices = new Float32Array( bones.length * 16 );
  18843. // calculate inverse bone matrices if necessary
  18844. if ( boneInverses.length === 0 ) {
  18845. this.calculateInverses();
  18846. } else {
  18847. // handle special case
  18848. if ( bones.length !== boneInverses.length ) {
  18849. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18850. this.boneInverses = [];
  18851. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18852. this.boneInverses.push( new Matrix4() );
  18853. }
  18854. }
  18855. }
  18856. }
  18857. /**
  18858. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18859. * and fills it with new matrices.
  18860. */
  18861. calculateInverses() {
  18862. this.boneInverses.length = 0;
  18863. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18864. const inverse = new Matrix4();
  18865. if ( this.bones[ i ] ) {
  18866. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18867. }
  18868. this.boneInverses.push( inverse );
  18869. }
  18870. }
  18871. /**
  18872. * Resets the skeleton to the base pose.
  18873. */
  18874. pose() {
  18875. // recover the bind-time world matrices
  18876. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18877. const bone = this.bones[ i ];
  18878. if ( bone ) {
  18879. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18880. }
  18881. }
  18882. // compute the local matrices, positions, rotations and scales
  18883. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18884. const bone = this.bones[ i ];
  18885. if ( bone ) {
  18886. if ( bone.parent && bone.parent.isBone ) {
  18887. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18888. bone.matrix.multiply( bone.matrixWorld );
  18889. } else {
  18890. bone.matrix.copy( bone.matrixWorld );
  18891. }
  18892. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18893. }
  18894. }
  18895. }
  18896. /**
  18897. * Resets the skeleton to the base pose.
  18898. */
  18899. update() {
  18900. const bones = this.bones;
  18901. const boneInverses = this.boneInverses;
  18902. const boneMatrices = this.boneMatrices;
  18903. const boneTexture = this.boneTexture;
  18904. // flatten bone matrices to array
  18905. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18906. // compute the offset between the current and the original transform
  18907. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18908. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18909. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18910. }
  18911. if ( boneTexture !== null ) {
  18912. boneTexture.needsUpdate = true;
  18913. }
  18914. }
  18915. /**
  18916. * Returns a new skeleton with copied values from this instance.
  18917. *
  18918. * @return {Skeleton} A clone of this instance.
  18919. */
  18920. clone() {
  18921. return new Skeleton( this.bones, this.boneInverses );
  18922. }
  18923. /**
  18924. * Computes a data texture for passing bone data to the vertex shader.
  18925. *
  18926. * @return {Skeleton} A reference of this instance.
  18927. */
  18928. computeBoneTexture() {
  18929. // layout (1 matrix = 4 pixels)
  18930. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18931. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18932. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18933. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18934. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18935. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18936. size = Math.ceil( size / 4 ) * 4;
  18937. size = Math.max( size, 4 );
  18938. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18939. boneMatrices.set( this.boneMatrices ); // copy current values
  18940. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18941. boneTexture.needsUpdate = true;
  18942. this.boneMatrices = boneMatrices;
  18943. this.boneTexture = boneTexture;
  18944. return this;
  18945. }
  18946. /**
  18947. * Searches through the skeleton's bone array and returns the first with a
  18948. * matching name.
  18949. *
  18950. * @param {string} name - The name of the bone.
  18951. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18952. */
  18953. getBoneByName( name ) {
  18954. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18955. const bone = this.bones[ i ];
  18956. if ( bone.name === name ) {
  18957. return bone;
  18958. }
  18959. }
  18960. return undefined;
  18961. }
  18962. /**
  18963. * Frees the GPU-related resources allocated by this instance. Call this
  18964. * method whenever this instance is no longer used in your app.
  18965. */
  18966. dispose( ) {
  18967. if ( this.boneTexture !== null ) {
  18968. this.boneTexture.dispose();
  18969. this.boneTexture = null;
  18970. }
  18971. }
  18972. /**
  18973. * Setups the skeleton by the given JSON and bones.
  18974. *
  18975. * @param {Object} json - The skeleton as serialized JSON.
  18976. * @param {Object<string, Bone>} bones - An array of bones.
  18977. * @return {Skeleton} A reference of this instance.
  18978. */
  18979. fromJSON( json, bones ) {
  18980. this.uuid = json.uuid;
  18981. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18982. const uuid = json.bones[ i ];
  18983. let bone = bones[ uuid ];
  18984. if ( bone === undefined ) {
  18985. warn( 'Skeleton: No bone found with UUID:', uuid );
  18986. bone = new Bone();
  18987. }
  18988. this.bones.push( bone );
  18989. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18990. }
  18991. this.init();
  18992. return this;
  18993. }
  18994. /**
  18995. * Serializes the skeleton into JSON.
  18996. *
  18997. * @return {Object} A JSON object representing the serialized skeleton.
  18998. * @see {@link ObjectLoader#parse}
  18999. */
  19000. toJSON() {
  19001. const data = {
  19002. metadata: {
  19003. version: 4.7,
  19004. type: 'Skeleton',
  19005. generator: 'Skeleton.toJSON'
  19006. },
  19007. bones: [],
  19008. boneInverses: []
  19009. };
  19010. data.uuid = this.uuid;
  19011. const bones = this.bones;
  19012. const boneInverses = this.boneInverses;
  19013. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  19014. const bone = bones[ i ];
  19015. data.bones.push( bone.uuid );
  19016. const boneInverse = boneInverses[ i ];
  19017. data.boneInverses.push( boneInverse.toArray() );
  19018. }
  19019. return data;
  19020. }
  19021. }
  19022. /**
  19023. * An instanced version of a buffer attribute.
  19024. *
  19025. * @augments BufferAttribute
  19026. */
  19027. class InstancedBufferAttribute extends BufferAttribute {
  19028. /**
  19029. * Constructs a new instanced buffer attribute.
  19030. *
  19031. * @param {TypedArray} array - The array holding the attribute data.
  19032. * @param {number} itemSize - The item size.
  19033. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  19034. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  19035. */
  19036. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  19037. super( array, itemSize, normalized );
  19038. /**
  19039. * This flag can be used for type testing.
  19040. *
  19041. * @type {boolean}
  19042. * @readonly
  19043. * @default true
  19044. */
  19045. this.isInstancedBufferAttribute = true;
  19046. /**
  19047. * Defines how often a value of this buffer attribute should be repeated. A
  19048. * value of one means that each value of the instanced attribute is used for
  19049. * a single instance. A value of two means that each value is used for two
  19050. * consecutive instances (and so on).
  19051. *
  19052. * @type {number}
  19053. * @default 1
  19054. */
  19055. this.meshPerAttribute = meshPerAttribute;
  19056. }
  19057. copy( source ) {
  19058. super.copy( source );
  19059. this.meshPerAttribute = source.meshPerAttribute;
  19060. return this;
  19061. }
  19062. toJSON() {
  19063. const data = super.toJSON();
  19064. data.meshPerAttribute = this.meshPerAttribute;
  19065. data.isInstancedBufferAttribute = true;
  19066. return data;
  19067. }
  19068. }
  19069. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  19070. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  19071. const _instanceIntersects = [];
  19072. const _box3 = /*@__PURE__*/ new Box3();
  19073. const _identity = /*@__PURE__*/ new Matrix4();
  19074. const _mesh$1 = /*@__PURE__*/ new Mesh();
  19075. const _sphere$4 = /*@__PURE__*/ new Sphere();
  19076. /**
  19077. * A special version of a mesh with instanced rendering support. Use
  19078. * this class if you have to render a large number of objects with the same
  19079. * geometry and material(s) but with different world transformations. The usage
  19080. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  19081. * improve the overall rendering performance in your application.
  19082. *
  19083. * @augments Mesh
  19084. */
  19085. class InstancedMesh extends Mesh {
  19086. /**
  19087. * Constructs a new instanced mesh.
  19088. *
  19089. * @param {BufferGeometry} [geometry] - The mesh geometry.
  19090. * @param {Material|Array<Material>} [material] - The mesh material.
  19091. * @param {number} count - The number of instances.
  19092. */
  19093. constructor( geometry, material, count ) {
  19094. super( geometry, material );
  19095. /**
  19096. * This flag can be used for type testing.
  19097. *
  19098. * @type {boolean}
  19099. * @readonly
  19100. * @default true
  19101. */
  19102. this.isInstancedMesh = true;
  19103. /**
  19104. * Represents the local transformation of all instances. You have to set its
  19105. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19106. * via {@link InstancedMesh#setMatrixAt}.
  19107. *
  19108. * @type {InstancedBufferAttribute}
  19109. */
  19110. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19111. /**
  19112. * Represents the color of all instances. You have to set its
  19113. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19114. * via {@link InstancedMesh#setColorAt}.
  19115. *
  19116. * @type {?InstancedBufferAttribute}
  19117. * @default null
  19118. */
  19119. this.instanceColor = null;
  19120. /**
  19121. * Represents the morph target weights of all instances. You have to set its
  19122. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19123. * via {@link InstancedMesh#setMorphAt}.
  19124. *
  19125. * @type {?DataTexture}
  19126. * @default null
  19127. */
  19128. this.morphTexture = null;
  19129. /**
  19130. * The number of instances.
  19131. *
  19132. * @type {number}
  19133. */
  19134. this.count = count;
  19135. /**
  19136. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19137. *
  19138. * @type {?Box3}
  19139. * @default null
  19140. */
  19141. this.boundingBox = null;
  19142. /**
  19143. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19144. *
  19145. * @type {?Sphere}
  19146. * @default null
  19147. */
  19148. this.boundingSphere = null;
  19149. for ( let i = 0; i < count; i ++ ) {
  19150. this.setMatrixAt( i, _identity );
  19151. }
  19152. }
  19153. /**
  19154. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19155. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19156. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19157. */
  19158. computeBoundingBox() {
  19159. const geometry = this.geometry;
  19160. const count = this.count;
  19161. if ( this.boundingBox === null ) {
  19162. this.boundingBox = new Box3();
  19163. }
  19164. if ( geometry.boundingBox === null ) {
  19165. geometry.computeBoundingBox();
  19166. }
  19167. this.boundingBox.makeEmpty();
  19168. for ( let i = 0; i < count; i ++ ) {
  19169. this.getMatrixAt( i, _instanceLocalMatrix );
  19170. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19171. this.boundingBox.union( _box3 );
  19172. }
  19173. }
  19174. /**
  19175. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19176. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19177. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19178. */
  19179. computeBoundingSphere() {
  19180. const geometry = this.geometry;
  19181. const count = this.count;
  19182. if ( this.boundingSphere === null ) {
  19183. this.boundingSphere = new Sphere();
  19184. }
  19185. if ( geometry.boundingSphere === null ) {
  19186. geometry.computeBoundingSphere();
  19187. }
  19188. this.boundingSphere.makeEmpty();
  19189. for ( let i = 0; i < count; i ++ ) {
  19190. this.getMatrixAt( i, _instanceLocalMatrix );
  19191. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19192. this.boundingSphere.union( _sphere$4 );
  19193. }
  19194. }
  19195. copy( source, recursive ) {
  19196. super.copy( source, recursive );
  19197. this.instanceMatrix.copy( source.instanceMatrix );
  19198. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19199. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19200. this.count = source.count;
  19201. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19202. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19203. return this;
  19204. }
  19205. /**
  19206. * Gets the color of the defined instance.
  19207. *
  19208. * @param {number} index - The instance index.
  19209. * @param {Color} color - The target object that is used to store the method's result.
  19210. */
  19211. getColorAt( index, color ) {
  19212. color.fromArray( this.instanceColor.array, index * 3 );
  19213. }
  19214. /**
  19215. * Gets the local transformation matrix of the defined instance.
  19216. *
  19217. * @param {number} index - The instance index.
  19218. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19219. */
  19220. getMatrixAt( index, matrix ) {
  19221. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19222. }
  19223. /**
  19224. * Gets the morph target weights of the defined instance.
  19225. *
  19226. * @param {number} index - The instance index.
  19227. * @param {Mesh} object - The target object that is used to store the method's result.
  19228. */
  19229. getMorphAt( index, object ) {
  19230. const objectInfluences = object.morphTargetInfluences;
  19231. const array = this.morphTexture.source.data.data;
  19232. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19233. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19234. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19235. objectInfluences[ i ] = array[ dataIndex + i ];
  19236. }
  19237. }
  19238. raycast( raycaster, intersects ) {
  19239. const matrixWorld = this.matrixWorld;
  19240. const raycastTimes = this.count;
  19241. _mesh$1.geometry = this.geometry;
  19242. _mesh$1.material = this.material;
  19243. if ( _mesh$1.material === undefined ) return;
  19244. // test with bounding sphere first
  19245. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19246. _sphere$4.copy( this.boundingSphere );
  19247. _sphere$4.applyMatrix4( matrixWorld );
  19248. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19249. // now test each instance
  19250. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19251. // calculate the world matrix for each instance
  19252. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19253. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19254. // the mesh represents this single instance
  19255. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19256. _mesh$1.raycast( raycaster, _instanceIntersects );
  19257. // process the result of raycast
  19258. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19259. const intersect = _instanceIntersects[ i ];
  19260. intersect.instanceId = instanceId;
  19261. intersect.object = this;
  19262. intersects.push( intersect );
  19263. }
  19264. _instanceIntersects.length = 0;
  19265. }
  19266. }
  19267. /**
  19268. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19269. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19270. *
  19271. * @param {number} index - The instance index.
  19272. * @param {Color} color - The instance color.
  19273. */
  19274. setColorAt( index, color ) {
  19275. if ( this.instanceColor === null ) {
  19276. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19277. }
  19278. color.toArray( this.instanceColor.array, index * 3 );
  19279. }
  19280. /**
  19281. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19282. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19283. *
  19284. * @param {number} index - The instance index.
  19285. * @param {Matrix4} matrix - The local transformation.
  19286. */
  19287. setMatrixAt( index, matrix ) {
  19288. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19289. }
  19290. /**
  19291. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19292. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19293. *
  19294. * @param {number} index - The instance index.
  19295. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19296. * of a single instance.
  19297. */
  19298. setMorphAt( index, object ) {
  19299. const objectInfluences = object.morphTargetInfluences;
  19300. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19301. if ( this.morphTexture === null ) {
  19302. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19303. }
  19304. const array = this.morphTexture.source.data.data;
  19305. let morphInfluencesSum = 0;
  19306. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19307. morphInfluencesSum += objectInfluences[ i ];
  19308. }
  19309. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19310. const dataIndex = len * index;
  19311. array[ dataIndex ] = morphBaseInfluence;
  19312. array.set( objectInfluences, dataIndex + 1 );
  19313. }
  19314. updateMorphTargets() {
  19315. }
  19316. /**
  19317. * Frees the GPU-related resources allocated by this instance. Call this
  19318. * method whenever this instance is no longer used in your app.
  19319. */
  19320. dispose() {
  19321. this.dispatchEvent( { type: 'dispose' } );
  19322. if ( this.morphTexture !== null ) {
  19323. this.morphTexture.dispose();
  19324. this.morphTexture = null;
  19325. }
  19326. }
  19327. }
  19328. const _vector1 = /*@__PURE__*/ new Vector3();
  19329. const _vector2 = /*@__PURE__*/ new Vector3();
  19330. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19331. /**
  19332. * A two dimensional surface that extends infinitely in 3D space, represented
  19333. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  19334. * by a unit length normal vector and a constant.
  19335. */
  19336. class Plane {
  19337. /**
  19338. * Constructs a new plane.
  19339. *
  19340. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19341. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19342. */
  19343. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19344. /**
  19345. * This flag can be used for type testing.
  19346. *
  19347. * @type {boolean}
  19348. * @readonly
  19349. * @default true
  19350. */
  19351. this.isPlane = true;
  19352. /**
  19353. * A unit length vector defining the normal of the plane.
  19354. *
  19355. * @type {Vector3}
  19356. */
  19357. this.normal = normal;
  19358. /**
  19359. * The signed distance from the origin to the plane.
  19360. *
  19361. * @type {number}
  19362. * @default 0
  19363. */
  19364. this.constant = constant;
  19365. }
  19366. /**
  19367. * Sets the plane components by copying the given values.
  19368. *
  19369. * @param {Vector3} normal - The normal.
  19370. * @param {number} constant - The constant.
  19371. * @return {Plane} A reference to this plane.
  19372. */
  19373. set( normal, constant ) {
  19374. this.normal.copy( normal );
  19375. this.constant = constant;
  19376. return this;
  19377. }
  19378. /**
  19379. * Sets the plane components by defining `x`, `y`, `z` as the
  19380. * plane normal and `w` as the constant.
  19381. *
  19382. * @param {number} x - The value for the normal's x component.
  19383. * @param {number} y - The value for the normal's y component.
  19384. * @param {number} z - The value for the normal's z component.
  19385. * @param {number} w - The constant value.
  19386. * @return {Plane} A reference to this plane.
  19387. */
  19388. setComponents( x, y, z, w ) {
  19389. this.normal.set( x, y, z );
  19390. this.constant = w;
  19391. return this;
  19392. }
  19393. /**
  19394. * Sets the plane from the given normal and coplanar point (that is a point
  19395. * that lies onto the plane).
  19396. *
  19397. * @param {Vector3} normal - The normal.
  19398. * @param {Vector3} point - A coplanar point.
  19399. * @return {Plane} A reference to this plane.
  19400. */
  19401. setFromNormalAndCoplanarPoint( normal, point ) {
  19402. this.normal.copy( normal );
  19403. this.constant = - point.dot( this.normal );
  19404. return this;
  19405. }
  19406. /**
  19407. * Sets the plane from three coplanar points. The winding order is
  19408. * assumed to be counter-clockwise, and determines the direction of
  19409. * the plane normal.
  19410. *
  19411. * @param {Vector3} a - The first coplanar point.
  19412. * @param {Vector3} b - The second coplanar point.
  19413. * @param {Vector3} c - The third coplanar point.
  19414. * @return {Plane} A reference to this plane.
  19415. */
  19416. setFromCoplanarPoints( a, b, c ) {
  19417. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19418. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19419. this.setFromNormalAndCoplanarPoint( normal, a );
  19420. return this;
  19421. }
  19422. /**
  19423. * Copies the values of the given plane to this instance.
  19424. *
  19425. * @param {Plane} plane - The plane to copy.
  19426. * @return {Plane} A reference to this plane.
  19427. */
  19428. copy( plane ) {
  19429. this.normal.copy( plane.normal );
  19430. this.constant = plane.constant;
  19431. return this;
  19432. }
  19433. /**
  19434. * Normalizes the plane normal and adjusts the constant accordingly.
  19435. *
  19436. * @return {Plane} A reference to this plane.
  19437. */
  19438. normalize() {
  19439. // Note: will lead to a divide by zero if the plane is invalid.
  19440. const inverseNormalLength = 1.0 / this.normal.length();
  19441. this.normal.multiplyScalar( inverseNormalLength );
  19442. this.constant *= inverseNormalLength;
  19443. return this;
  19444. }
  19445. /**
  19446. * Negates both the plane normal and the constant.
  19447. *
  19448. * @return {Plane} A reference to this plane.
  19449. */
  19450. negate() {
  19451. this.constant *= -1;
  19452. this.normal.negate();
  19453. return this;
  19454. }
  19455. /**
  19456. * Returns the signed distance from the given point to this plane.
  19457. *
  19458. * @param {Vector3} point - The point to compute the distance for.
  19459. * @return {number} The signed distance.
  19460. */
  19461. distanceToPoint( point ) {
  19462. return this.normal.dot( point ) + this.constant;
  19463. }
  19464. /**
  19465. * Returns the signed distance from the given sphere to this plane.
  19466. *
  19467. * @param {Sphere} sphere - The sphere to compute the distance for.
  19468. * @return {number} The signed distance.
  19469. */
  19470. distanceToSphere( sphere ) {
  19471. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19472. }
  19473. /**
  19474. * Projects a the given point onto the plane.
  19475. *
  19476. * @param {Vector3} point - The point to project.
  19477. * @param {Vector3} target - The target vector that is used to store the method's result.
  19478. * @return {Vector3} The projected point on the plane.
  19479. */
  19480. projectPoint( point, target ) {
  19481. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19482. }
  19483. /**
  19484. * Returns the intersection point of the passed line and the plane. Returns
  19485. * `null` if the line does not intersect. Returns the line's starting point if
  19486. * the line is coplanar with the plane.
  19487. *
  19488. * @param {Line3} line - The line to compute the intersection for.
  19489. * @param {Vector3} target - The target vector that is used to store the method's result.
  19490. * @return {?Vector3} The intersection point.
  19491. */
  19492. intersectLine( line, target ) {
  19493. const direction = line.delta( _vector1 );
  19494. const denominator = this.normal.dot( direction );
  19495. if ( denominator === 0 ) {
  19496. // line is coplanar, return origin
  19497. if ( this.distanceToPoint( line.start ) === 0 ) {
  19498. return target.copy( line.start );
  19499. }
  19500. // Unsure if this is the correct method to handle this case.
  19501. return null;
  19502. }
  19503. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19504. if ( t < 0 || t > 1 ) {
  19505. return null;
  19506. }
  19507. return target.copy( line.start ).addScaledVector( direction, t );
  19508. }
  19509. /**
  19510. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19511. *
  19512. * @param {Line3} line - The line to test.
  19513. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19514. */
  19515. intersectsLine( line ) {
  19516. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19517. const startSign = this.distanceToPoint( line.start );
  19518. const endSign = this.distanceToPoint( line.end );
  19519. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19520. }
  19521. /**
  19522. * Returns `true` if the given bounding box intersects with the plane.
  19523. *
  19524. * @param {Box3} box - The bounding box to test.
  19525. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19526. */
  19527. intersectsBox( box ) {
  19528. return box.intersectsPlane( this );
  19529. }
  19530. /**
  19531. * Returns `true` if the given bounding sphere intersects with the plane.
  19532. *
  19533. * @param {Sphere} sphere - The bounding sphere to test.
  19534. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19535. */
  19536. intersectsSphere( sphere ) {
  19537. return sphere.intersectsPlane( this );
  19538. }
  19539. /**
  19540. * Returns a coplanar vector to the plane, by calculating the
  19541. * projection of the normal at the origin onto the plane.
  19542. *
  19543. * @param {Vector3} target - The target vector that is used to store the method's result.
  19544. * @return {Vector3} The coplanar point.
  19545. */
  19546. coplanarPoint( target ) {
  19547. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19548. }
  19549. /**
  19550. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19551. *
  19552. * The optional normal matrix can be pre-computed like so:
  19553. * ```js
  19554. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19555. * ```
  19556. *
  19557. * @param {Matrix4} matrix - The transformation matrix.
  19558. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19559. * @return {Plane} A reference to this plane.
  19560. */
  19561. applyMatrix4( matrix, optionalNormalMatrix ) {
  19562. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19563. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19564. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19565. this.constant = - referencePoint.dot( normal );
  19566. return this;
  19567. }
  19568. /**
  19569. * Translates the plane by the distance defined by the given offset vector.
  19570. * Note that this only affects the plane constant and will not affect the normal vector.
  19571. *
  19572. * @param {Vector3} offset - The offset vector.
  19573. * @return {Plane} A reference to this plane.
  19574. */
  19575. translate( offset ) {
  19576. this.constant -= offset.dot( this.normal );
  19577. return this;
  19578. }
  19579. /**
  19580. * Returns `true` if this plane is equal with the given one.
  19581. *
  19582. * @param {Plane} plane - The plane to test for equality.
  19583. * @return {boolean} Whether this plane is equal with the given one.
  19584. */
  19585. equals( plane ) {
  19586. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19587. }
  19588. /**
  19589. * Returns a new plane with copied values from this instance.
  19590. *
  19591. * @return {Plane} A clone of this instance.
  19592. */
  19593. clone() {
  19594. return new this.constructor().copy( this );
  19595. }
  19596. }
  19597. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19598. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19599. const _vector$6 = /*@__PURE__*/ new Vector3();
  19600. /**
  19601. * Frustums are used to determine what is inside the camera's field of view.
  19602. * They help speed up the rendering process - objects which lie outside a camera's
  19603. * frustum can safely be excluded from rendering.
  19604. *
  19605. * This class is mainly intended for use internally by a renderer.
  19606. */
  19607. class Frustum {
  19608. /**
  19609. * Constructs a new frustum.
  19610. *
  19611. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19612. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19613. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19614. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19615. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19616. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19617. */
  19618. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19619. /**
  19620. * This array holds the planes that enclose the frustum.
  19621. *
  19622. * @type {Array<Plane>}
  19623. */
  19624. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19625. }
  19626. /**
  19627. * Sets the frustum planes by copying the given planes.
  19628. *
  19629. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19630. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19631. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19632. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19633. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19634. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19635. * @return {Frustum} A reference to this frustum.
  19636. */
  19637. set( p0, p1, p2, p3, p4, p5 ) {
  19638. const planes = this.planes;
  19639. planes[ 0 ].copy( p0 );
  19640. planes[ 1 ].copy( p1 );
  19641. planes[ 2 ].copy( p2 );
  19642. planes[ 3 ].copy( p3 );
  19643. planes[ 4 ].copy( p4 );
  19644. planes[ 5 ].copy( p5 );
  19645. return this;
  19646. }
  19647. /**
  19648. * Copies the values of the given frustum to this instance.
  19649. *
  19650. * @param {Frustum} frustum - The frustum to copy.
  19651. * @return {Frustum} A reference to this frustum.
  19652. */
  19653. copy( frustum ) {
  19654. const planes = this.planes;
  19655. for ( let i = 0; i < 6; i ++ ) {
  19656. planes[ i ].copy( frustum.planes[ i ] );
  19657. }
  19658. return this;
  19659. }
  19660. /**
  19661. * Sets the frustum planes from the given projection matrix.
  19662. *
  19663. * @param {Matrix4} m - The projection matrix.
  19664. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19665. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19666. * @return {Frustum} A reference to this frustum.
  19667. */
  19668. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19669. const planes = this.planes;
  19670. const me = m.elements;
  19671. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19672. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19673. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19674. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19675. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19676. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19677. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19678. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19679. if ( reversedDepth ) {
  19680. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19681. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19682. } else {
  19683. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19684. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19685. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19686. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19687. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19688. } else {
  19689. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19690. }
  19691. }
  19692. return this;
  19693. }
  19694. /**
  19695. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19696. *
  19697. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19698. *
  19699. * @param {Object3D} object - The 3D object to test.
  19700. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19701. */
  19702. intersectsObject( object ) {
  19703. if ( object.boundingSphere !== undefined ) {
  19704. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19705. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19706. } else {
  19707. const geometry = object.geometry;
  19708. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19709. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19710. }
  19711. return this.intersectsSphere( _sphere$3 );
  19712. }
  19713. /**
  19714. * Returns `true` if the given sprite is intersecting this frustum.
  19715. *
  19716. * @param {Sprite} sprite - The sprite to test.
  19717. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19718. */
  19719. intersectsSprite( sprite ) {
  19720. _sphere$3.center.set( 0, 0, 0 );
  19721. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19722. _sphere$3.radius = 0.7071067811865476 + offset;
  19723. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19724. return this.intersectsSphere( _sphere$3 );
  19725. }
  19726. /**
  19727. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19728. *
  19729. * @param {Sphere} sphere - The bounding sphere to test.
  19730. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19731. */
  19732. intersectsSphere( sphere ) {
  19733. const planes = this.planes;
  19734. const center = sphere.center;
  19735. const negRadius = - sphere.radius;
  19736. for ( let i = 0; i < 6; i ++ ) {
  19737. const distance = planes[ i ].distanceToPoint( center );
  19738. if ( distance < negRadius ) {
  19739. return false;
  19740. }
  19741. }
  19742. return true;
  19743. }
  19744. /**
  19745. * Returns `true` if the given bounding box is intersecting this frustum.
  19746. *
  19747. * @param {Box3} box - The bounding box to test.
  19748. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19749. */
  19750. intersectsBox( box ) {
  19751. const planes = this.planes;
  19752. for ( let i = 0; i < 6; i ++ ) {
  19753. const plane = planes[ i ];
  19754. // corner at max distance
  19755. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19756. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19757. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19758. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19759. return false;
  19760. }
  19761. }
  19762. return true;
  19763. }
  19764. /**
  19765. * Returns `true` if the given point lies within the frustum.
  19766. *
  19767. * @param {Vector3} point - The point to test.
  19768. * @return {boolean} Whether the point lies within this frustum or not.
  19769. */
  19770. containsPoint( point ) {
  19771. const planes = this.planes;
  19772. for ( let i = 0; i < 6; i ++ ) {
  19773. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19774. return false;
  19775. }
  19776. }
  19777. return true;
  19778. }
  19779. /**
  19780. * Returns a new frustum with copied values from this instance.
  19781. *
  19782. * @return {Frustum} A clone of this instance.
  19783. */
  19784. clone() {
  19785. return new this.constructor().copy( this );
  19786. }
  19787. }
  19788. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  19789. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19790. /**
  19791. * FrustumArray is used to determine if an object is visible in at least one camera
  19792. * from an array of cameras. This is particularly useful for multi-view renderers.
  19793. */
  19794. class FrustumArray {
  19795. /**
  19796. * Constructs a new frustum array.
  19797. *
  19798. */
  19799. constructor() {
  19800. /**
  19801. * The coordinate system to use.
  19802. *
  19803. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19804. * @default WebGLCoordinateSystem
  19805. */
  19806. this.coordinateSystem = WebGLCoordinateSystem;
  19807. }
  19808. /**
  19809. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19810. * from the camera array.
  19811. *
  19812. * @param {Object3D} object - The 3D object to test.
  19813. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19814. * @return {boolean} Whether the 3D object is visible in any camera.
  19815. */
  19816. intersectsObject( object, cameraArray ) {
  19817. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19818. return false;
  19819. }
  19820. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19821. const camera = cameraArray.cameras[ i ];
  19822. _projScreenMatrix$1.multiplyMatrices(
  19823. camera.projectionMatrix,
  19824. camera.matrixWorldInverse
  19825. );
  19826. _frustum$1.setFromProjectionMatrix(
  19827. _projScreenMatrix$1,
  19828. camera.coordinateSystem,
  19829. camera.reversedDepth
  19830. );
  19831. if ( _frustum$1.intersectsObject( object ) ) {
  19832. return true; // Object is visible in at least one camera
  19833. }
  19834. }
  19835. return false; // Not visible in any camera
  19836. }
  19837. /**
  19838. * Returns `true` if the given sprite is intersecting any frustum
  19839. * from the camera array.
  19840. *
  19841. * @param {Sprite} sprite - The sprite to test.
  19842. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19843. * @return {boolean} Whether the sprite is visible in any camera.
  19844. */
  19845. intersectsSprite( sprite, cameraArray ) {
  19846. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19847. return false;
  19848. }
  19849. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19850. const camera = cameraArray.cameras[ i ];
  19851. _projScreenMatrix$1.multiplyMatrices(
  19852. camera.projectionMatrix,
  19853. camera.matrixWorldInverse
  19854. );
  19855. _frustum$1.setFromProjectionMatrix(
  19856. _projScreenMatrix$1,
  19857. camera.coordinateSystem,
  19858. camera.reversedDepth
  19859. );
  19860. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19861. return true; // Sprite is visible in at least one camera
  19862. }
  19863. }
  19864. return false; // Not visible in any camera
  19865. }
  19866. /**
  19867. * Returns `true` if the given bounding sphere is intersecting any frustum
  19868. * from the camera array.
  19869. *
  19870. * @param {Sphere} sphere - The bounding sphere to test.
  19871. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19872. * @return {boolean} Whether the sphere is visible in any camera.
  19873. */
  19874. intersectsSphere( sphere, cameraArray ) {
  19875. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19876. return false;
  19877. }
  19878. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19879. const camera = cameraArray.cameras[ i ];
  19880. _projScreenMatrix$1.multiplyMatrices(
  19881. camera.projectionMatrix,
  19882. camera.matrixWorldInverse
  19883. );
  19884. _frustum$1.setFromProjectionMatrix(
  19885. _projScreenMatrix$1,
  19886. camera.coordinateSystem,
  19887. camera.reversedDepth
  19888. );
  19889. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19890. return true; // Sphere is visible in at least one camera
  19891. }
  19892. }
  19893. return false; // Not visible in any camera
  19894. }
  19895. /**
  19896. * Returns `true` if the given bounding box is intersecting any frustum
  19897. * from the camera array.
  19898. *
  19899. * @param {Box3} box - The bounding box to test.
  19900. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19901. * @return {boolean} Whether the box is visible in any camera.
  19902. */
  19903. intersectsBox( box, cameraArray ) {
  19904. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19905. return false;
  19906. }
  19907. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19908. const camera = cameraArray.cameras[ i ];
  19909. _projScreenMatrix$1.multiplyMatrices(
  19910. camera.projectionMatrix,
  19911. camera.matrixWorldInverse
  19912. );
  19913. _frustum$1.setFromProjectionMatrix(
  19914. _projScreenMatrix$1,
  19915. camera.coordinateSystem,
  19916. camera.reversedDepth
  19917. );
  19918. if ( _frustum$1.intersectsBox( box ) ) {
  19919. return true; // Box is visible in at least one camera
  19920. }
  19921. }
  19922. return false; // Not visible in any camera
  19923. }
  19924. /**
  19925. * Returns `true` if the given point lies within any frustum
  19926. * from the camera array.
  19927. *
  19928. * @param {Vector3} point - The point to test.
  19929. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19930. * @return {boolean} Whether the point is visible in any camera.
  19931. */
  19932. containsPoint( point, cameraArray ) {
  19933. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19934. return false;
  19935. }
  19936. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19937. const camera = cameraArray.cameras[ i ];
  19938. _projScreenMatrix$1.multiplyMatrices(
  19939. camera.projectionMatrix,
  19940. camera.matrixWorldInverse
  19941. );
  19942. _frustum$1.setFromProjectionMatrix(
  19943. _projScreenMatrix$1,
  19944. camera.coordinateSystem,
  19945. camera.reversedDepth
  19946. );
  19947. if ( _frustum$1.containsPoint( point ) ) {
  19948. return true; // Point is visible in at least one camera
  19949. }
  19950. }
  19951. return false; // Not visible in any camera
  19952. }
  19953. /**
  19954. * Returns a new frustum array with copied values from this instance.
  19955. *
  19956. * @return {FrustumArray} A clone of this instance.
  19957. */
  19958. clone() {
  19959. return new FrustumArray();
  19960. }
  19961. }
  19962. function ascIdSort( a, b ) {
  19963. return a - b;
  19964. }
  19965. function sortOpaque( a, b ) {
  19966. return a.z - b.z;
  19967. }
  19968. function sortTransparent( a, b ) {
  19969. return b.z - a.z;
  19970. }
  19971. class MultiDrawRenderList {
  19972. constructor() {
  19973. this.index = 0;
  19974. this.pool = [];
  19975. this.list = [];
  19976. }
  19977. push( start, count, z, index ) {
  19978. const pool = this.pool;
  19979. const list = this.list;
  19980. if ( this.index >= pool.length ) {
  19981. pool.push( {
  19982. start: -1,
  19983. count: -1,
  19984. z: -1,
  19985. index: -1,
  19986. } );
  19987. }
  19988. const item = pool[ this.index ];
  19989. list.push( item );
  19990. this.index ++;
  19991. item.start = start;
  19992. item.count = count;
  19993. item.z = z;
  19994. item.index = index;
  19995. }
  19996. reset() {
  19997. this.list.length = 0;
  19998. this.index = 0;
  19999. }
  20000. }
  20001. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  20002. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  20003. const _frustum = /*@__PURE__*/ new Frustum();
  20004. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  20005. const _box$1 = /*@__PURE__*/ new Box3();
  20006. const _sphere$2 = /*@__PURE__*/ new Sphere();
  20007. const _vector$5 = /*@__PURE__*/ new Vector3();
  20008. const _forward$1 = /*@__PURE__*/ new Vector3();
  20009. const _temp = /*@__PURE__*/ new Vector3();
  20010. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  20011. const _mesh = /*@__PURE__*/ new Mesh();
  20012. const _batchIntersects = [];
  20013. // copies data from attribute "src" into "target" starting at "targetOffset"
  20014. function copyAttributeData( src, target, targetOffset = 0 ) {
  20015. const itemSize = target.itemSize;
  20016. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  20017. // use the component getters and setters if the array data cannot
  20018. // be copied directly
  20019. const vertexCount = src.count;
  20020. for ( let i = 0; i < vertexCount; i ++ ) {
  20021. for ( let c = 0; c < itemSize; c ++ ) {
  20022. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  20023. }
  20024. }
  20025. } else {
  20026. // faster copy approach using typed array set function
  20027. target.array.set( src.array, targetOffset * itemSize );
  20028. }
  20029. target.needsUpdate = true;
  20030. }
  20031. // safely copies array contents to a potentially smaller array
  20032. function copyArrayContents( src, target ) {
  20033. if ( src.constructor !== target.constructor ) {
  20034. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  20035. const len = Math.min( src.length, target.length );
  20036. for ( let i = 0; i < len; i ++ ) {
  20037. target[ i ] = src[ i ];
  20038. }
  20039. } else {
  20040. // if the arrays use the same data layout we can use a fast block copy
  20041. const len = Math.min( src.length, target.length );
  20042. target.set( new src.constructor( src.buffer, 0, len ) );
  20043. }
  20044. }
  20045. /**
  20046. * A special version of a mesh with multi draw batch rendering support. Use
  20047. * this class if you have to render a large number of objects with the same
  20048. * material but with different geometries or world transformations. The usage of
  20049. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  20050. * rendering performance in your application.
  20051. *
  20052. * ```js
  20053. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  20054. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  20055. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  20056. *
  20057. * // initialize and add geometries into the batched mesh
  20058. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  20059. * const boxGeometryId = batchedMesh.addGeometry( box );
  20060. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  20061. *
  20062. * // create instances of those geometries
  20063. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  20064. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  20065. *
  20066. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  20067. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  20068. *
  20069. * // position the geometries
  20070. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  20071. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  20072. *
  20073. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  20074. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  20075. *
  20076. * scene.add( batchedMesh );
  20077. * ```
  20078. *
  20079. * @augments Mesh
  20080. */
  20081. class BatchedMesh extends Mesh {
  20082. /**
  20083. * Constructs a new batched mesh.
  20084. *
  20085. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  20086. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  20087. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  20088. * @param {Material|Array<Material>} [material] - The mesh material.
  20089. */
  20090. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  20091. super( new BufferGeometry(), material );
  20092. /**
  20093. * This flag can be used for type testing.
  20094. *
  20095. * @type {boolean}
  20096. * @readonly
  20097. * @default true
  20098. */
  20099. this.isBatchedMesh = true;
  20100. /**
  20101. * When set ot `true`, the individual objects of a batch are frustum culled.
  20102. *
  20103. * @type {boolean}
  20104. * @default true
  20105. */
  20106. this.perObjectFrustumCulled = true;
  20107. /**
  20108. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20109. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20110. * rendered front to back.
  20111. *
  20112. * @type {boolean}
  20113. * @default true
  20114. */
  20115. this.sortObjects = true;
  20116. /**
  20117. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20118. *
  20119. * @type {?Box3}
  20120. * @default null
  20121. */
  20122. this.boundingBox = null;
  20123. /**
  20124. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20125. *
  20126. * @type {?Sphere}
  20127. * @default null
  20128. */
  20129. this.boundingSphere = null;
  20130. /**
  20131. * Takes a sort a function that is run before render. The function takes a list of instances to
  20132. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20133. * sort with.
  20134. *
  20135. * @type {?Function}
  20136. * @default null
  20137. */
  20138. this.customSort = null;
  20139. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20140. this._instanceInfo = [];
  20141. this._geometryInfo = [];
  20142. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20143. this._availableInstanceIds = [];
  20144. this._availableGeometryIds = [];
  20145. // used to track where the next point is that geometry should be inserted
  20146. this._nextIndexStart = 0;
  20147. this._nextVertexStart = 0;
  20148. this._geometryCount = 0;
  20149. // flags
  20150. this._visibilityChanged = true;
  20151. this._geometryInitialized = false;
  20152. // cached user options
  20153. this._maxInstanceCount = maxInstanceCount;
  20154. this._maxVertexCount = maxVertexCount;
  20155. this._maxIndexCount = maxIndexCount;
  20156. // buffers for multi draw
  20157. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20158. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20159. this._multiDrawCount = 0;
  20160. this._multiDrawInstances = null;
  20161. // Local matrix per geometry by using data texture
  20162. this._matricesTexture = null;
  20163. this._indirectTexture = null;
  20164. this._colorsTexture = null;
  20165. this._initMatricesTexture();
  20166. this._initIndirectTexture();
  20167. }
  20168. /**
  20169. * The maximum number of individual instances that can be stored in the batch.
  20170. *
  20171. * @type {number}
  20172. * @readonly
  20173. */
  20174. get maxInstanceCount() {
  20175. return this._maxInstanceCount;
  20176. }
  20177. /**
  20178. * The instance count.
  20179. *
  20180. * @type {number}
  20181. * @readonly
  20182. */
  20183. get instanceCount() {
  20184. return this._instanceInfo.length - this._availableInstanceIds.length;
  20185. }
  20186. /**
  20187. * The number of unused vertices.
  20188. *
  20189. * @type {number}
  20190. * @readonly
  20191. */
  20192. get unusedVertexCount() {
  20193. return this._maxVertexCount - this._nextVertexStart;
  20194. }
  20195. /**
  20196. * The number of unused indices.
  20197. *
  20198. * @type {number}
  20199. * @readonly
  20200. */
  20201. get unusedIndexCount() {
  20202. return this._maxIndexCount - this._nextIndexStart;
  20203. }
  20204. _initMatricesTexture() {
  20205. // layout (1 matrix = 4 pixels)
  20206. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20207. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20208. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20209. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20210. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20211. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20212. size = Math.ceil( size / 4 ) * 4;
  20213. size = Math.max( size, 4 );
  20214. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20215. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20216. this._matricesTexture = matricesTexture;
  20217. }
  20218. _initIndirectTexture() {
  20219. let size = Math.sqrt( this._maxInstanceCount );
  20220. size = Math.ceil( size );
  20221. const indirectArray = new Uint32Array( size * size );
  20222. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20223. this._indirectTexture = indirectTexture;
  20224. }
  20225. _initColorsTexture() {
  20226. let size = Math.sqrt( this._maxInstanceCount );
  20227. size = Math.ceil( size );
  20228. // 4 floats per RGBA pixel initialized to white
  20229. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20230. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20231. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20232. this._colorsTexture = colorsTexture;
  20233. }
  20234. _initializeGeometry( reference ) {
  20235. const geometry = this.geometry;
  20236. const maxVertexCount = this._maxVertexCount;
  20237. const maxIndexCount = this._maxIndexCount;
  20238. if ( this._geometryInitialized === false ) {
  20239. for ( const attributeName in reference.attributes ) {
  20240. const srcAttribute = reference.getAttribute( attributeName );
  20241. const { array, itemSize, normalized } = srcAttribute;
  20242. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20243. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20244. geometry.setAttribute( attributeName, dstAttribute );
  20245. }
  20246. if ( reference.getIndex() !== null ) {
  20247. // Reserve last u16 index for primitive restart.
  20248. const indexArray = maxVertexCount > 65535
  20249. ? new Uint32Array( maxIndexCount )
  20250. : new Uint16Array( maxIndexCount );
  20251. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20252. }
  20253. this._geometryInitialized = true;
  20254. }
  20255. }
  20256. // Make sure the geometry is compatible with the existing combined geometry attributes
  20257. _validateGeometry( geometry ) {
  20258. // check to ensure the geometries are using consistent attributes and indices
  20259. const batchGeometry = this.geometry;
  20260. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20261. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20262. }
  20263. for ( const attributeName in batchGeometry.attributes ) {
  20264. if ( ! geometry.hasAttribute( attributeName ) ) {
  20265. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20266. }
  20267. const srcAttribute = geometry.getAttribute( attributeName );
  20268. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20269. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20270. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20271. }
  20272. }
  20273. }
  20274. /**
  20275. * Validates the instance defined by the given ID.
  20276. *
  20277. * @param {number} instanceId - The instance to validate.
  20278. */
  20279. validateInstanceId( instanceId ) {
  20280. const instanceInfo = this._instanceInfo;
  20281. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20282. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20283. }
  20284. }
  20285. /**
  20286. * Validates the geometry defined by the given ID.
  20287. *
  20288. * @param {number} geometryId - The geometry to validate.
  20289. */
  20290. validateGeometryId( geometryId ) {
  20291. const geometryInfoList = this._geometryInfo;
  20292. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20293. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20294. }
  20295. }
  20296. /**
  20297. * Takes a sort a function that is run before render. The function takes a list of instances to
  20298. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20299. *
  20300. * @param {Function} func - The custom sort function.
  20301. * @return {BatchedMesh} A reference to this batched mesh.
  20302. */
  20303. setCustomSort( func ) {
  20304. this.customSort = func;
  20305. return this;
  20306. }
  20307. /**
  20308. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20309. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20310. * otherwise they are `null`.
  20311. */
  20312. computeBoundingBox() {
  20313. if ( this.boundingBox === null ) {
  20314. this.boundingBox = new Box3();
  20315. }
  20316. const boundingBox = this.boundingBox;
  20317. const instanceInfo = this._instanceInfo;
  20318. boundingBox.makeEmpty();
  20319. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20320. if ( instanceInfo[ i ].active === false ) continue;
  20321. const geometryId = instanceInfo[ i ].geometryIndex;
  20322. this.getMatrixAt( i, _matrix$1 );
  20323. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20324. boundingBox.union( _box$1 );
  20325. }
  20326. }
  20327. /**
  20328. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20329. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20330. * otherwise they are `null`.
  20331. */
  20332. computeBoundingSphere() {
  20333. if ( this.boundingSphere === null ) {
  20334. this.boundingSphere = new Sphere();
  20335. }
  20336. const boundingSphere = this.boundingSphere;
  20337. const instanceInfo = this._instanceInfo;
  20338. boundingSphere.makeEmpty();
  20339. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20340. if ( instanceInfo[ i ].active === false ) continue;
  20341. const geometryId = instanceInfo[ i ].geometryIndex;
  20342. this.getMatrixAt( i, _matrix$1 );
  20343. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20344. boundingSphere.union( _sphere$2 );
  20345. }
  20346. }
  20347. /**
  20348. * Adds a new instance to the batch using the geometry of the given ID and returns
  20349. * a new id referring to the new instance to be used by other functions.
  20350. *
  20351. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20352. * @return {number} The instance ID.
  20353. */
  20354. addInstance( geometryId ) {
  20355. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20356. // ensure we're not over geometry
  20357. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20358. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20359. }
  20360. const instanceInfo = {
  20361. visible: true,
  20362. active: true,
  20363. geometryIndex: geometryId,
  20364. };
  20365. let drawId = null;
  20366. // Prioritize using previously freed instance ids
  20367. if ( this._availableInstanceIds.length > 0 ) {
  20368. this._availableInstanceIds.sort( ascIdSort );
  20369. drawId = this._availableInstanceIds.shift();
  20370. this._instanceInfo[ drawId ] = instanceInfo;
  20371. } else {
  20372. drawId = this._instanceInfo.length;
  20373. this._instanceInfo.push( instanceInfo );
  20374. }
  20375. const matricesTexture = this._matricesTexture;
  20376. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20377. matricesTexture.needsUpdate = true;
  20378. const colorsTexture = this._colorsTexture;
  20379. if ( colorsTexture ) {
  20380. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20381. colorsTexture.needsUpdate = true;
  20382. }
  20383. this._visibilityChanged = true;
  20384. return drawId;
  20385. }
  20386. /**
  20387. * Adds the given geometry to the batch and returns the associated
  20388. * geometry id referring to it to be used in other functions.
  20389. *
  20390. * @param {BufferGeometry} geometry - The geometry to add.
  20391. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20392. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20393. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20394. * Defaults to the length of the given geometry vertex buffer.
  20395. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20396. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20397. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20398. * the length of the given geometry index buffer.
  20399. * @return {number} The geometry ID.
  20400. */
  20401. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20402. this._initializeGeometry( geometry );
  20403. this._validateGeometry( geometry );
  20404. const geometryInfo = {
  20405. // geometry information
  20406. vertexStart: -1,
  20407. vertexCount: -1,
  20408. reservedVertexCount: -1,
  20409. indexStart: -1,
  20410. indexCount: -1,
  20411. reservedIndexCount: -1,
  20412. // draw range information
  20413. start: -1,
  20414. count: -1,
  20415. // state
  20416. boundingBox: null,
  20417. boundingSphere: null,
  20418. active: true,
  20419. };
  20420. const geometryInfoList = this._geometryInfo;
  20421. geometryInfo.vertexStart = this._nextVertexStart;
  20422. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20423. const index = geometry.getIndex();
  20424. const hasIndex = index !== null;
  20425. if ( hasIndex ) {
  20426. geometryInfo.indexStart = this._nextIndexStart;
  20427. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20428. }
  20429. if (
  20430. geometryInfo.indexStart !== -1 &&
  20431. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20432. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20433. ) {
  20434. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20435. }
  20436. // update id
  20437. let geometryId;
  20438. if ( this._availableGeometryIds.length > 0 ) {
  20439. this._availableGeometryIds.sort( ascIdSort );
  20440. geometryId = this._availableGeometryIds.shift();
  20441. geometryInfoList[ geometryId ] = geometryInfo;
  20442. } else {
  20443. geometryId = this._geometryCount;
  20444. this._geometryCount ++;
  20445. geometryInfoList.push( geometryInfo );
  20446. }
  20447. // update the geometry
  20448. this.setGeometryAt( geometryId, geometry );
  20449. // increment the next geometry position
  20450. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20451. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20452. return geometryId;
  20453. }
  20454. /**
  20455. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20456. * is not enough space reserved for geometry. Calling this will change all instances that are
  20457. * rendering that geometry.
  20458. *
  20459. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20460. * @param {BufferGeometry} geometry - The new geometry.
  20461. * @return {number} The geometry ID.
  20462. */
  20463. setGeometryAt( geometryId, geometry ) {
  20464. if ( geometryId >= this._geometryCount ) {
  20465. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20466. }
  20467. this._validateGeometry( geometry );
  20468. const batchGeometry = this.geometry;
  20469. const hasIndex = batchGeometry.getIndex() !== null;
  20470. const dstIndex = batchGeometry.getIndex();
  20471. const srcIndex = geometry.getIndex();
  20472. const geometryInfo = this._geometryInfo[ geometryId ];
  20473. if (
  20474. hasIndex &&
  20475. srcIndex.count > geometryInfo.reservedIndexCount ||
  20476. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20477. ) {
  20478. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20479. }
  20480. // copy geometry buffer data over
  20481. const vertexStart = geometryInfo.vertexStart;
  20482. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20483. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20484. for ( const attributeName in batchGeometry.attributes ) {
  20485. // copy attribute data
  20486. const srcAttribute = geometry.getAttribute( attributeName );
  20487. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20488. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20489. // fill the rest in with zeroes
  20490. const itemSize = srcAttribute.itemSize;
  20491. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20492. const index = vertexStart + i;
  20493. for ( let c = 0; c < itemSize; c ++ ) {
  20494. dstAttribute.setComponent( index, c, 0 );
  20495. }
  20496. }
  20497. dstAttribute.needsUpdate = true;
  20498. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20499. }
  20500. // copy index
  20501. if ( hasIndex ) {
  20502. const indexStart = geometryInfo.indexStart;
  20503. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20504. geometryInfo.indexCount = geometry.getIndex().count;
  20505. // copy index data over
  20506. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20507. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20508. }
  20509. // fill the rest in with zeroes
  20510. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20511. dstIndex.setX( indexStart + i, vertexStart );
  20512. }
  20513. dstIndex.needsUpdate = true;
  20514. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20515. }
  20516. // update the draw range
  20517. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20518. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20519. // store the bounding boxes
  20520. geometryInfo.boundingBox = null;
  20521. if ( geometry.boundingBox !== null ) {
  20522. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20523. }
  20524. geometryInfo.boundingSphere = null;
  20525. if ( geometry.boundingSphere !== null ) {
  20526. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20527. }
  20528. this._visibilityChanged = true;
  20529. return geometryId;
  20530. }
  20531. /**
  20532. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20533. * this geometry will also be removed as a side effect.
  20534. *
  20535. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20536. * @return {BatchedMesh} A reference to this batched mesh.
  20537. */
  20538. deleteGeometry( geometryId ) {
  20539. const geometryInfoList = this._geometryInfo;
  20540. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20541. return this;
  20542. }
  20543. // delete any instances associated with this geometry
  20544. const instanceInfo = this._instanceInfo;
  20545. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20546. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20547. this.deleteInstance( i );
  20548. }
  20549. }
  20550. geometryInfoList[ geometryId ].active = false;
  20551. this._availableGeometryIds.push( geometryId );
  20552. this._visibilityChanged = true;
  20553. return this;
  20554. }
  20555. /**
  20556. * Deletes an existing instance from the batch using the given ID.
  20557. *
  20558. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20559. * @return {BatchedMesh} A reference to this batched mesh.
  20560. */
  20561. deleteInstance( instanceId ) {
  20562. this.validateInstanceId( instanceId );
  20563. this._instanceInfo[ instanceId ].active = false;
  20564. this._availableInstanceIds.push( instanceId );
  20565. this._visibilityChanged = true;
  20566. return this;
  20567. }
  20568. /**
  20569. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  20570. * previously deleted geometry, freeing up space to add new geometry.
  20571. *
  20572. * @return {BatchedMesh} A reference to this batched mesh.
  20573. */
  20574. optimize() {
  20575. // track the next indices to copy data to
  20576. let nextVertexStart = 0;
  20577. let nextIndexStart = 0;
  20578. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20579. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20580. const geometryInfoList = this._geometryInfo;
  20581. const indices = geometryInfoList
  20582. .map( ( e, i ) => i )
  20583. .sort( ( a, b ) => {
  20584. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20585. } );
  20586. const geometry = this.geometry;
  20587. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20588. // if a geometry range is inactive then don't copy anything
  20589. const index = indices[ i ];
  20590. const geometryInfo = geometryInfoList[ index ];
  20591. if ( geometryInfo.active === false ) {
  20592. continue;
  20593. }
  20594. // if a geometry contains an index buffer then shift it, as well
  20595. if ( geometry.index !== null ) {
  20596. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20597. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20598. const index = geometry.index;
  20599. const array = index.array;
  20600. // shift the index pointers based on how the vertex data will shift
  20601. // adjusting the index must happen first so the original vertex start value is available
  20602. const elementDelta = nextVertexStart - vertexStart;
  20603. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20604. array[ j ] = array[ j ] + elementDelta;
  20605. }
  20606. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20607. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20608. index.needsUpdate = true;
  20609. geometryInfo.indexStart = nextIndexStart;
  20610. }
  20611. nextIndexStart += geometryInfo.reservedIndexCount;
  20612. }
  20613. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20614. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20615. const { vertexStart, reservedVertexCount } = geometryInfo;
  20616. const attributes = geometry.attributes;
  20617. for ( const key in attributes ) {
  20618. const attribute = attributes[ key ];
  20619. const { array, itemSize } = attribute;
  20620. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20621. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20622. attribute.needsUpdate = true;
  20623. }
  20624. geometryInfo.vertexStart = nextVertexStart;
  20625. }
  20626. nextVertexStart += geometryInfo.reservedVertexCount;
  20627. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20628. // step the next geometry points to the shifted position
  20629. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20630. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20631. }
  20632. this._visibilityChanged = true;
  20633. return this;
  20634. }
  20635. /**
  20636. * Returns the bounding box for the given geometry.
  20637. *
  20638. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20639. * @param {Box3} target - The target object that is used to store the method's result.
  20640. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20641. */
  20642. getBoundingBoxAt( geometryId, target ) {
  20643. if ( geometryId >= this._geometryCount ) {
  20644. return null;
  20645. }
  20646. // compute bounding box
  20647. const geometry = this.geometry;
  20648. const geometryInfo = this._geometryInfo[ geometryId ];
  20649. if ( geometryInfo.boundingBox === null ) {
  20650. const box = new Box3();
  20651. const index = geometry.index;
  20652. const position = geometry.attributes.position;
  20653. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20654. let iv = i;
  20655. if ( index ) {
  20656. iv = index.getX( iv );
  20657. }
  20658. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20659. }
  20660. geometryInfo.boundingBox = box;
  20661. }
  20662. target.copy( geometryInfo.boundingBox );
  20663. return target;
  20664. }
  20665. /**
  20666. * Returns the bounding sphere for the given geometry.
  20667. *
  20668. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20669. * @param {Sphere} target - The target object that is used to store the method's result.
  20670. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20671. */
  20672. getBoundingSphereAt( geometryId, target ) {
  20673. if ( geometryId >= this._geometryCount ) {
  20674. return null;
  20675. }
  20676. // compute bounding sphere
  20677. const geometry = this.geometry;
  20678. const geometryInfo = this._geometryInfo[ geometryId ];
  20679. if ( geometryInfo.boundingSphere === null ) {
  20680. const sphere = new Sphere();
  20681. this.getBoundingBoxAt( geometryId, _box$1 );
  20682. _box$1.getCenter( sphere.center );
  20683. const index = geometry.index;
  20684. const position = geometry.attributes.position;
  20685. let maxRadiusSq = 0;
  20686. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20687. let iv = i;
  20688. if ( index ) {
  20689. iv = index.getX( iv );
  20690. }
  20691. _vector$5.fromBufferAttribute( position, iv );
  20692. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20693. }
  20694. sphere.radius = Math.sqrt( maxRadiusSq );
  20695. geometryInfo.boundingSphere = sphere;
  20696. }
  20697. target.copy( geometryInfo.boundingSphere );
  20698. return target;
  20699. }
  20700. /**
  20701. * Sets the given local transformation matrix to the defined instance.
  20702. * Negatively scaled matrices are not supported.
  20703. *
  20704. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20705. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20706. * @return {BatchedMesh} A reference to this batched mesh.
  20707. */
  20708. setMatrixAt( instanceId, matrix ) {
  20709. this.validateInstanceId( instanceId );
  20710. const matricesTexture = this._matricesTexture;
  20711. const matricesArray = this._matricesTexture.image.data;
  20712. matrix.toArray( matricesArray, instanceId * 16 );
  20713. matricesTexture.needsUpdate = true;
  20714. return this;
  20715. }
  20716. /**
  20717. * Returns the local transformation matrix of the defined instance.
  20718. *
  20719. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20720. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20721. * @return {Matrix4} The instance's local transformation matrix.
  20722. */
  20723. getMatrixAt( instanceId, matrix ) {
  20724. this.validateInstanceId( instanceId );
  20725. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20726. }
  20727. /**
  20728. * Sets the given color to the defined instance.
  20729. *
  20730. * @param {number} instanceId - The ID of an instance to set the color of.
  20731. * @param {Color} color - The color to set the instance to.
  20732. * @return {BatchedMesh} A reference to this batched mesh.
  20733. */
  20734. setColorAt( instanceId, color ) {
  20735. this.validateInstanceId( instanceId );
  20736. if ( this._colorsTexture === null ) {
  20737. this._initColorsTexture();
  20738. }
  20739. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20740. this._colorsTexture.needsUpdate = true;
  20741. return this;
  20742. }
  20743. /**
  20744. * Returns the color of the defined instance.
  20745. *
  20746. * @param {number} instanceId - The ID of an instance to get the color of.
  20747. * @param {Color} color - The target object that is used to store the method's result.
  20748. * @return {Color} The instance's color.
  20749. */
  20750. getColorAt( instanceId, color ) {
  20751. this.validateInstanceId( instanceId );
  20752. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20753. }
  20754. /**
  20755. * Sets the visibility of the instance.
  20756. *
  20757. * @param {number} instanceId - The id of the instance to set the visibility of.
  20758. * @param {boolean} visible - Whether the instance is visible or not.
  20759. * @return {BatchedMesh} A reference to this batched mesh.
  20760. */
  20761. setVisibleAt( instanceId, visible ) {
  20762. this.validateInstanceId( instanceId );
  20763. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20764. return this;
  20765. }
  20766. this._instanceInfo[ instanceId ].visible = visible;
  20767. this._visibilityChanged = true;
  20768. return this;
  20769. }
  20770. /**
  20771. * Returns the visibility state of the defined instance.
  20772. *
  20773. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20774. * @return {boolean} Whether the instance is visible or not.
  20775. */
  20776. getVisibleAt( instanceId ) {
  20777. this.validateInstanceId( instanceId );
  20778. return this._instanceInfo[ instanceId ].visible;
  20779. }
  20780. /**
  20781. * Sets the geometry ID of the instance at the given index.
  20782. *
  20783. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20784. * @param {number} geometryId - The geometry ID to be use by the instance.
  20785. * @return {BatchedMesh} A reference to this batched mesh.
  20786. */
  20787. setGeometryIdAt( instanceId, geometryId ) {
  20788. this.validateInstanceId( instanceId );
  20789. this.validateGeometryId( geometryId );
  20790. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20791. return this;
  20792. }
  20793. /**
  20794. * Returns the geometry ID of the defined instance.
  20795. *
  20796. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20797. * @return {number} The instance's geometry ID.
  20798. */
  20799. getGeometryIdAt( instanceId ) {
  20800. this.validateInstanceId( instanceId );
  20801. return this._instanceInfo[ instanceId ].geometryIndex;
  20802. }
  20803. /**
  20804. * Get the range representing the subset of triangles related to the attached geometry,
  20805. * indicating the starting offset and count, or `null` if invalid.
  20806. *
  20807. * @param {number} geometryId - The id of the geometry to get the range of.
  20808. * @param {Object} [target] - The target object that is used to store the method's result.
  20809. * @return {{
  20810. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20811. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20812. * start:number,count:number
  20813. * }} The result object with range data.
  20814. */
  20815. getGeometryRangeAt( geometryId, target = {} ) {
  20816. this.validateGeometryId( geometryId );
  20817. const geometryInfo = this._geometryInfo[ geometryId ];
  20818. target.vertexStart = geometryInfo.vertexStart;
  20819. target.vertexCount = geometryInfo.vertexCount;
  20820. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20821. target.indexStart = geometryInfo.indexStart;
  20822. target.indexCount = geometryInfo.indexCount;
  20823. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20824. target.start = geometryInfo.start;
  20825. target.count = geometryInfo.count;
  20826. return target;
  20827. }
  20828. /**
  20829. * Resizes the necessary buffers to support the provided number of instances.
  20830. * If the provided arguments shrink the number of instances but there are not enough
  20831. * unused Ids at the end of the list then an error is thrown.
  20832. *
  20833. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20834. */
  20835. setInstanceCount( maxInstanceCount ) {
  20836. // shrink the available instances as much as possible
  20837. const availableInstanceIds = this._availableInstanceIds;
  20838. const instanceInfo = this._instanceInfo;
  20839. availableInstanceIds.sort( ascIdSort );
  20840. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20841. instanceInfo.pop();
  20842. availableInstanceIds.pop();
  20843. }
  20844. // throw an error if it can't be shrunk to the desired size
  20845. if ( maxInstanceCount < instanceInfo.length ) {
  20846. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20847. }
  20848. // copy the multi draw counts
  20849. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20850. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20851. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20852. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20853. this._multiDrawCounts = multiDrawCounts;
  20854. this._multiDrawStarts = multiDrawStarts;
  20855. this._maxInstanceCount = maxInstanceCount;
  20856. // update texture data for instance sampling
  20857. const indirectTexture = this._indirectTexture;
  20858. const matricesTexture = this._matricesTexture;
  20859. const colorsTexture = this._colorsTexture;
  20860. indirectTexture.dispose();
  20861. this._initIndirectTexture();
  20862. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20863. matricesTexture.dispose();
  20864. this._initMatricesTexture();
  20865. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20866. if ( colorsTexture ) {
  20867. colorsTexture.dispose();
  20868. this._initColorsTexture();
  20869. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20870. }
  20871. }
  20872. /**
  20873. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20874. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20875. * end of the geometry attributes then an error is thrown.
  20876. *
  20877. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20878. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20879. */
  20880. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20881. // Check if we can shrink to the requested vertex attribute size
  20882. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20883. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20884. if ( requiredVertexLength > maxVertexCount ) {
  20885. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20886. }
  20887. // Check if we can shrink to the requested index attribute size
  20888. if ( this.geometry.index ) {
  20889. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20890. if ( requiredIndexLength > maxIndexCount ) {
  20891. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20892. }
  20893. }
  20894. //
  20895. // dispose of the previous geometry
  20896. const oldGeometry = this.geometry;
  20897. oldGeometry.dispose();
  20898. // recreate the geometry needed based on the previous variant
  20899. this._maxVertexCount = maxVertexCount;
  20900. this._maxIndexCount = maxIndexCount;
  20901. if ( this._geometryInitialized ) {
  20902. this._geometryInitialized = false;
  20903. this.geometry = new BufferGeometry();
  20904. this._initializeGeometry( oldGeometry );
  20905. }
  20906. // copy data from the previous geometry
  20907. const geometry = this.geometry;
  20908. if ( oldGeometry.index ) {
  20909. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20910. }
  20911. for ( const key in oldGeometry.attributes ) {
  20912. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20913. }
  20914. }
  20915. raycast( raycaster, intersects ) {
  20916. const instanceInfo = this._instanceInfo;
  20917. const geometryInfoList = this._geometryInfo;
  20918. const matrixWorld = this.matrixWorld;
  20919. const batchGeometry = this.geometry;
  20920. // iterate over each geometry
  20921. _mesh.material = this.material;
  20922. _mesh.geometry.index = batchGeometry.index;
  20923. _mesh.geometry.attributes = batchGeometry.attributes;
  20924. if ( _mesh.geometry.boundingBox === null ) {
  20925. _mesh.geometry.boundingBox = new Box3();
  20926. }
  20927. if ( _mesh.geometry.boundingSphere === null ) {
  20928. _mesh.geometry.boundingSphere = new Sphere();
  20929. }
  20930. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20931. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20932. continue;
  20933. }
  20934. const geometryId = instanceInfo[ i ].geometryIndex;
  20935. const geometryInfo = geometryInfoList[ geometryId ];
  20936. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20937. // get the intersects
  20938. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20939. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20940. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20941. _mesh.raycast( raycaster, _batchIntersects );
  20942. // add batch id to the intersects
  20943. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20944. const intersect = _batchIntersects[ j ];
  20945. intersect.object = this;
  20946. intersect.batchId = i;
  20947. intersects.push( intersect );
  20948. }
  20949. _batchIntersects.length = 0;
  20950. }
  20951. _mesh.material = null;
  20952. _mesh.geometry.index = null;
  20953. _mesh.geometry.attributes = {};
  20954. _mesh.geometry.setDrawRange( 0, Infinity );
  20955. }
  20956. copy( source ) {
  20957. super.copy( source );
  20958. this.geometry = source.geometry.clone();
  20959. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20960. this.sortObjects = source.sortObjects;
  20961. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20962. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20963. this._geometryInfo = source._geometryInfo.map( info => ( {
  20964. ...info,
  20965. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20966. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20967. } ) );
  20968. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20969. this._availableInstanceIds = source._availableInstanceIds.slice();
  20970. this._availableGeometryIds = source._availableGeometryIds.slice();
  20971. this._nextIndexStart = source._nextIndexStart;
  20972. this._nextVertexStart = source._nextVertexStart;
  20973. this._geometryCount = source._geometryCount;
  20974. this._maxInstanceCount = source._maxInstanceCount;
  20975. this._maxVertexCount = source._maxVertexCount;
  20976. this._maxIndexCount = source._maxIndexCount;
  20977. this._geometryInitialized = source._geometryInitialized;
  20978. this._multiDrawCounts = source._multiDrawCounts.slice();
  20979. this._multiDrawStarts = source._multiDrawStarts.slice();
  20980. this._indirectTexture = source._indirectTexture.clone();
  20981. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20982. this._matricesTexture = source._matricesTexture.clone();
  20983. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20984. if ( this._colorsTexture !== null ) {
  20985. this._colorsTexture = source._colorsTexture.clone();
  20986. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20987. }
  20988. return this;
  20989. }
  20990. /**
  20991. * Frees the GPU-related resources allocated by this instance. Call this
  20992. * method whenever this instance is no longer used in your app.
  20993. */
  20994. dispose() {
  20995. // Assuming the geometry is not shared with other meshes
  20996. this.geometry.dispose();
  20997. this._matricesTexture.dispose();
  20998. this._matricesTexture = null;
  20999. this._indirectTexture.dispose();
  21000. this._indirectTexture = null;
  21001. if ( this._colorsTexture !== null ) {
  21002. this._colorsTexture.dispose();
  21003. this._colorsTexture = null;
  21004. }
  21005. }
  21006. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  21007. // if visibility has not changed and frustum culling and object sorting is not required
  21008. // then skip iterating over all items
  21009. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  21010. return;
  21011. }
  21012. // the indexed version of the multi draw function requires specifying the start
  21013. // offset in bytes.
  21014. const index = geometry.getIndex();
  21015. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  21016. const instanceInfo = this._instanceInfo;
  21017. const multiDrawStarts = this._multiDrawStarts;
  21018. const multiDrawCounts = this._multiDrawCounts;
  21019. const geometryInfoList = this._geometryInfo;
  21020. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  21021. const indirectTexture = this._indirectTexture;
  21022. const indirectArray = indirectTexture.image.data;
  21023. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  21024. // prepare the frustum in the local frame
  21025. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  21026. _matrix$1
  21027. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  21028. .multiply( this.matrixWorld );
  21029. _frustum.setFromProjectionMatrix(
  21030. _matrix$1,
  21031. camera.coordinateSystem,
  21032. camera.reversedDepth
  21033. );
  21034. }
  21035. let multiDrawCount = 0;
  21036. if ( this.sortObjects ) {
  21037. // get the camera position in the local frame
  21038. _matrix$1.copy( this.matrixWorld ).invert();
  21039. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  21040. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  21041. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21042. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21043. const geometryId = instanceInfo[ i ].geometryIndex;
  21044. // get the bounds in world space
  21045. this.getMatrixAt( i, _matrix$1 );
  21046. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21047. // determine whether the batched geometry is within the frustum
  21048. let culled = false;
  21049. if ( perObjectFrustumCulled ) {
  21050. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21051. }
  21052. if ( ! culled ) {
  21053. // get the distance from camera used for sorting
  21054. const geometryInfo = geometryInfoList[ geometryId ];
  21055. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  21056. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  21057. }
  21058. }
  21059. }
  21060. // Sort the draw ranges and prep for rendering
  21061. const list = _renderList.list;
  21062. const customSort = this.customSort;
  21063. if ( customSort === null ) {
  21064. list.sort( material.transparent ? sortTransparent : sortOpaque );
  21065. } else {
  21066. customSort.call( this, list, camera );
  21067. }
  21068. for ( let i = 0, l = list.length; i < l; i ++ ) {
  21069. const item = list[ i ];
  21070. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  21071. multiDrawCounts[ multiDrawCount ] = item.count;
  21072. indirectArray[ multiDrawCount ] = item.index;
  21073. multiDrawCount ++;
  21074. }
  21075. _renderList.reset();
  21076. } else {
  21077. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21078. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21079. const geometryId = instanceInfo[ i ].geometryIndex;
  21080. // determine whether the batched geometry is within the frustum
  21081. let culled = false;
  21082. if ( perObjectFrustumCulled ) {
  21083. // get the bounds in world space
  21084. this.getMatrixAt( i, _matrix$1 );
  21085. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21086. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21087. }
  21088. if ( ! culled ) {
  21089. const geometryInfo = geometryInfoList[ geometryId ];
  21090. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  21091. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21092. indirectArray[ multiDrawCount ] = i;
  21093. multiDrawCount ++;
  21094. }
  21095. }
  21096. }
  21097. }
  21098. indirectTexture.needsUpdate = true;
  21099. this._multiDrawCount = multiDrawCount;
  21100. this._visibilityChanged = false;
  21101. }
  21102. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21103. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21104. }
  21105. }
  21106. /**
  21107. * A material for rendering line primitives.
  21108. *
  21109. * Materials define the appearance of renderable 3D objects.
  21110. *
  21111. * ```js
  21112. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21113. * ```
  21114. *
  21115. * @augments Material
  21116. */
  21117. class LineBasicMaterial extends Material {
  21118. /**
  21119. * Constructs a new line basic material.
  21120. *
  21121. * @param {Object} [parameters] - An object with one or more properties
  21122. * defining the material's appearance. Any property of the material
  21123. * (including any property from inherited materials) can be passed
  21124. * in here. Color values can be passed any type of value accepted
  21125. * by {@link Color#set}.
  21126. */
  21127. constructor( parameters ) {
  21128. super();
  21129. /**
  21130. * This flag can be used for type testing.
  21131. *
  21132. * @type {boolean}
  21133. * @readonly
  21134. * @default true
  21135. */
  21136. this.isLineBasicMaterial = true;
  21137. this.type = 'LineBasicMaterial';
  21138. /**
  21139. * Color of the material.
  21140. *
  21141. * @type {Color}
  21142. * @default (1,1,1)
  21143. */
  21144. this.color = new Color( 0xffffff );
  21145. /**
  21146. * Sets the color of the lines using data from a texture. The texture map
  21147. * color is modulated by the diffuse `color`.
  21148. *
  21149. * @type {?Texture}
  21150. * @default null
  21151. */
  21152. this.map = null;
  21153. /**
  21154. * Controls line thickness or lines.
  21155. *
  21156. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21157. * ignore this setting and always render line primitives with a
  21158. * width of one pixel.
  21159. *
  21160. * @type {number}
  21161. * @default 1
  21162. */
  21163. this.linewidth = 1;
  21164. /**
  21165. * Defines appearance of line ends.
  21166. *
  21167. * Can only be used with {@link SVGRenderer}.
  21168. *
  21169. * @type {('butt'|'round'|'square')}
  21170. * @default 'round'
  21171. */
  21172. this.linecap = 'round';
  21173. /**
  21174. * Defines appearance of line joints.
  21175. *
  21176. * Can only be used with {@link SVGRenderer}.
  21177. *
  21178. * @type {('round'|'bevel'|'miter')}
  21179. * @default 'round'
  21180. */
  21181. this.linejoin = 'round';
  21182. /**
  21183. * Whether the material is affected by fog or not.
  21184. *
  21185. * @type {boolean}
  21186. * @default true
  21187. */
  21188. this.fog = true;
  21189. this.setValues( parameters );
  21190. }
  21191. copy( source ) {
  21192. super.copy( source );
  21193. this.color.copy( source.color );
  21194. this.map = source.map;
  21195. this.linewidth = source.linewidth;
  21196. this.linecap = source.linecap;
  21197. this.linejoin = source.linejoin;
  21198. this.fog = source.fog;
  21199. return this;
  21200. }
  21201. }
  21202. const _vStart = /*@__PURE__*/ new Vector3();
  21203. const _vEnd = /*@__PURE__*/ new Vector3();
  21204. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21205. const _ray$1 = /*@__PURE__*/ new Ray();
  21206. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21207. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21208. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21209. /**
  21210. * A continuous line. The line are rendered by connecting consecutive
  21211. * vertices with straight lines.
  21212. *
  21213. * ```js
  21214. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21215. *
  21216. * const points = [];
  21217. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21218. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21219. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21220. *
  21221. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21222. *
  21223. * const line = new THREE.Line( geometry, material );
  21224. * scene.add( line );
  21225. * ```
  21226. *
  21227. * @augments Object3D
  21228. */
  21229. class Line extends Object3D {
  21230. /**
  21231. * Constructs a new line.
  21232. *
  21233. * @param {BufferGeometry} [geometry] - The line geometry.
  21234. * @param {Material|Array<Material>} [material] - The line material.
  21235. */
  21236. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21237. super();
  21238. /**
  21239. * This flag can be used for type testing.
  21240. *
  21241. * @type {boolean}
  21242. * @readonly
  21243. * @default true
  21244. */
  21245. this.isLine = true;
  21246. this.type = 'Line';
  21247. /**
  21248. * The line geometry.
  21249. *
  21250. * @type {BufferGeometry}
  21251. */
  21252. this.geometry = geometry;
  21253. /**
  21254. * The line material.
  21255. *
  21256. * @type {Material|Array<Material>}
  21257. * @default LineBasicMaterial
  21258. */
  21259. this.material = material;
  21260. /**
  21261. * A dictionary representing the morph targets in the geometry. The key is the
  21262. * morph targets name, the value its attribute index. This member is `undefined`
  21263. * by default and only set when morph targets are detected in the geometry.
  21264. *
  21265. * @type {Object<String,number>|undefined}
  21266. * @default undefined
  21267. */
  21268. this.morphTargetDictionary = undefined;
  21269. /**
  21270. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21271. * is applied. This member is `undefined` by default and only set when morph targets are
  21272. * detected in the geometry.
  21273. *
  21274. * @type {Array<number>|undefined}
  21275. * @default undefined
  21276. */
  21277. this.morphTargetInfluences = undefined;
  21278. this.updateMorphTargets();
  21279. }
  21280. copy( source, recursive ) {
  21281. super.copy( source, recursive );
  21282. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21283. this.geometry = source.geometry;
  21284. return this;
  21285. }
  21286. /**
  21287. * Computes an array of distance values which are necessary for rendering dashed lines.
  21288. * For each vertex in the geometry, the method calculates the cumulative length from the
  21289. * current point to the very beginning of the line.
  21290. *
  21291. * @return {Line} A reference to this line.
  21292. */
  21293. computeLineDistances() {
  21294. const geometry = this.geometry;
  21295. // we assume non-indexed geometry
  21296. if ( geometry.index === null ) {
  21297. const positionAttribute = geometry.attributes.position;
  21298. const lineDistances = [ 0 ];
  21299. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21300. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21301. _vEnd.fromBufferAttribute( positionAttribute, i );
  21302. lineDistances[ i ] = lineDistances[ i - 1 ];
  21303. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21304. }
  21305. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21306. } else {
  21307. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21308. }
  21309. return this;
  21310. }
  21311. /**
  21312. * Computes intersection points between a casted ray and this line.
  21313. *
  21314. * @param {Raycaster} raycaster - The raycaster.
  21315. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21316. */
  21317. raycast( raycaster, intersects ) {
  21318. const geometry = this.geometry;
  21319. const matrixWorld = this.matrixWorld;
  21320. const threshold = raycaster.params.Line.threshold;
  21321. const drawRange = geometry.drawRange;
  21322. // Checking boundingSphere distance to ray
  21323. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21324. _sphere$1.copy( geometry.boundingSphere );
  21325. _sphere$1.applyMatrix4( matrixWorld );
  21326. _sphere$1.radius += threshold;
  21327. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21328. //
  21329. _inverseMatrix$1.copy( matrixWorld ).invert();
  21330. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21331. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21332. const localThresholdSq = localThreshold * localThreshold;
  21333. const step = this.isLineSegments ? 2 : 1;
  21334. const index = geometry.index;
  21335. const attributes = geometry.attributes;
  21336. const positionAttribute = attributes.position;
  21337. if ( index !== null ) {
  21338. const start = Math.max( 0, drawRange.start );
  21339. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21340. for ( let i = start, l = end - 1; i < l; i += step ) {
  21341. const a = index.getX( i );
  21342. const b = index.getX( i + 1 );
  21343. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21344. if ( intersect ) {
  21345. intersects.push( intersect );
  21346. }
  21347. }
  21348. if ( this.isLineLoop ) {
  21349. const a = index.getX( end - 1 );
  21350. const b = index.getX( start );
  21351. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21352. if ( intersect ) {
  21353. intersects.push( intersect );
  21354. }
  21355. }
  21356. } else {
  21357. const start = Math.max( 0, drawRange.start );
  21358. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21359. for ( let i = start, l = end - 1; i < l; i += step ) {
  21360. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21361. if ( intersect ) {
  21362. intersects.push( intersect );
  21363. }
  21364. }
  21365. if ( this.isLineLoop ) {
  21366. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21367. if ( intersect ) {
  21368. intersects.push( intersect );
  21369. }
  21370. }
  21371. }
  21372. }
  21373. /**
  21374. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21375. * to make sure existing morph targets can influence this 3D object.
  21376. */
  21377. updateMorphTargets() {
  21378. const geometry = this.geometry;
  21379. const morphAttributes = geometry.morphAttributes;
  21380. const keys = Object.keys( morphAttributes );
  21381. if ( keys.length > 0 ) {
  21382. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21383. if ( morphAttribute !== undefined ) {
  21384. this.morphTargetInfluences = [];
  21385. this.morphTargetDictionary = {};
  21386. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21387. const name = morphAttribute[ m ].name || String( m );
  21388. this.morphTargetInfluences.push( 0 );
  21389. this.morphTargetDictionary[ name ] = m;
  21390. }
  21391. }
  21392. }
  21393. }
  21394. }
  21395. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21396. const positionAttribute = object.geometry.attributes.position;
  21397. _vStart.fromBufferAttribute( positionAttribute, a );
  21398. _vEnd.fromBufferAttribute( positionAttribute, b );
  21399. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21400. if ( distSq > thresholdSq ) return;
  21401. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21402. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21403. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21404. return {
  21405. distance: distance,
  21406. // What do we want? intersection point on the ray or on the segment??
  21407. // point: raycaster.ray.at( distance ),
  21408. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21409. index: i,
  21410. face: null,
  21411. faceIndex: null,
  21412. barycoord: null,
  21413. object: object
  21414. };
  21415. }
  21416. const _start = /*@__PURE__*/ new Vector3();
  21417. const _end = /*@__PURE__*/ new Vector3();
  21418. /**
  21419. * A series of lines drawn between pairs of vertices.
  21420. *
  21421. * @augments Line
  21422. */
  21423. class LineSegments extends Line {
  21424. /**
  21425. * Constructs a new line segments.
  21426. *
  21427. * @param {BufferGeometry} [geometry] - The line geometry.
  21428. * @param {Material|Array<Material>} [material] - The line material.
  21429. */
  21430. constructor( geometry, material ) {
  21431. super( geometry, material );
  21432. /**
  21433. * This flag can be used for type testing.
  21434. *
  21435. * @type {boolean}
  21436. * @readonly
  21437. * @default true
  21438. */
  21439. this.isLineSegments = true;
  21440. this.type = 'LineSegments';
  21441. }
  21442. computeLineDistances() {
  21443. const geometry = this.geometry;
  21444. // we assume non-indexed geometry
  21445. if ( geometry.index === null ) {
  21446. const positionAttribute = geometry.attributes.position;
  21447. const lineDistances = [];
  21448. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21449. _start.fromBufferAttribute( positionAttribute, i );
  21450. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21451. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21452. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21453. }
  21454. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21455. } else {
  21456. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21457. }
  21458. return this;
  21459. }
  21460. }
  21461. /**
  21462. * A continuous line. This is nearly the same as {@link Line} the only difference
  21463. * is that the last vertex is connected with the first vertex in order to close
  21464. * the line to form a loop.
  21465. *
  21466. * @augments Line
  21467. */
  21468. class LineLoop extends Line {
  21469. /**
  21470. * Constructs a new line loop.
  21471. *
  21472. * @param {BufferGeometry} [geometry] - The line geometry.
  21473. * @param {Material|Array<Material>} [material] - The line material.
  21474. */
  21475. constructor( geometry, material ) {
  21476. super( geometry, material );
  21477. /**
  21478. * This flag can be used for type testing.
  21479. *
  21480. * @type {boolean}
  21481. * @readonly
  21482. * @default true
  21483. */
  21484. this.isLineLoop = true;
  21485. this.type = 'LineLoop';
  21486. }
  21487. }
  21488. /**
  21489. * A material for rendering point primitives.
  21490. *
  21491. * Materials define the appearance of renderable 3D objects.
  21492. *
  21493. * ```js
  21494. * const vertices = [];
  21495. *
  21496. * for ( let i = 0; i < 10000; i ++ ) {
  21497. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21498. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21499. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21500. *
  21501. * vertices.push( x, y, z );
  21502. * }
  21503. *
  21504. * const geometry = new THREE.BufferGeometry();
  21505. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21506. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21507. * const points = new THREE.Points( geometry, material );
  21508. * scene.add( points );
  21509. * ```
  21510. *
  21511. * @augments Material
  21512. */
  21513. class PointsMaterial extends Material {
  21514. /**
  21515. * Constructs a new points material.
  21516. *
  21517. * @param {Object} [parameters] - An object with one or more properties
  21518. * defining the material's appearance. Any property of the material
  21519. * (including any property from inherited materials) can be passed
  21520. * in here. Color values can be passed any type of value accepted
  21521. * by {@link Color#set}.
  21522. */
  21523. constructor( parameters ) {
  21524. super();
  21525. /**
  21526. * This flag can be used for type testing.
  21527. *
  21528. * @type {boolean}
  21529. * @readonly
  21530. * @default true
  21531. */
  21532. this.isPointsMaterial = true;
  21533. this.type = 'PointsMaterial';
  21534. /**
  21535. * Color of the material.
  21536. *
  21537. * @type {Color}
  21538. * @default (1,1,1)
  21539. */
  21540. this.color = new Color( 0xffffff );
  21541. /**
  21542. * The color map. May optionally include an alpha channel, typically combined
  21543. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21544. * color is modulated by the diffuse `color`.
  21545. *
  21546. * @type {?Texture}
  21547. * @default null
  21548. */
  21549. this.map = null;
  21550. /**
  21551. * The alpha map is a grayscale texture that controls the opacity across the
  21552. * surface (black: fully transparent; white: fully opaque).
  21553. *
  21554. * Only the color of the texture is used, ignoring the alpha channel if one
  21555. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21556. * when sampling this texture due to the extra bit of precision provided for
  21557. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21558. * luminance/alpha textures will also still work as expected.
  21559. *
  21560. * @type {?Texture}
  21561. * @default null
  21562. */
  21563. this.alphaMap = null;
  21564. /**
  21565. * Defines the size of the points in pixels.
  21566. *
  21567. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
  21568. *
  21569. * @type {number}
  21570. * @default 1
  21571. */
  21572. this.size = 1;
  21573. /**
  21574. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21575. *
  21576. * @type {boolean}
  21577. * @default true
  21578. */
  21579. this.sizeAttenuation = true;
  21580. /**
  21581. * Whether the material is affected by fog or not.
  21582. *
  21583. * @type {boolean}
  21584. * @default true
  21585. */
  21586. this.fog = true;
  21587. this.setValues( parameters );
  21588. }
  21589. copy( source ) {
  21590. super.copy( source );
  21591. this.color.copy( source.color );
  21592. this.map = source.map;
  21593. this.alphaMap = source.alphaMap;
  21594. this.size = source.size;
  21595. this.sizeAttenuation = source.sizeAttenuation;
  21596. this.fog = source.fog;
  21597. return this;
  21598. }
  21599. }
  21600. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21601. const _ray = /*@__PURE__*/ new Ray();
  21602. const _sphere = /*@__PURE__*/ new Sphere();
  21603. const _position$2 = /*@__PURE__*/ new Vector3();
  21604. /**
  21605. * A class for displaying points or point clouds.
  21606. *
  21607. * @augments Object3D
  21608. */
  21609. class Points extends Object3D {
  21610. /**
  21611. * Constructs a new point cloud.
  21612. *
  21613. * @param {BufferGeometry} [geometry] - The points geometry.
  21614. * @param {Material|Array<Material>} [material] - The points material.
  21615. */
  21616. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21617. super();
  21618. /**
  21619. * This flag can be used for type testing.
  21620. *
  21621. * @type {boolean}
  21622. * @readonly
  21623. * @default true
  21624. */
  21625. this.isPoints = true;
  21626. this.type = 'Points';
  21627. /**
  21628. * The points geometry.
  21629. *
  21630. * @type {BufferGeometry}
  21631. */
  21632. this.geometry = geometry;
  21633. /**
  21634. * The line material.
  21635. *
  21636. * @type {Material|Array<Material>}
  21637. * @default PointsMaterial
  21638. */
  21639. this.material = material;
  21640. /**
  21641. * A dictionary representing the morph targets in the geometry. The key is the
  21642. * morph targets name, the value its attribute index. This member is `undefined`
  21643. * by default and only set when morph targets are detected in the geometry.
  21644. *
  21645. * @type {Object<String,number>|undefined}
  21646. * @default undefined
  21647. */
  21648. this.morphTargetDictionary = undefined;
  21649. /**
  21650. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21651. * is applied. This member is `undefined` by default and only set when morph targets are
  21652. * detected in the geometry.
  21653. *
  21654. * @type {Array<number>|undefined}
  21655. * @default undefined
  21656. */
  21657. this.morphTargetInfluences = undefined;
  21658. this.updateMorphTargets();
  21659. }
  21660. copy( source, recursive ) {
  21661. super.copy( source, recursive );
  21662. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21663. this.geometry = source.geometry;
  21664. return this;
  21665. }
  21666. /**
  21667. * Computes intersection points between a casted ray and this point cloud.
  21668. *
  21669. * @param {Raycaster} raycaster - The raycaster.
  21670. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21671. */
  21672. raycast( raycaster, intersects ) {
  21673. const geometry = this.geometry;
  21674. const matrixWorld = this.matrixWorld;
  21675. const threshold = raycaster.params.Points.threshold;
  21676. const drawRange = geometry.drawRange;
  21677. // Checking boundingSphere distance to ray
  21678. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21679. _sphere.copy( geometry.boundingSphere );
  21680. _sphere.applyMatrix4( matrixWorld );
  21681. _sphere.radius += threshold;
  21682. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21683. //
  21684. _inverseMatrix.copy( matrixWorld ).invert();
  21685. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21686. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21687. const localThresholdSq = localThreshold * localThreshold;
  21688. const index = geometry.index;
  21689. const attributes = geometry.attributes;
  21690. const positionAttribute = attributes.position;
  21691. if ( index !== null ) {
  21692. const start = Math.max( 0, drawRange.start );
  21693. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21694. for ( let i = start, il = end; i < il; i ++ ) {
  21695. const a = index.getX( i );
  21696. _position$2.fromBufferAttribute( positionAttribute, a );
  21697. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21698. }
  21699. } else {
  21700. const start = Math.max( 0, drawRange.start );
  21701. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21702. for ( let i = start, l = end; i < l; i ++ ) {
  21703. _position$2.fromBufferAttribute( positionAttribute, i );
  21704. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21705. }
  21706. }
  21707. }
  21708. /**
  21709. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21710. * to make sure existing morph targets can influence this 3D object.
  21711. */
  21712. updateMorphTargets() {
  21713. const geometry = this.geometry;
  21714. const morphAttributes = geometry.morphAttributes;
  21715. const keys = Object.keys( morphAttributes );
  21716. if ( keys.length > 0 ) {
  21717. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21718. if ( morphAttribute !== undefined ) {
  21719. this.morphTargetInfluences = [];
  21720. this.morphTargetDictionary = {};
  21721. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21722. const name = morphAttribute[ m ].name || String( m );
  21723. this.morphTargetInfluences.push( 0 );
  21724. this.morphTargetDictionary[ name ] = m;
  21725. }
  21726. }
  21727. }
  21728. }
  21729. }
  21730. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21731. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21732. if ( rayPointDistanceSq < localThresholdSq ) {
  21733. const intersectPoint = new Vector3();
  21734. _ray.closestPointToPoint( point, intersectPoint );
  21735. intersectPoint.applyMatrix4( matrixWorld );
  21736. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21737. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21738. intersects.push( {
  21739. distance: distance,
  21740. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21741. point: intersectPoint,
  21742. index: index,
  21743. face: null,
  21744. faceIndex: null,
  21745. barycoord: null,
  21746. object: object
  21747. } );
  21748. }
  21749. }
  21750. /**
  21751. * A texture for use with a video.
  21752. *
  21753. * ```js
  21754. * // assuming you have created a HTML video element with id="video"
  21755. * const video = document.getElementById( 'video' );
  21756. * const texture = new THREE.VideoTexture( video );
  21757. * ```
  21758. *
  21759. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21760. * set to THREE.SRGBColorSpace.
  21761. *
  21762. * Note: After the initial use of a texture, its dimensions, format, and type
  21763. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21764. *
  21765. * @augments Texture
  21766. */
  21767. class VideoTexture extends Texture {
  21768. /**
  21769. * Constructs a new video texture.
  21770. *
  21771. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21772. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21773. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21774. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21775. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21776. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21777. * @param {number} [format=RGBAFormat] - The texture format.
  21778. * @param {number} [type=UnsignedByteType] - The texture type.
  21779. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21780. */
  21781. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21782. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21783. /**
  21784. * This flag can be used for type testing.
  21785. *
  21786. * @type {boolean}
  21787. * @readonly
  21788. * @default true
  21789. */
  21790. this.isVideoTexture = true;
  21791. /**
  21792. * Whether to generate mipmaps (if possible) for a texture.
  21793. *
  21794. * Overwritten and set to `false` by default.
  21795. *
  21796. * @type {boolean}
  21797. * @default false
  21798. */
  21799. this.generateMipmaps = false;
  21800. /**
  21801. * The video frame request callback identifier, which is a positive integer.
  21802. *
  21803. * Value of 0 represents no scheduled rVFC.
  21804. *
  21805. * @private
  21806. * @type {number}
  21807. */
  21808. this._requestVideoFrameCallbackId = 0;
  21809. const scope = this;
  21810. function updateVideo() {
  21811. scope.needsUpdate = true;
  21812. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21813. }
  21814. if ( 'requestVideoFrameCallback' in video ) {
  21815. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21816. }
  21817. }
  21818. clone() {
  21819. return new this.constructor( this.image ).copy( this );
  21820. }
  21821. /**
  21822. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21823. * to `true` every time a new frame is available.
  21824. *
  21825. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21826. */
  21827. update() {
  21828. const video = this.image;
  21829. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21830. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21831. this.needsUpdate = true;
  21832. }
  21833. }
  21834. dispose() {
  21835. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21836. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21837. this._requestVideoFrameCallbackId = 0;
  21838. }
  21839. super.dispose();
  21840. }
  21841. }
  21842. /**
  21843. * This class can be used as an alternative way to define video data. Instead of using
  21844. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21845. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21846. * video frames are decoded with the WebCodecs API.
  21847. *
  21848. * ```js
  21849. * const texture = new THREE.VideoFrameTexture();
  21850. * texture.setFrame( frame );
  21851. * ```
  21852. *
  21853. * @augments VideoTexture
  21854. */
  21855. class VideoFrameTexture extends VideoTexture {
  21856. /**
  21857. * Constructs a new video frame texture.
  21858. *
  21859. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21860. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21861. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21862. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21863. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21864. * @param {number} [format=RGBAFormat] - The texture format.
  21865. * @param {number} [type=UnsignedByteType] - The texture type.
  21866. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21867. */
  21868. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21869. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21870. /**
  21871. * This flag can be used for type testing.
  21872. *
  21873. * @type {boolean}
  21874. * @readonly
  21875. * @default true
  21876. */
  21877. this.isVideoFrameTexture = true;
  21878. }
  21879. /**
  21880. * This method overwritten with an empty implementation since
  21881. * this type of texture is updated via `setFrame()`.
  21882. */
  21883. update() {}
  21884. clone() {
  21885. return new this.constructor().copy( this ); // restoring Texture.clone()
  21886. }
  21887. /**
  21888. * Sets the current frame of the video. This will automatically update the texture
  21889. * so the data can be used for rendering.
  21890. *
  21891. * @param {VideoFrame} frame - The video frame.
  21892. */
  21893. setFrame( frame ) {
  21894. this.image = frame;
  21895. this.needsUpdate = true;
  21896. }
  21897. }
  21898. /**
  21899. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21900. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21901. * as a texture for further usage.
  21902. *
  21903. * ```js
  21904. * const pixelRatio = window.devicePixelRatio;
  21905. * const textureSize = 128 * pixelRatio;
  21906. *
  21907. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21908. *
  21909. * // calculate start position for copying part of the frame data
  21910. * const vector = new Vector2();
  21911. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21912. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21913. *
  21914. * renderer.render( scene, camera );
  21915. *
  21916. * // copy part of the rendered frame into the framebuffer texture
  21917. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21918. * ```
  21919. *
  21920. * @augments Texture
  21921. */
  21922. class FramebufferTexture extends Texture {
  21923. /**
  21924. * Constructs a new framebuffer texture.
  21925. *
  21926. * @param {number} [width] - The width of the texture.
  21927. * @param {number} [height] - The height of the texture.
  21928. */
  21929. constructor( width, height ) {
  21930. super( { width, height } );
  21931. /**
  21932. * This flag can be used for type testing.
  21933. *
  21934. * @type {boolean}
  21935. * @readonly
  21936. * @default true
  21937. */
  21938. this.isFramebufferTexture = true;
  21939. /**
  21940. * How the texture is sampled when a texel covers more than one pixel.
  21941. *
  21942. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21943. *
  21944. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21945. * @default NearestFilter
  21946. */
  21947. this.magFilter = NearestFilter;
  21948. /**
  21949. * How the texture is sampled when a texel covers less than one pixel.
  21950. *
  21951. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21952. *
  21953. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21954. * @default NearestFilter
  21955. */
  21956. this.minFilter = NearestFilter;
  21957. /**
  21958. * Whether to generate mipmaps (if possible) for a texture.
  21959. *
  21960. * Overwritten and set to `false` by default.
  21961. *
  21962. * @type {boolean}
  21963. * @default false
  21964. */
  21965. this.generateMipmaps = false;
  21966. this.needsUpdate = true;
  21967. }
  21968. }
  21969. /**
  21970. * Creates a texture based on data in compressed form.
  21971. *
  21972. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21973. *
  21974. * @augments Texture
  21975. */
  21976. class CompressedTexture extends Texture {
  21977. /**
  21978. * Constructs a new compressed texture.
  21979. *
  21980. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21981. * the data and dimensions.
  21982. * @param {number} width - The width of the texture.
  21983. * @param {number} height - The height of the texture.
  21984. * @param {number} [format=RGBAFormat] - The texture format.
  21985. * @param {number} [type=UnsignedByteType] - The texture type.
  21986. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21987. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21988. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21989. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21990. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21991. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21992. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21993. */
  21994. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21995. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21996. /**
  21997. * This flag can be used for type testing.
  21998. *
  21999. * @type {boolean}
  22000. * @readonly
  22001. * @default true
  22002. */
  22003. this.isCompressedTexture = true;
  22004. /**
  22005. * The image property of a compressed texture just defines its dimensions.
  22006. *
  22007. * @type {{width:number,height:number}}
  22008. */
  22009. this.image = { width: width, height: height };
  22010. /**
  22011. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  22012. *
  22013. * @type {Array<Object>}
  22014. */
  22015. this.mipmaps = mipmaps;
  22016. /**
  22017. * If set to `true`, the texture is flipped along the vertical axis when
  22018. * uploaded to the GPU.
  22019. *
  22020. * Overwritten and set to `false` by default since it is not possible to
  22021. * flip compressed textures.
  22022. *
  22023. * @type {boolean}
  22024. * @default false
  22025. * @readonly
  22026. */
  22027. this.flipY = false;
  22028. /**
  22029. * Whether to generate mipmaps (if possible) for a texture.
  22030. *
  22031. * Overwritten and set to `false` by default since it is not
  22032. * possible to generate mipmaps for compressed data. Mipmaps
  22033. * must be embedded in the compressed texture file.
  22034. *
  22035. * @type {boolean}
  22036. * @default false
  22037. * @readonly
  22038. */
  22039. this.generateMipmaps = false;
  22040. }
  22041. }
  22042. /**
  22043. * Creates a texture 2D array based on data in compressed form.
  22044. *
  22045. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22046. *
  22047. * @augments CompressedTexture
  22048. */
  22049. class CompressedArrayTexture extends CompressedTexture {
  22050. /**
  22051. * Constructs a new compressed array texture.
  22052. *
  22053. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  22054. * the data and dimensions.
  22055. * @param {number} width - The width of the texture.
  22056. * @param {number} height - The height of the texture.
  22057. * @param {number} depth - The depth of the texture.
  22058. * @param {number} [format=RGBAFormat] - The min filter value.
  22059. * @param {number} [type=UnsignedByteType] - The min filter value.
  22060. */
  22061. constructor( mipmaps, width, height, depth, format, type ) {
  22062. super( mipmaps, width, height, format, type );
  22063. /**
  22064. * This flag can be used for type testing.
  22065. *
  22066. * @type {boolean}
  22067. * @readonly
  22068. * @default true
  22069. */
  22070. this.isCompressedArrayTexture = true;
  22071. /**
  22072. * The image property of a compressed texture just defines its dimensions.
  22073. *
  22074. * @name CompressedArrayTexture#image
  22075. * @type {{width:number,height:number,depth:number}}
  22076. */
  22077. this.image.depth = depth;
  22078. /**
  22079. * This defines how the texture is wrapped in the depth and corresponds to
  22080. * *W* in UVW mapping.
  22081. *
  22082. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  22083. * @default ClampToEdgeWrapping
  22084. */
  22085. this.wrapR = ClampToEdgeWrapping;
  22086. /**
  22087. * A set of all layers which need to be updated in the texture.
  22088. *
  22089. * @type {Set<number>}
  22090. */
  22091. this.layerUpdates = new Set();
  22092. }
  22093. /**
  22094. * Describes that a specific layer of the texture needs to be updated.
  22095. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22096. * entire compressed texture array is sent to the GPU. Marking specific
  22097. * layers will only transmit subsets of all mipmaps associated with a
  22098. * specific depth in the array which is often much more performant.
  22099. *
  22100. * @param {number} layerIndex - The layer index that should be updated.
  22101. */
  22102. addLayerUpdate( layerIndex ) {
  22103. this.layerUpdates.add( layerIndex );
  22104. }
  22105. /**
  22106. * Resets the layer updates registry.
  22107. */
  22108. clearLayerUpdates() {
  22109. this.layerUpdates.clear();
  22110. }
  22111. }
  22112. /**
  22113. * Creates a cube texture based on data in compressed form.
  22114. *
  22115. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22116. *
  22117. * @augments CompressedTexture
  22118. */
  22119. class CompressedCubeTexture extends CompressedTexture {
  22120. /**
  22121. * Constructs a new compressed texture.
  22122. *
  22123. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22124. * @param {number} [format=RGBAFormat] - The texture format.
  22125. * @param {number} [type=UnsignedByteType] - The texture type.
  22126. */
  22127. constructor( images, format, type ) {
  22128. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22129. /**
  22130. * This flag can be used for type testing.
  22131. *
  22132. * @type {boolean}
  22133. * @readonly
  22134. * @default true
  22135. */
  22136. this.isCompressedCubeTexture = true;
  22137. /**
  22138. * This flag can be used for type testing.
  22139. *
  22140. * @type {boolean}
  22141. * @readonly
  22142. * @default true
  22143. */
  22144. this.isCubeTexture = true;
  22145. this.image = images;
  22146. }
  22147. }
  22148. /**
  22149. * Creates a texture from a canvas element.
  22150. *
  22151. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22152. * to `true` immediately since a canvas can directly be used for rendering.
  22153. *
  22154. * @augments Texture
  22155. */
  22156. class CanvasTexture extends Texture {
  22157. /**
  22158. * Constructs a new texture.
  22159. *
  22160. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22161. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22162. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22163. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22164. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22165. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22166. * @param {number} [format=RGBAFormat] - The texture format.
  22167. * @param {number} [type=UnsignedByteType] - The texture type.
  22168. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22169. */
  22170. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22171. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22172. /**
  22173. * This flag can be used for type testing.
  22174. *
  22175. * @type {boolean}
  22176. * @readonly
  22177. * @default true
  22178. */
  22179. this.isCanvasTexture = true;
  22180. this.needsUpdate = true;
  22181. }
  22182. }
  22183. /**
  22184. * This class can be used to automatically save the depth information of a
  22185. * rendering into a texture.
  22186. *
  22187. * @augments Texture
  22188. */
  22189. class DepthTexture extends Texture {
  22190. /**
  22191. * Constructs a new depth texture.
  22192. *
  22193. * @param {number} width - The width of the texture.
  22194. * @param {number} height - The height of the texture.
  22195. * @param {number} [type=UnsignedIntType] - The texture type.
  22196. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22197. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22198. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22199. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22200. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22201. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22202. * @param {number} [format=DepthFormat] - The texture format.
  22203. * @param {number} [depth=1] - The depth of the texture.
  22204. */
  22205. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22206. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22207. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22208. }
  22209. const image = { width: width, height: height, depth: depth };
  22210. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22211. /**
  22212. * This flag can be used for type testing.
  22213. *
  22214. * @type {boolean}
  22215. * @readonly
  22216. * @default true
  22217. */
  22218. this.isDepthTexture = true;
  22219. /**
  22220. * If set to `true`, the texture is flipped along the vertical axis when
  22221. * uploaded to the GPU.
  22222. *
  22223. * Overwritten and set to `false` by default.
  22224. *
  22225. * @type {boolean}
  22226. * @default false
  22227. */
  22228. this.flipY = false;
  22229. /**
  22230. * Whether to generate mipmaps (if possible) for a texture.
  22231. *
  22232. * Overwritten and set to `false` by default.
  22233. *
  22234. * @type {boolean}
  22235. * @default false
  22236. */
  22237. this.generateMipmaps = false;
  22238. /**
  22239. * Code corresponding to the depth compare function.
  22240. *
  22241. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22242. * @default null
  22243. */
  22244. this.compareFunction = null;
  22245. }
  22246. copy( source ) {
  22247. super.copy( source );
  22248. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22249. this.compareFunction = source.compareFunction;
  22250. return this;
  22251. }
  22252. toJSON( meta ) {
  22253. const data = super.toJSON( meta );
  22254. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22255. return data;
  22256. }
  22257. }
  22258. /**
  22259. * This class can be used to automatically save the depth information of a
  22260. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  22261. *
  22262. * @augments DepthTexture
  22263. */
  22264. class CubeDepthTexture extends DepthTexture {
  22265. /**
  22266. * Constructs a new cube depth texture.
  22267. *
  22268. * @param {number} size - The size (width and height) of each cube face.
  22269. * @param {number} [type=UnsignedIntType] - The texture type.
  22270. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  22271. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22272. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22273. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  22274. * @param {number} [minFilter=NearestFilter] - The min filter value.
  22275. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22276. * @param {number} [format=DepthFormat] - The texture format.
  22277. */
  22278. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  22279. // Create 6 identical image descriptors for the cube faces
  22280. const image = { width: size, height: size, depth: 1 };
  22281. const images = [ image, image, image, image, image, image ];
  22282. // Call DepthTexture constructor with width, height
  22283. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  22284. // Replace the single image with the array of 6 images
  22285. this.image = images;
  22286. /**
  22287. * This flag can be used for type testing.
  22288. *
  22289. * @type {boolean}
  22290. * @readonly
  22291. * @default true
  22292. */
  22293. this.isCubeDepthTexture = true;
  22294. /**
  22295. * Set to true for cube texture handling in WebGLTextures.
  22296. *
  22297. * @type {boolean}
  22298. * @readonly
  22299. * @default true
  22300. */
  22301. this.isCubeTexture = true;
  22302. }
  22303. /**
  22304. * Alias for {@link CubeDepthTexture#image}.
  22305. *
  22306. * @type {Array<Image>}
  22307. */
  22308. get images() {
  22309. return this.image;
  22310. }
  22311. set images( value ) {
  22312. this.image = value;
  22313. }
  22314. }
  22315. /**
  22316. * Represents a texture created externally with the same renderer context.
  22317. *
  22318. * This may be a texture from a protected media stream, device camera feed,
  22319. * or other data feeds like a depth sensor.
  22320. *
  22321. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22322. * the {@link WebGPURenderer} WebGPU backend.
  22323. *
  22324. * @augments Texture
  22325. */
  22326. class ExternalTexture extends Texture {
  22327. /**
  22328. * Creates a new raw texture.
  22329. *
  22330. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22331. */
  22332. constructor( sourceTexture = null ) {
  22333. super();
  22334. /**
  22335. * The external source texture.
  22336. *
  22337. * @type {?(WebGLTexture|GPUTexture)}
  22338. * @default null
  22339. */
  22340. this.sourceTexture = sourceTexture;
  22341. /**
  22342. * This flag can be used for type testing.
  22343. *
  22344. * @type {boolean}
  22345. * @readonly
  22346. * @default true
  22347. */
  22348. this.isExternalTexture = true;
  22349. }
  22350. copy( source ) {
  22351. super.copy( source );
  22352. this.sourceTexture = source.sourceTexture;
  22353. return this;
  22354. }
  22355. }
  22356. /**
  22357. * A geometry class for representing a capsule.
  22358. *
  22359. * ```js
  22360. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22361. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22362. * const capsule = new THREE.Mesh( geometry, material );
  22363. * scene.add( capsule );
  22364. * ```
  22365. *
  22366. * @augments BufferGeometry
  22367. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22368. */
  22369. class CapsuleGeometry extends BufferGeometry {
  22370. /**
  22371. * Constructs a new capsule geometry.
  22372. *
  22373. * @param {number} [radius=1] - Radius of the capsule.
  22374. * @param {number} [height=1] - Height of the middle section.
  22375. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22376. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22377. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22378. */
  22379. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22380. super();
  22381. this.type = 'CapsuleGeometry';
  22382. /**
  22383. * Holds the constructor parameters that have been
  22384. * used to generate the geometry. Any modification
  22385. * after instantiation does not change the geometry.
  22386. *
  22387. * @type {Object}
  22388. */
  22389. this.parameters = {
  22390. radius: radius,
  22391. height: height,
  22392. capSegments: capSegments,
  22393. radialSegments: radialSegments,
  22394. heightSegments: heightSegments,
  22395. };
  22396. height = Math.max( 0, height );
  22397. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22398. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22399. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22400. // buffers
  22401. const indices = [];
  22402. const vertices = [];
  22403. const normals = [];
  22404. const uvs = [];
  22405. // helper variables
  22406. const halfHeight = height / 2;
  22407. const capArcLength = ( Math.PI / 2 ) * radius;
  22408. const cylinderPartLength = height;
  22409. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22410. const numVerticalSegments = capSegments * 2 + heightSegments;
  22411. const verticesPerRow = radialSegments + 1;
  22412. const normal = new Vector3();
  22413. const vertex = new Vector3();
  22414. // generate vertices, normals, and uvs
  22415. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22416. let currentArcLength = 0;
  22417. let profileY = 0;
  22418. let profileRadius = 0;
  22419. let normalYComponent = 0;
  22420. if ( iy <= capSegments ) {
  22421. // bottom cap
  22422. const segmentProgress = iy / capSegments;
  22423. const angle = ( segmentProgress * Math.PI ) / 2;
  22424. profileY = - halfHeight - radius * Math.cos( angle );
  22425. profileRadius = radius * Math.sin( angle );
  22426. normalYComponent = - radius * Math.cos( angle );
  22427. currentArcLength = segmentProgress * capArcLength;
  22428. } else if ( iy <= capSegments + heightSegments ) {
  22429. // middle section
  22430. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22431. profileY = - halfHeight + segmentProgress * height;
  22432. profileRadius = radius;
  22433. normalYComponent = 0;
  22434. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22435. } else {
  22436. // top cap
  22437. const segmentProgress =
  22438. ( iy - capSegments - heightSegments ) / capSegments;
  22439. const angle = ( segmentProgress * Math.PI ) / 2;
  22440. profileY = halfHeight + radius * Math.sin( angle );
  22441. profileRadius = radius * Math.cos( angle );
  22442. normalYComponent = radius * Math.sin( angle );
  22443. currentArcLength =
  22444. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22445. }
  22446. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22447. // special case for the poles
  22448. let uOffset = 0;
  22449. if ( iy === 0 ) {
  22450. uOffset = 0.5 / radialSegments;
  22451. } else if ( iy === numVerticalSegments ) {
  22452. uOffset = -0.5 / radialSegments;
  22453. }
  22454. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22455. const u = ix / radialSegments;
  22456. const theta = u * Math.PI * 2;
  22457. const sinTheta = Math.sin( theta );
  22458. const cosTheta = Math.cos( theta );
  22459. // vertex
  22460. vertex.x = - profileRadius * cosTheta;
  22461. vertex.y = profileY;
  22462. vertex.z = profileRadius * sinTheta;
  22463. vertices.push( vertex.x, vertex.y, vertex.z );
  22464. // normal
  22465. normal.set(
  22466. - profileRadius * cosTheta,
  22467. normalYComponent,
  22468. profileRadius * sinTheta
  22469. );
  22470. normal.normalize();
  22471. normals.push( normal.x, normal.y, normal.z );
  22472. // uv
  22473. uvs.push( u + uOffset, v );
  22474. }
  22475. if ( iy > 0 ) {
  22476. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22477. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22478. const i1 = prevIndexRow + ix;
  22479. const i2 = prevIndexRow + ix + 1;
  22480. const i3 = iy * verticesPerRow + ix;
  22481. const i4 = iy * verticesPerRow + ix + 1;
  22482. indices.push( i1, i2, i3 );
  22483. indices.push( i2, i4, i3 );
  22484. }
  22485. }
  22486. }
  22487. // build geometry
  22488. this.setIndex( indices );
  22489. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22490. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22491. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22492. }
  22493. copy( source ) {
  22494. super.copy( source );
  22495. this.parameters = Object.assign( {}, source.parameters );
  22496. return this;
  22497. }
  22498. /**
  22499. * Factory method for creating an instance of this class from the given
  22500. * JSON object.
  22501. *
  22502. * @param {Object} data - A JSON object representing the serialized geometry.
  22503. * @return {CapsuleGeometry} A new instance.
  22504. */
  22505. static fromJSON( data ) {
  22506. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22507. }
  22508. }
  22509. /**
  22510. * A simple shape of Euclidean geometry. It is constructed from a
  22511. * number of triangular segments that are oriented around a central point and
  22512. * extend as far out as a given radius. It is built counter-clockwise from a
  22513. * start angle and a given central angle. It can also be used to create
  22514. * regular polygons, where the number of segments determines the number of
  22515. * sides.
  22516. *
  22517. * ```js
  22518. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22519. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22520. * const circle = new THREE.Mesh( geometry, material );
  22521. * scene.add( circle )
  22522. * ```
  22523. *
  22524. * @augments BufferGeometry
  22525. * @demo scenes/geometry-browser.html#CircleGeometry
  22526. */
  22527. class CircleGeometry extends BufferGeometry {
  22528. /**
  22529. * Constructs a new circle geometry.
  22530. *
  22531. * @param {number} [radius=1] - Radius of the circle.
  22532. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22533. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22534. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22535. * of the circular sector in radians. The default value results in a complete circle.
  22536. */
  22537. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22538. super();
  22539. this.type = 'CircleGeometry';
  22540. /**
  22541. * Holds the constructor parameters that have been
  22542. * used to generate the geometry. Any modification
  22543. * after instantiation does not change the geometry.
  22544. *
  22545. * @type {Object}
  22546. */
  22547. this.parameters = {
  22548. radius: radius,
  22549. segments: segments,
  22550. thetaStart: thetaStart,
  22551. thetaLength: thetaLength
  22552. };
  22553. segments = Math.max( 3, segments );
  22554. // buffers
  22555. const indices = [];
  22556. const vertices = [];
  22557. const normals = [];
  22558. const uvs = [];
  22559. // helper variables
  22560. const vertex = new Vector3();
  22561. const uv = new Vector2();
  22562. // center point
  22563. vertices.push( 0, 0, 0 );
  22564. normals.push( 0, 0, 1 );
  22565. uvs.push( 0.5, 0.5 );
  22566. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22567. const segment = thetaStart + s / segments * thetaLength;
  22568. // vertex
  22569. vertex.x = radius * Math.cos( segment );
  22570. vertex.y = radius * Math.sin( segment );
  22571. vertices.push( vertex.x, vertex.y, vertex.z );
  22572. // normal
  22573. normals.push( 0, 0, 1 );
  22574. // uvs
  22575. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22576. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22577. uvs.push( uv.x, uv.y );
  22578. }
  22579. // indices
  22580. for ( let i = 1; i <= segments; i ++ ) {
  22581. indices.push( i, i + 1, 0 );
  22582. }
  22583. // build geometry
  22584. this.setIndex( indices );
  22585. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22586. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22587. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22588. }
  22589. copy( source ) {
  22590. super.copy( source );
  22591. this.parameters = Object.assign( {}, source.parameters );
  22592. return this;
  22593. }
  22594. /**
  22595. * Factory method for creating an instance of this class from the given
  22596. * JSON object.
  22597. *
  22598. * @param {Object} data - A JSON object representing the serialized geometry.
  22599. * @return {CircleGeometry} A new instance.
  22600. */
  22601. static fromJSON( data ) {
  22602. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22603. }
  22604. }
  22605. /**
  22606. * A geometry class for representing a cylinder.
  22607. *
  22608. * ```js
  22609. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22610. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22611. * const cylinder = new THREE.Mesh( geometry, material );
  22612. * scene.add( cylinder );
  22613. * ```
  22614. *
  22615. * @augments BufferGeometry
  22616. * @demo scenes/geometry-browser.html#CylinderGeometry
  22617. */
  22618. class CylinderGeometry extends BufferGeometry {
  22619. /**
  22620. * Constructs a new cylinder geometry.
  22621. *
  22622. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22623. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22624. * @param {number} [height=1] - Height of the cylinder.
  22625. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22626. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22627. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22628. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22629. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22630. * The default value results in a complete cylinder.
  22631. */
  22632. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22633. super();
  22634. this.type = 'CylinderGeometry';
  22635. /**
  22636. * Holds the constructor parameters that have been
  22637. * used to generate the geometry. Any modification
  22638. * after instantiation does not change the geometry.
  22639. *
  22640. * @type {Object}
  22641. */
  22642. this.parameters = {
  22643. radiusTop: radiusTop,
  22644. radiusBottom: radiusBottom,
  22645. height: height,
  22646. radialSegments: radialSegments,
  22647. heightSegments: heightSegments,
  22648. openEnded: openEnded,
  22649. thetaStart: thetaStart,
  22650. thetaLength: thetaLength
  22651. };
  22652. const scope = this;
  22653. radialSegments = Math.floor( radialSegments );
  22654. heightSegments = Math.floor( heightSegments );
  22655. // buffers
  22656. const indices = [];
  22657. const vertices = [];
  22658. const normals = [];
  22659. const uvs = [];
  22660. // helper variables
  22661. let index = 0;
  22662. const indexArray = [];
  22663. const halfHeight = height / 2;
  22664. let groupStart = 0;
  22665. // generate geometry
  22666. generateTorso();
  22667. if ( openEnded === false ) {
  22668. if ( radiusTop > 0 ) generateCap( true );
  22669. if ( radiusBottom > 0 ) generateCap( false );
  22670. }
  22671. // build geometry
  22672. this.setIndex( indices );
  22673. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22674. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22675. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22676. function generateTorso() {
  22677. const normal = new Vector3();
  22678. const vertex = new Vector3();
  22679. let groupCount = 0;
  22680. // this will be used to calculate the normal
  22681. const slope = ( radiusBottom - radiusTop ) / height;
  22682. // generate vertices, normals and uvs
  22683. for ( let y = 0; y <= heightSegments; y ++ ) {
  22684. const indexRow = [];
  22685. const v = y / heightSegments;
  22686. // calculate the radius of the current row
  22687. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22688. for ( let x = 0; x <= radialSegments; x ++ ) {
  22689. const u = x / radialSegments;
  22690. const theta = u * thetaLength + thetaStart;
  22691. const sinTheta = Math.sin( theta );
  22692. const cosTheta = Math.cos( theta );
  22693. // vertex
  22694. vertex.x = radius * sinTheta;
  22695. vertex.y = - v * height + halfHeight;
  22696. vertex.z = radius * cosTheta;
  22697. vertices.push( vertex.x, vertex.y, vertex.z );
  22698. // normal
  22699. normal.set( sinTheta, slope, cosTheta ).normalize();
  22700. normals.push( normal.x, normal.y, normal.z );
  22701. // uv
  22702. uvs.push( u, 1 - v );
  22703. // save index of vertex in respective row
  22704. indexRow.push( index ++ );
  22705. }
  22706. // now save vertices of the row in our index array
  22707. indexArray.push( indexRow );
  22708. }
  22709. // generate indices
  22710. for ( let x = 0; x < radialSegments; x ++ ) {
  22711. for ( let y = 0; y < heightSegments; y ++ ) {
  22712. // we use the index array to access the correct indices
  22713. const a = indexArray[ y ][ x ];
  22714. const b = indexArray[ y + 1 ][ x ];
  22715. const c = indexArray[ y + 1 ][ x + 1 ];
  22716. const d = indexArray[ y ][ x + 1 ];
  22717. // faces
  22718. if ( radiusTop > 0 || y !== 0 ) {
  22719. indices.push( a, b, d );
  22720. groupCount += 3;
  22721. }
  22722. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22723. indices.push( b, c, d );
  22724. groupCount += 3;
  22725. }
  22726. }
  22727. }
  22728. // add a group to the geometry. this will ensure multi material support
  22729. scope.addGroup( groupStart, groupCount, 0 );
  22730. // calculate new start value for groups
  22731. groupStart += groupCount;
  22732. }
  22733. function generateCap( top ) {
  22734. // save the index of the first center vertex
  22735. const centerIndexStart = index;
  22736. const uv = new Vector2();
  22737. const vertex = new Vector3();
  22738. let groupCount = 0;
  22739. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22740. const sign = ( top === true ) ? 1 : -1;
  22741. // first we generate the center vertex data of the cap.
  22742. // because the geometry needs one set of uvs per face,
  22743. // we must generate a center vertex per face/segment
  22744. for ( let x = 1; x <= radialSegments; x ++ ) {
  22745. // vertex
  22746. vertices.push( 0, halfHeight * sign, 0 );
  22747. // normal
  22748. normals.push( 0, sign, 0 );
  22749. // uv
  22750. uvs.push( 0.5, 0.5 );
  22751. // increase index
  22752. index ++;
  22753. }
  22754. // save the index of the last center vertex
  22755. const centerIndexEnd = index;
  22756. // now we generate the surrounding vertices, normals and uvs
  22757. for ( let x = 0; x <= radialSegments; x ++ ) {
  22758. const u = x / radialSegments;
  22759. const theta = u * thetaLength + thetaStart;
  22760. const cosTheta = Math.cos( theta );
  22761. const sinTheta = Math.sin( theta );
  22762. // vertex
  22763. vertex.x = radius * sinTheta;
  22764. vertex.y = halfHeight * sign;
  22765. vertex.z = radius * cosTheta;
  22766. vertices.push( vertex.x, vertex.y, vertex.z );
  22767. // normal
  22768. normals.push( 0, sign, 0 );
  22769. // uv
  22770. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22771. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22772. uvs.push( uv.x, uv.y );
  22773. // increase index
  22774. index ++;
  22775. }
  22776. // generate indices
  22777. for ( let x = 0; x < radialSegments; x ++ ) {
  22778. const c = centerIndexStart + x;
  22779. const i = centerIndexEnd + x;
  22780. if ( top === true ) {
  22781. // face top
  22782. indices.push( i, i + 1, c );
  22783. } else {
  22784. // face bottom
  22785. indices.push( i + 1, i, c );
  22786. }
  22787. groupCount += 3;
  22788. }
  22789. // add a group to the geometry. this will ensure multi material support
  22790. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22791. // calculate new start value for groups
  22792. groupStart += groupCount;
  22793. }
  22794. }
  22795. copy( source ) {
  22796. super.copy( source );
  22797. this.parameters = Object.assign( {}, source.parameters );
  22798. return this;
  22799. }
  22800. /**
  22801. * Factory method for creating an instance of this class from the given
  22802. * JSON object.
  22803. *
  22804. * @param {Object} data - A JSON object representing the serialized geometry.
  22805. * @return {CylinderGeometry} A new instance.
  22806. */
  22807. static fromJSON( data ) {
  22808. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22809. }
  22810. }
  22811. /**
  22812. * A geometry class for representing a cone.
  22813. *
  22814. * ```js
  22815. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22816. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22817. * const cone = new THREE.Mesh(geometry, material );
  22818. * scene.add( cone );
  22819. * ```
  22820. *
  22821. * @augments CylinderGeometry
  22822. * @demo scenes/geometry-browser.html#ConeGeometry
  22823. */
  22824. class ConeGeometry extends CylinderGeometry {
  22825. /**
  22826. * Constructs a new cone geometry.
  22827. *
  22828. * @param {number} [radius=1] - Radius of the cone base.
  22829. * @param {number} [height=1] - Height of the cone.
  22830. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22831. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22832. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22833. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22834. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22835. * The default value results in a complete cone.
  22836. */
  22837. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22838. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22839. this.type = 'ConeGeometry';
  22840. /**
  22841. * Holds the constructor parameters that have been
  22842. * used to generate the geometry. Any modification
  22843. * after instantiation does not change the geometry.
  22844. *
  22845. * @type {Object}
  22846. */
  22847. this.parameters = {
  22848. radius: radius,
  22849. height: height,
  22850. radialSegments: radialSegments,
  22851. heightSegments: heightSegments,
  22852. openEnded: openEnded,
  22853. thetaStart: thetaStart,
  22854. thetaLength: thetaLength
  22855. };
  22856. }
  22857. /**
  22858. * Factory method for creating an instance of this class from the given
  22859. * JSON object.
  22860. *
  22861. * @param {Object} data - A JSON object representing the serialized geometry.
  22862. * @return {ConeGeometry} A new instance.
  22863. */
  22864. static fromJSON( data ) {
  22865. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22866. }
  22867. }
  22868. /**
  22869. * A polyhedron is a solid in three dimensions with flat faces. This class
  22870. * will take an array of vertices, project them onto a sphere, and then
  22871. * divide them up to the desired level of detail.
  22872. *
  22873. * @augments BufferGeometry
  22874. */
  22875. class PolyhedronGeometry extends BufferGeometry {
  22876. /**
  22877. * Constructs a new polyhedron geometry.
  22878. *
  22879. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22880. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22881. * @param {number} [radius=1] - The radius of the shape.
  22882. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22883. */
  22884. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22885. super();
  22886. this.type = 'PolyhedronGeometry';
  22887. /**
  22888. * Holds the constructor parameters that have been
  22889. * used to generate the geometry. Any modification
  22890. * after instantiation does not change the geometry.
  22891. *
  22892. * @type {Object}
  22893. */
  22894. this.parameters = {
  22895. vertices: vertices,
  22896. indices: indices,
  22897. radius: radius,
  22898. detail: detail
  22899. };
  22900. // default buffer data
  22901. const vertexBuffer = [];
  22902. const uvBuffer = [];
  22903. // the subdivision creates the vertex buffer data
  22904. subdivide( detail );
  22905. // all vertices should lie on a conceptual sphere with a given radius
  22906. applyRadius( radius );
  22907. // finally, create the uv data
  22908. generateUVs();
  22909. // build non-indexed geometry
  22910. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22911. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22912. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22913. if ( detail === 0 ) {
  22914. this.computeVertexNormals(); // flat normals
  22915. } else {
  22916. this.normalizeNormals(); // smooth normals
  22917. }
  22918. // helper functions
  22919. function subdivide( detail ) {
  22920. const a = new Vector3();
  22921. const b = new Vector3();
  22922. const c = new Vector3();
  22923. // iterate over all faces and apply a subdivision with the given detail value
  22924. for ( let i = 0; i < indices.length; i += 3 ) {
  22925. // get the vertices of the face
  22926. getVertexByIndex( indices[ i + 0 ], a );
  22927. getVertexByIndex( indices[ i + 1 ], b );
  22928. getVertexByIndex( indices[ i + 2 ], c );
  22929. // perform subdivision
  22930. subdivideFace( a, b, c, detail );
  22931. }
  22932. }
  22933. function subdivideFace( a, b, c, detail ) {
  22934. const cols = detail + 1;
  22935. // we use this multidimensional array as a data structure for creating the subdivision
  22936. const v = [];
  22937. // construct all of the vertices for this subdivision
  22938. for ( let i = 0; i <= cols; i ++ ) {
  22939. v[ i ] = [];
  22940. const aj = a.clone().lerp( c, i / cols );
  22941. const bj = b.clone().lerp( c, i / cols );
  22942. const rows = cols - i;
  22943. for ( let j = 0; j <= rows; j ++ ) {
  22944. if ( j === 0 && i === cols ) {
  22945. v[ i ][ j ] = aj;
  22946. } else {
  22947. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22948. }
  22949. }
  22950. }
  22951. // construct all of the faces
  22952. for ( let i = 0; i < cols; i ++ ) {
  22953. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22954. const k = Math.floor( j / 2 );
  22955. if ( j % 2 === 0 ) {
  22956. pushVertex( v[ i ][ k + 1 ] );
  22957. pushVertex( v[ i + 1 ][ k ] );
  22958. pushVertex( v[ i ][ k ] );
  22959. } else {
  22960. pushVertex( v[ i ][ k + 1 ] );
  22961. pushVertex( v[ i + 1 ][ k + 1 ] );
  22962. pushVertex( v[ i + 1 ][ k ] );
  22963. }
  22964. }
  22965. }
  22966. }
  22967. function applyRadius( radius ) {
  22968. const vertex = new Vector3();
  22969. // iterate over the entire buffer and apply the radius to each vertex
  22970. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22971. vertex.x = vertexBuffer[ i + 0 ];
  22972. vertex.y = vertexBuffer[ i + 1 ];
  22973. vertex.z = vertexBuffer[ i + 2 ];
  22974. vertex.normalize().multiplyScalar( radius );
  22975. vertexBuffer[ i + 0 ] = vertex.x;
  22976. vertexBuffer[ i + 1 ] = vertex.y;
  22977. vertexBuffer[ i + 2 ] = vertex.z;
  22978. }
  22979. }
  22980. function generateUVs() {
  22981. const vertex = new Vector3();
  22982. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22983. vertex.x = vertexBuffer[ i + 0 ];
  22984. vertex.y = vertexBuffer[ i + 1 ];
  22985. vertex.z = vertexBuffer[ i + 2 ];
  22986. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22987. const v = inclination( vertex ) / Math.PI + 0.5;
  22988. uvBuffer.push( u, 1 - v );
  22989. }
  22990. correctUVs();
  22991. correctSeam();
  22992. }
  22993. function correctSeam() {
  22994. // handle case when face straddles the seam, see #3269
  22995. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22996. // uv data of a single face
  22997. const x0 = uvBuffer[ i + 0 ];
  22998. const x1 = uvBuffer[ i + 2 ];
  22999. const x2 = uvBuffer[ i + 4 ];
  23000. const max = Math.max( x0, x1, x2 );
  23001. const min = Math.min( x0, x1, x2 );
  23002. // 0.9 is somewhat arbitrary
  23003. if ( max > 0.9 && min < 0.1 ) {
  23004. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  23005. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  23006. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  23007. }
  23008. }
  23009. }
  23010. function pushVertex( vertex ) {
  23011. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  23012. }
  23013. function getVertexByIndex( index, vertex ) {
  23014. const stride = index * 3;
  23015. vertex.x = vertices[ stride + 0 ];
  23016. vertex.y = vertices[ stride + 1 ];
  23017. vertex.z = vertices[ stride + 2 ];
  23018. }
  23019. function correctUVs() {
  23020. const a = new Vector3();
  23021. const b = new Vector3();
  23022. const c = new Vector3();
  23023. const centroid = new Vector3();
  23024. const uvA = new Vector2();
  23025. const uvB = new Vector2();
  23026. const uvC = new Vector2();
  23027. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  23028. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  23029. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  23030. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  23031. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  23032. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  23033. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  23034. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  23035. const azi = azimuth( centroid );
  23036. correctUV( uvA, j + 0, a, azi );
  23037. correctUV( uvB, j + 2, b, azi );
  23038. correctUV( uvC, j + 4, c, azi );
  23039. }
  23040. }
  23041. function correctUV( uv, stride, vector, azimuth ) {
  23042. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  23043. uvBuffer[ stride ] = uv.x - 1;
  23044. }
  23045. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  23046. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  23047. }
  23048. }
  23049. // Angle around the Y axis, counter-clockwise when looking from above.
  23050. function azimuth( vector ) {
  23051. return Math.atan2( vector.z, - vector.x );
  23052. }
  23053. // Angle above the XZ plane.
  23054. function inclination( vector ) {
  23055. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  23056. }
  23057. }
  23058. copy( source ) {
  23059. super.copy( source );
  23060. this.parameters = Object.assign( {}, source.parameters );
  23061. return this;
  23062. }
  23063. /**
  23064. * Factory method for creating an instance of this class from the given
  23065. * JSON object.
  23066. *
  23067. * @param {Object} data - A JSON object representing the serialized geometry.
  23068. * @return {PolyhedronGeometry} A new instance.
  23069. */
  23070. static fromJSON( data ) {
  23071. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail );
  23072. }
  23073. }
  23074. /**
  23075. * A geometry class for representing a dodecahedron.
  23076. *
  23077. * ```js
  23078. * const geometry = new THREE.DodecahedronGeometry();
  23079. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  23080. * const dodecahedron = new THREE.Mesh( geometry, material );
  23081. * scene.add( dodecahedron );
  23082. * ```
  23083. *
  23084. * @augments PolyhedronGeometry
  23085. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  23086. */
  23087. class DodecahedronGeometry extends PolyhedronGeometry {
  23088. /**
  23089. * Constructs a new dodecahedron geometry.
  23090. *
  23091. * @param {number} [radius=1] - Radius of the dodecahedron.
  23092. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  23093. */
  23094. constructor( radius = 1, detail = 0 ) {
  23095. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  23096. const r = 1 / t;
  23097. const vertices = [
  23098. // (±1, ±1, ±1)
  23099. -1, -1, -1, -1, -1, 1,
  23100. -1, 1, -1, -1, 1, 1,
  23101. 1, -1, -1, 1, -1, 1,
  23102. 1, 1, -1, 1, 1, 1,
  23103. // (0, ±1/φ, ±φ)
  23104. 0, - r, - t, 0, - r, t,
  23105. 0, r, - t, 0, r, t,
  23106. // (±1/φ, ±φ, 0)
  23107. - r, - t, 0, - r, t, 0,
  23108. r, - t, 0, r, t, 0,
  23109. // (±φ, 0, ±1/φ)
  23110. - t, 0, - r, t, 0, - r,
  23111. - t, 0, r, t, 0, r
  23112. ];
  23113. const indices = [
  23114. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  23115. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  23116. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  23117. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  23118. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  23119. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  23120. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  23121. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  23122. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  23123. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  23124. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  23125. 1, 12, 14, 1, 14, 5, 1, 5, 9
  23126. ];
  23127. super( vertices, indices, radius, detail );
  23128. this.type = 'DodecahedronGeometry';
  23129. /**
  23130. * Holds the constructor parameters that have been
  23131. * used to generate the geometry. Any modification
  23132. * after instantiation does not change the geometry.
  23133. *
  23134. * @type {Object}
  23135. */
  23136. this.parameters = {
  23137. radius: radius,
  23138. detail: detail
  23139. };
  23140. }
  23141. /**
  23142. * Factory method for creating an instance of this class from the given
  23143. * JSON object.
  23144. *
  23145. * @param {Object} data - A JSON object representing the serialized geometry.
  23146. * @return {DodecahedronGeometry} A new instance.
  23147. */
  23148. static fromJSON( data ) {
  23149. return new DodecahedronGeometry( data.radius, data.detail );
  23150. }
  23151. }
  23152. const _v0 = /*@__PURE__*/ new Vector3();
  23153. const _v1$1 = /*@__PURE__*/ new Vector3();
  23154. const _normal = /*@__PURE__*/ new Vector3();
  23155. const _triangle = /*@__PURE__*/ new Triangle();
  23156. /**
  23157. * Can be used as a helper object to view the edges of a geometry.
  23158. *
  23159. * ```js
  23160. * const geometry = new THREE.BoxGeometry();
  23161. * const edges = new THREE.EdgesGeometry( geometry );
  23162. * const line = new THREE.LineSegments( edges );
  23163. * scene.add( line );
  23164. * ```
  23165. *
  23166. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23167. *
  23168. * @augments BufferGeometry
  23169. */
  23170. class EdgesGeometry extends BufferGeometry {
  23171. /**
  23172. * Constructs a new edges geometry.
  23173. *
  23174. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23175. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23176. * between the face normals of the adjoining faces exceeds this value.
  23177. */
  23178. constructor( geometry = null, thresholdAngle = 1 ) {
  23179. super();
  23180. this.type = 'EdgesGeometry';
  23181. /**
  23182. * Holds the constructor parameters that have been
  23183. * used to generate the geometry. Any modification
  23184. * after instantiation does not change the geometry.
  23185. *
  23186. * @type {Object}
  23187. */
  23188. this.parameters = {
  23189. geometry: geometry,
  23190. thresholdAngle: thresholdAngle
  23191. };
  23192. if ( geometry !== null ) {
  23193. const precisionPoints = 4;
  23194. const precision = Math.pow( 10, precisionPoints );
  23195. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23196. const indexAttr = geometry.getIndex();
  23197. const positionAttr = geometry.getAttribute( 'position' );
  23198. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23199. const indexArr = [ 0, 0, 0 ];
  23200. const vertKeys = [ 'a', 'b', 'c' ];
  23201. const hashes = new Array( 3 );
  23202. const edgeData = {};
  23203. const vertices = [];
  23204. for ( let i = 0; i < indexCount; i += 3 ) {
  23205. if ( indexAttr ) {
  23206. indexArr[ 0 ] = indexAttr.getX( i );
  23207. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23208. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23209. } else {
  23210. indexArr[ 0 ] = i;
  23211. indexArr[ 1 ] = i + 1;
  23212. indexArr[ 2 ] = i + 2;
  23213. }
  23214. const { a, b, c } = _triangle;
  23215. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23216. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23217. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23218. _triangle.getNormal( _normal );
  23219. // create hashes for the edge from the vertices
  23220. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23221. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23222. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23223. // skip degenerate triangles
  23224. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23225. continue;
  23226. }
  23227. // iterate over every edge
  23228. for ( let j = 0; j < 3; j ++ ) {
  23229. // get the first and next vertex making up the edge
  23230. const jNext = ( j + 1 ) % 3;
  23231. const vecHash0 = hashes[ j ];
  23232. const vecHash1 = hashes[ jNext ];
  23233. const v0 = _triangle[ vertKeys[ j ] ];
  23234. const v1 = _triangle[ vertKeys[ jNext ] ];
  23235. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23236. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23237. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23238. // if we found a sibling edge add it into the vertex array if
  23239. // it meets the angle threshold and delete the edge from the map.
  23240. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23241. vertices.push( v0.x, v0.y, v0.z );
  23242. vertices.push( v1.x, v1.y, v1.z );
  23243. }
  23244. edgeData[ reverseHash ] = null;
  23245. } else if ( ! ( hash in edgeData ) ) {
  23246. // if we've already got an edge here then skip adding a new one
  23247. edgeData[ hash ] = {
  23248. index0: indexArr[ j ],
  23249. index1: indexArr[ jNext ],
  23250. normal: _normal.clone(),
  23251. };
  23252. }
  23253. }
  23254. }
  23255. // iterate over all remaining, unmatched edges and add them to the vertex array
  23256. for ( const key in edgeData ) {
  23257. if ( edgeData[ key ] ) {
  23258. const { index0, index1 } = edgeData[ key ];
  23259. _v0.fromBufferAttribute( positionAttr, index0 );
  23260. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23261. vertices.push( _v0.x, _v0.y, _v0.z );
  23262. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23263. }
  23264. }
  23265. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23266. }
  23267. }
  23268. copy( source ) {
  23269. super.copy( source );
  23270. this.parameters = Object.assign( {}, source.parameters );
  23271. return this;
  23272. }
  23273. }
  23274. /**
  23275. * An abstract base class for creating an analytic curve object that contains methods
  23276. * for interpolation.
  23277. *
  23278. * @abstract
  23279. */
  23280. class Curve {
  23281. /**
  23282. * Constructs a new curve.
  23283. */
  23284. constructor() {
  23285. /**
  23286. * The type property is used for detecting the object type
  23287. * in context of serialization/deserialization.
  23288. *
  23289. * @type {string}
  23290. * @readonly
  23291. */
  23292. this.type = 'Curve';
  23293. /**
  23294. * This value determines the amount of divisions when calculating the
  23295. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23296. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23297. * recommended to increase the value of this property if the curve is very large.
  23298. *
  23299. * @type {number}
  23300. * @default 200
  23301. */
  23302. this.arcLengthDivisions = 200;
  23303. /**
  23304. * Must be set to `true` if the curve parameters have changed.
  23305. *
  23306. * @type {boolean}
  23307. * @default false
  23308. */
  23309. this.needsUpdate = false;
  23310. /**
  23311. * An internal cache that holds precomputed curve length values.
  23312. *
  23313. * @private
  23314. * @type {?Array<number>}
  23315. * @default null
  23316. */
  23317. this.cacheArcLengths = null;
  23318. }
  23319. /**
  23320. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23321. * for the given interpolation factor.
  23322. *
  23323. * @abstract
  23324. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23325. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23326. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23327. */
  23328. getPoint( /* t, optionalTarget */ ) {
  23329. warn( 'Curve: .getPoint() not implemented.' );
  23330. }
  23331. /**
  23332. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23333. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23334. * of the curve which equidistant samples.
  23335. *
  23336. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23337. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23338. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23339. */
  23340. getPointAt( u, optionalTarget ) {
  23341. const t = this.getUtoTmapping( u );
  23342. return this.getPoint( t, optionalTarget );
  23343. }
  23344. /**
  23345. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23346. * the curve shape.
  23347. *
  23348. * @param {number} [divisions=5] - The number of divisions.
  23349. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23350. */
  23351. getPoints( divisions = 5 ) {
  23352. const points = [];
  23353. for ( let d = 0; d <= divisions; d ++ ) {
  23354. points.push( this.getPoint( d / divisions ) );
  23355. }
  23356. return points;
  23357. }
  23358. // Get sequence of points using getPointAt( u )
  23359. /**
  23360. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23361. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23362. * curve.
  23363. *
  23364. * @param {number} [divisions=5] - The number of divisions.
  23365. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23366. */
  23367. getSpacedPoints( divisions = 5 ) {
  23368. const points = [];
  23369. for ( let d = 0; d <= divisions; d ++ ) {
  23370. points.push( this.getPointAt( d / divisions ) );
  23371. }
  23372. return points;
  23373. }
  23374. /**
  23375. * Returns the total arc length of the curve.
  23376. *
  23377. * @return {number} The length of the curve.
  23378. */
  23379. getLength() {
  23380. const lengths = this.getLengths();
  23381. return lengths[ lengths.length - 1 ];
  23382. }
  23383. /**
  23384. * Returns an array of cumulative segment lengths of the curve.
  23385. *
  23386. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23387. * @return {Array<number>} An array holding the cumulative segment lengths.
  23388. */
  23389. getLengths( divisions = this.arcLengthDivisions ) {
  23390. if ( this.cacheArcLengths &&
  23391. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23392. ! this.needsUpdate ) {
  23393. return this.cacheArcLengths;
  23394. }
  23395. this.needsUpdate = false;
  23396. const cache = [];
  23397. let current, last = this.getPoint( 0 );
  23398. let sum = 0;
  23399. cache.push( 0 );
  23400. for ( let p = 1; p <= divisions; p ++ ) {
  23401. current = this.getPoint( p / divisions );
  23402. sum += current.distanceTo( last );
  23403. cache.push( sum );
  23404. last = current;
  23405. }
  23406. this.cacheArcLengths = cache;
  23407. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23408. }
  23409. /**
  23410. * Update the cumulative segment distance cache. The method must be called
  23411. * every time curve parameters are changed. If an updated curve is part of a
  23412. * composed curve like {@link CurvePath}, this method must be called on the
  23413. * composed curve, too.
  23414. */
  23415. updateArcLengths() {
  23416. this.needsUpdate = true;
  23417. this.getLengths();
  23418. }
  23419. /**
  23420. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23421. * interpolation factor in the same range that can be ued to sample equidistant points
  23422. * from a curve.
  23423. *
  23424. * @param {number} u - The interpolation factor.
  23425. * @param {?number} distance - An optional distance on the curve.
  23426. * @return {number} The updated interpolation factor.
  23427. */
  23428. getUtoTmapping( u, distance = null ) {
  23429. const arcLengths = this.getLengths();
  23430. let i = 0;
  23431. const il = arcLengths.length;
  23432. let targetArcLength; // The targeted u distance value to get
  23433. if ( distance ) {
  23434. targetArcLength = distance;
  23435. } else {
  23436. targetArcLength = u * arcLengths[ il - 1 ];
  23437. }
  23438. // binary search for the index with largest value smaller than target u distance
  23439. let low = 0, high = il - 1, comparison;
  23440. while ( low <= high ) {
  23441. 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
  23442. comparison = arcLengths[ i ] - targetArcLength;
  23443. if ( comparison < 0 ) {
  23444. low = i + 1;
  23445. } else if ( comparison > 0 ) {
  23446. high = i - 1;
  23447. } else {
  23448. high = i;
  23449. break;
  23450. // DONE
  23451. }
  23452. }
  23453. i = high;
  23454. if ( arcLengths[ i ] === targetArcLength ) {
  23455. return i / ( il - 1 );
  23456. }
  23457. // we could get finer grain at lengths, or use simple interpolation between two points
  23458. const lengthBefore = arcLengths[ i ];
  23459. const lengthAfter = arcLengths[ i + 1 ];
  23460. const segmentLength = lengthAfter - lengthBefore;
  23461. // determine where we are between the 'before' and 'after' points
  23462. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23463. // add that fractional amount to t
  23464. const t = ( i + segmentFraction ) / ( il - 1 );
  23465. return t;
  23466. }
  23467. /**
  23468. * Returns a unit vector tangent for the given interpolation factor.
  23469. * If the derived curve does not implement its tangent derivation,
  23470. * two points a small delta apart will be used to find its gradient
  23471. * which seems to give a reasonable approximation.
  23472. *
  23473. * @param {number} t - The interpolation factor.
  23474. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23475. * @return {(Vector2|Vector3)} The tangent vector.
  23476. */
  23477. getTangent( t, optionalTarget ) {
  23478. const delta = 0.0001;
  23479. let t1 = t - delta;
  23480. let t2 = t + delta;
  23481. // Capping in case of danger
  23482. if ( t1 < 0 ) t1 = 0;
  23483. if ( t2 > 1 ) t2 = 1;
  23484. const pt1 = this.getPoint( t1 );
  23485. const pt2 = this.getPoint( t2 );
  23486. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23487. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23488. return tangent;
  23489. }
  23490. /**
  23491. * Same as {@link Curve#getTangent} but with equidistant samples.
  23492. *
  23493. * @param {number} u - The interpolation factor.
  23494. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23495. * @return {(Vector2|Vector3)} The tangent vector.
  23496. * @see {@link Curve#getPointAt}
  23497. */
  23498. getTangentAt( u, optionalTarget ) {
  23499. const t = this.getUtoTmapping( u );
  23500. return this.getTangent( t, optionalTarget );
  23501. }
  23502. /**
  23503. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23504. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23505. *
  23506. * @param {number} segments - The number of segments.
  23507. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23508. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23509. */
  23510. computeFrenetFrames( segments, closed = false ) {
  23511. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23512. const normal = new Vector3();
  23513. const tangents = [];
  23514. const normals = [];
  23515. const binormals = [];
  23516. const vec = new Vector3();
  23517. const mat = new Matrix4();
  23518. // compute the tangent vectors for each segment on the curve
  23519. for ( let i = 0; i <= segments; i ++ ) {
  23520. const u = i / segments;
  23521. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23522. }
  23523. // select an initial normal vector perpendicular to the first tangent vector,
  23524. // and in the direction of the minimum tangent xyz component
  23525. normals[ 0 ] = new Vector3();
  23526. binormals[ 0 ] = new Vector3();
  23527. let min = Number.MAX_VALUE;
  23528. const tx = Math.abs( tangents[ 0 ].x );
  23529. const ty = Math.abs( tangents[ 0 ].y );
  23530. const tz = Math.abs( tangents[ 0 ].z );
  23531. if ( tx <= min ) {
  23532. min = tx;
  23533. normal.set( 1, 0, 0 );
  23534. }
  23535. if ( ty <= min ) {
  23536. min = ty;
  23537. normal.set( 0, 1, 0 );
  23538. }
  23539. if ( tz <= min ) {
  23540. normal.set( 0, 0, 1 );
  23541. }
  23542. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23543. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23544. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23545. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23546. for ( let i = 1; i <= segments; i ++ ) {
  23547. normals[ i ] = normals[ i - 1 ].clone();
  23548. binormals[ i ] = binormals[ i - 1 ].clone();
  23549. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23550. if ( vec.length() > Number.EPSILON ) {
  23551. vec.normalize();
  23552. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23553. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23554. }
  23555. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23556. }
  23557. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23558. if ( closed === true ) {
  23559. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23560. theta /= segments;
  23561. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23562. theta = - theta;
  23563. }
  23564. for ( let i = 1; i <= segments; i ++ ) {
  23565. // twist a little...
  23566. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23567. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23568. }
  23569. }
  23570. return {
  23571. tangents: tangents,
  23572. normals: normals,
  23573. binormals: binormals
  23574. };
  23575. }
  23576. /**
  23577. * Returns a new curve with copied values from this instance.
  23578. *
  23579. * @return {Curve} A clone of this instance.
  23580. */
  23581. clone() {
  23582. return new this.constructor().copy( this );
  23583. }
  23584. /**
  23585. * Copies the values of the given curve to this instance.
  23586. *
  23587. * @param {Curve} source - The curve to copy.
  23588. * @return {Curve} A reference to this curve.
  23589. */
  23590. copy( source ) {
  23591. this.arcLengthDivisions = source.arcLengthDivisions;
  23592. return this;
  23593. }
  23594. /**
  23595. * Serializes the curve into JSON.
  23596. *
  23597. * @return {Object} A JSON object representing the serialized curve.
  23598. * @see {@link ObjectLoader#parse}
  23599. */
  23600. toJSON() {
  23601. const data = {
  23602. metadata: {
  23603. version: 4.7,
  23604. type: 'Curve',
  23605. generator: 'Curve.toJSON'
  23606. }
  23607. };
  23608. data.arcLengthDivisions = this.arcLengthDivisions;
  23609. data.type = this.type;
  23610. return data;
  23611. }
  23612. /**
  23613. * Deserializes the curve from the given JSON.
  23614. *
  23615. * @param {Object} json - The JSON holding the serialized curve.
  23616. * @return {Curve} A reference to this curve.
  23617. */
  23618. fromJSON( json ) {
  23619. this.arcLengthDivisions = json.arcLengthDivisions;
  23620. return this;
  23621. }
  23622. }
  23623. /**
  23624. * A curve representing an ellipse.
  23625. *
  23626. * ```js
  23627. * const curve = new THREE.EllipseCurve(
  23628. * 0, 0,
  23629. * 10, 10,
  23630. * 0, 2 * Math.PI,
  23631. * false,
  23632. * 0
  23633. * );
  23634. *
  23635. * const points = curve.getPoints( 50 );
  23636. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23637. *
  23638. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23639. *
  23640. * // Create the final object to add to the scene
  23641. * const ellipse = new THREE.Line( geometry, material );
  23642. * ```
  23643. *
  23644. * @augments Curve
  23645. */
  23646. class EllipseCurve extends Curve {
  23647. /**
  23648. * Constructs a new ellipse curve.
  23649. *
  23650. * @param {number} [aX=0] - The X center of the ellipse.
  23651. * @param {number} [aY=0] - The Y center of the ellipse.
  23652. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23653. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23654. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23655. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23656. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23657. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23658. */
  23659. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23660. super();
  23661. /**
  23662. * This flag can be used for type testing.
  23663. *
  23664. * @type {boolean}
  23665. * @readonly
  23666. * @default true
  23667. */
  23668. this.isEllipseCurve = true;
  23669. this.type = 'EllipseCurve';
  23670. /**
  23671. * The X center of the ellipse.
  23672. *
  23673. * @type {number}
  23674. * @default 0
  23675. */
  23676. this.aX = aX;
  23677. /**
  23678. * The Y center of the ellipse.
  23679. *
  23680. * @type {number}
  23681. * @default 0
  23682. */
  23683. this.aY = aY;
  23684. /**
  23685. * The radius of the ellipse in the x direction.
  23686. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23687. *
  23688. * @type {number}
  23689. * @default 1
  23690. */
  23691. this.xRadius = xRadius;
  23692. /**
  23693. * The radius of the ellipse in the y direction.
  23694. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23695. *
  23696. * @type {number}
  23697. * @default 1
  23698. */
  23699. this.yRadius = yRadius;
  23700. /**
  23701. * The start angle of the curve in radians starting from the positive X axis.
  23702. *
  23703. * @type {number}
  23704. * @default 0
  23705. */
  23706. this.aStartAngle = aStartAngle;
  23707. /**
  23708. * The end angle of the curve in radians starting from the positive X axis.
  23709. *
  23710. * @type {number}
  23711. * @default Math.PI*2
  23712. */
  23713. this.aEndAngle = aEndAngle;
  23714. /**
  23715. * Whether the ellipse is drawn clockwise or not.
  23716. *
  23717. * @type {boolean}
  23718. * @default false
  23719. */
  23720. this.aClockwise = aClockwise;
  23721. /**
  23722. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23723. *
  23724. * @type {number}
  23725. * @default 0
  23726. */
  23727. this.aRotation = aRotation;
  23728. }
  23729. /**
  23730. * Returns a point on the curve.
  23731. *
  23732. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23733. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23734. * @return {Vector2} The position on the curve.
  23735. */
  23736. getPoint( t, optionalTarget = new Vector2() ) {
  23737. const point = optionalTarget;
  23738. const twoPi = Math.PI * 2;
  23739. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23740. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23741. // ensures that deltaAngle is 0 .. 2 PI
  23742. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23743. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23744. if ( deltaAngle < Number.EPSILON ) {
  23745. if ( samePoints ) {
  23746. deltaAngle = 0;
  23747. } else {
  23748. deltaAngle = twoPi;
  23749. }
  23750. }
  23751. if ( this.aClockwise === true && ! samePoints ) {
  23752. if ( deltaAngle === twoPi ) {
  23753. deltaAngle = - twoPi;
  23754. } else {
  23755. deltaAngle = deltaAngle - twoPi;
  23756. }
  23757. }
  23758. const angle = this.aStartAngle + t * deltaAngle;
  23759. let x = this.aX + this.xRadius * Math.cos( angle );
  23760. let y = this.aY + this.yRadius * Math.sin( angle );
  23761. if ( this.aRotation !== 0 ) {
  23762. const cos = Math.cos( this.aRotation );
  23763. const sin = Math.sin( this.aRotation );
  23764. const tx = x - this.aX;
  23765. const ty = y - this.aY;
  23766. // Rotate the point about the center of the ellipse.
  23767. x = tx * cos - ty * sin + this.aX;
  23768. y = tx * sin + ty * cos + this.aY;
  23769. }
  23770. return point.set( x, y );
  23771. }
  23772. copy( source ) {
  23773. super.copy( source );
  23774. this.aX = source.aX;
  23775. this.aY = source.aY;
  23776. this.xRadius = source.xRadius;
  23777. this.yRadius = source.yRadius;
  23778. this.aStartAngle = source.aStartAngle;
  23779. this.aEndAngle = source.aEndAngle;
  23780. this.aClockwise = source.aClockwise;
  23781. this.aRotation = source.aRotation;
  23782. return this;
  23783. }
  23784. toJSON() {
  23785. const data = super.toJSON();
  23786. data.aX = this.aX;
  23787. data.aY = this.aY;
  23788. data.xRadius = this.xRadius;
  23789. data.yRadius = this.yRadius;
  23790. data.aStartAngle = this.aStartAngle;
  23791. data.aEndAngle = this.aEndAngle;
  23792. data.aClockwise = this.aClockwise;
  23793. data.aRotation = this.aRotation;
  23794. return data;
  23795. }
  23796. fromJSON( json ) {
  23797. super.fromJSON( json );
  23798. this.aX = json.aX;
  23799. this.aY = json.aY;
  23800. this.xRadius = json.xRadius;
  23801. this.yRadius = json.yRadius;
  23802. this.aStartAngle = json.aStartAngle;
  23803. this.aEndAngle = json.aEndAngle;
  23804. this.aClockwise = json.aClockwise;
  23805. this.aRotation = json.aRotation;
  23806. return this;
  23807. }
  23808. }
  23809. /**
  23810. * A curve representing an arc.
  23811. *
  23812. * @augments EllipseCurve
  23813. */
  23814. class ArcCurve extends EllipseCurve {
  23815. /**
  23816. * Constructs a new arc curve.
  23817. *
  23818. * @param {number} [aX=0] - The X center of the ellipse.
  23819. * @param {number} [aY=0] - The Y center of the ellipse.
  23820. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23821. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23822. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23823. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23824. */
  23825. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23826. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23827. /**
  23828. * This flag can be used for type testing.
  23829. *
  23830. * @type {boolean}
  23831. * @readonly
  23832. * @default true
  23833. */
  23834. this.isArcCurve = true;
  23835. this.type = 'ArcCurve';
  23836. }
  23837. }
  23838. function CubicPoly() {
  23839. /**
  23840. * Centripetal CatmullRom Curve - which is useful for avoiding
  23841. * cusps and self-intersections in non-uniform catmull rom curves.
  23842. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23843. *
  23844. * curve.type accepts centripetal(default), chordal and catmullrom
  23845. * curve.tension is used for catmullrom which defaults to 0.5
  23846. */
  23847. /*
  23848. Based on an optimized c++ solution in
  23849. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23850. - http://ideone.com/NoEbVM
  23851. This CubicPoly class could be used for reusing some variables and calculations,
  23852. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23853. which can be placed in CurveUtils.
  23854. */
  23855. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23856. /*
  23857. * Compute coefficients for a cubic polynomial
  23858. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23859. * such that
  23860. * p(0) = x0, p(1) = x1
  23861. * and
  23862. * p'(0) = t0, p'(1) = t1.
  23863. */
  23864. function init( x0, x1, t0, t1 ) {
  23865. c0 = x0;
  23866. c1 = t0;
  23867. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23868. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23869. }
  23870. return {
  23871. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23872. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23873. },
  23874. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23875. // compute tangents when parameterized in [t1,t2]
  23876. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23877. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23878. // rescale tangents for parametrization in [0,1]
  23879. t1 *= dt1;
  23880. t2 *= dt1;
  23881. init( x1, x2, t1, t2 );
  23882. },
  23883. calc: function ( t ) {
  23884. const t2 = t * t;
  23885. const t3 = t2 * t;
  23886. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23887. }
  23888. };
  23889. }
  23890. //
  23891. const tmp = /*@__PURE__*/ new Vector3();
  23892. const px = /*@__PURE__*/ new CubicPoly();
  23893. const py = /*@__PURE__*/ new CubicPoly();
  23894. const pz = /*@__PURE__*/ new CubicPoly();
  23895. /**
  23896. * A curve representing a Catmull-Rom spline.
  23897. *
  23898. * ```js
  23899. * //Create a closed wavey loop
  23900. * const curve = new THREE.CatmullRomCurve3( [
  23901. * new THREE.Vector3( -10, 0, 10 ),
  23902. * new THREE.Vector3( -5, 5, 5 ),
  23903. * new THREE.Vector3( 0, 0, 0 ),
  23904. * new THREE.Vector3( 5, -5, 5 ),
  23905. * new THREE.Vector3( 10, 0, 10 )
  23906. * ] );
  23907. *
  23908. * const points = curve.getPoints( 50 );
  23909. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23910. *
  23911. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23912. *
  23913. * // Create the final object to add to the scene
  23914. * const curveObject = new THREE.Line( geometry, material );
  23915. * ```
  23916. *
  23917. * @augments Curve
  23918. */
  23919. class CatmullRomCurve3 extends Curve {
  23920. /**
  23921. * Constructs a new Catmull-Rom curve.
  23922. *
  23923. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23924. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23925. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23926. * @param {number} [tension=0.5] - Tension of the curve.
  23927. */
  23928. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23929. super();
  23930. /**
  23931. * This flag can be used for type testing.
  23932. *
  23933. * @type {boolean}
  23934. * @readonly
  23935. * @default true
  23936. */
  23937. this.isCatmullRomCurve3 = true;
  23938. this.type = 'CatmullRomCurve3';
  23939. /**
  23940. * An array of 3D points defining the curve.
  23941. *
  23942. * @type {Array<Vector3>}
  23943. */
  23944. this.points = points;
  23945. /**
  23946. * Whether the curve is closed or not.
  23947. *
  23948. * @type {boolean}
  23949. * @default false
  23950. */
  23951. this.closed = closed;
  23952. /**
  23953. * The curve type.
  23954. *
  23955. * @type {('centripetal'|'chordal'|'catmullrom')}
  23956. * @default 'centripetal'
  23957. */
  23958. this.curveType = curveType;
  23959. /**
  23960. * Tension of the curve.
  23961. *
  23962. * @type {number}
  23963. * @default 0.5
  23964. */
  23965. this.tension = tension;
  23966. }
  23967. /**
  23968. * Returns a point on the curve.
  23969. *
  23970. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23971. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23972. * @return {Vector3} The position on the curve.
  23973. */
  23974. getPoint( t, optionalTarget = new Vector3() ) {
  23975. const point = optionalTarget;
  23976. const points = this.points;
  23977. const l = points.length;
  23978. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23979. let intPoint = Math.floor( p );
  23980. let weight = p - intPoint;
  23981. if ( this.closed ) {
  23982. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23983. } else if ( weight === 0 && intPoint === l - 1 ) {
  23984. intPoint = l - 2;
  23985. weight = 1;
  23986. }
  23987. let p0, p3; // 4 points (p1 & p2 defined below)
  23988. if ( this.closed || intPoint > 0 ) {
  23989. p0 = points[ ( intPoint - 1 ) % l ];
  23990. } else {
  23991. // extrapolate first point
  23992. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23993. p0 = tmp;
  23994. }
  23995. const p1 = points[ intPoint % l ];
  23996. const p2 = points[ ( intPoint + 1 ) % l ];
  23997. if ( this.closed || intPoint + 2 < l ) {
  23998. p3 = points[ ( intPoint + 2 ) % l ];
  23999. } else {
  24000. // extrapolate last point
  24001. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  24002. p3 = tmp;
  24003. }
  24004. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  24005. // init Centripetal / Chordal Catmull-Rom
  24006. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  24007. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  24008. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  24009. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  24010. // safety check for repeated points
  24011. if ( dt1 < 1e-4 ) dt1 = 1.0;
  24012. if ( dt0 < 1e-4 ) dt0 = dt1;
  24013. if ( dt2 < 1e-4 ) dt2 = dt1;
  24014. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  24015. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  24016. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  24017. } else if ( this.curveType === 'catmullrom' ) {
  24018. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  24019. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  24020. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  24021. }
  24022. point.set(
  24023. px.calc( weight ),
  24024. py.calc( weight ),
  24025. pz.calc( weight )
  24026. );
  24027. return point;
  24028. }
  24029. copy( source ) {
  24030. super.copy( source );
  24031. this.points = [];
  24032. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24033. const point = source.points[ i ];
  24034. this.points.push( point.clone() );
  24035. }
  24036. this.closed = source.closed;
  24037. this.curveType = source.curveType;
  24038. this.tension = source.tension;
  24039. return this;
  24040. }
  24041. toJSON() {
  24042. const data = super.toJSON();
  24043. data.points = [];
  24044. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24045. const point = this.points[ i ];
  24046. data.points.push( point.toArray() );
  24047. }
  24048. data.closed = this.closed;
  24049. data.curveType = this.curveType;
  24050. data.tension = this.tension;
  24051. return data;
  24052. }
  24053. fromJSON( json ) {
  24054. super.fromJSON( json );
  24055. this.points = [];
  24056. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24057. const point = json.points[ i ];
  24058. this.points.push( new Vector3().fromArray( point ) );
  24059. }
  24060. this.closed = json.closed;
  24061. this.curveType = json.curveType;
  24062. this.tension = json.tension;
  24063. return this;
  24064. }
  24065. }
  24066. /**
  24067. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  24068. *
  24069. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  24070. *
  24071. * @module Interpolations
  24072. */
  24073. /**
  24074. * Computes a point on a Catmull-Rom spline.
  24075. *
  24076. * @param {number} t - The interpolation factor.
  24077. * @param {number} p0 - The first control point.
  24078. * @param {number} p1 - The second control point.
  24079. * @param {number} p2 - The third control point.
  24080. * @param {number} p3 - The fourth control point.
  24081. * @return {number} The calculated point on a Catmull-Rom spline.
  24082. */
  24083. function CatmullRom( t, p0, p1, p2, p3 ) {
  24084. const v0 = ( p2 - p0 ) * 0.5;
  24085. const v1 = ( p3 - p1 ) * 0.5;
  24086. const t2 = t * t;
  24087. const t3 = t * t2;
  24088. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  24089. }
  24090. //
  24091. function QuadraticBezierP0( t, p ) {
  24092. const k = 1 - t;
  24093. return k * k * p;
  24094. }
  24095. function QuadraticBezierP1( t, p ) {
  24096. return 2 * ( 1 - t ) * t * p;
  24097. }
  24098. function QuadraticBezierP2( t, p ) {
  24099. return t * t * p;
  24100. }
  24101. /**
  24102. * Computes a point on a Quadratic Bezier curve.
  24103. *
  24104. * @param {number} t - The interpolation factor.
  24105. * @param {number} p0 - The first control point.
  24106. * @param {number} p1 - The second control point.
  24107. * @param {number} p2 - The third control point.
  24108. * @return {number} The calculated point on a Quadratic Bezier curve.
  24109. */
  24110. function QuadraticBezier( t, p0, p1, p2 ) {
  24111. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  24112. QuadraticBezierP2( t, p2 );
  24113. }
  24114. //
  24115. function CubicBezierP0( t, p ) {
  24116. const k = 1 - t;
  24117. return k * k * k * p;
  24118. }
  24119. function CubicBezierP1( t, p ) {
  24120. const k = 1 - t;
  24121. return 3 * k * k * t * p;
  24122. }
  24123. function CubicBezierP2( t, p ) {
  24124. return 3 * ( 1 - t ) * t * t * p;
  24125. }
  24126. function CubicBezierP3( t, p ) {
  24127. return t * t * t * p;
  24128. }
  24129. /**
  24130. * Computes a point on a Cubic Bezier curve.
  24131. *
  24132. * @param {number} t - The interpolation factor.
  24133. * @param {number} p0 - The first control point.
  24134. * @param {number} p1 - The second control point.
  24135. * @param {number} p2 - The third control point.
  24136. * @param {number} p3 - The fourth control point.
  24137. * @return {number} The calculated point on a Cubic Bezier curve.
  24138. */
  24139. function CubicBezier( t, p0, p1, p2, p3 ) {
  24140. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  24141. CubicBezierP3( t, p3 );
  24142. }
  24143. /**
  24144. * A curve representing a 2D Cubic Bezier curve.
  24145. *
  24146. * ```js
  24147. * const curve = new THREE.CubicBezierCurve(
  24148. * new THREE.Vector2( - 0, 0 ),
  24149. * new THREE.Vector2( - 5, 15 ),
  24150. * new THREE.Vector2( 20, 15 ),
  24151. * new THREE.Vector2( 10, 0 )
  24152. * );
  24153. *
  24154. * const points = curve.getPoints( 50 );
  24155. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24156. *
  24157. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24158. *
  24159. * // Create the final object to add to the scene
  24160. * const curveObject = new THREE.Line( geometry, material );
  24161. * ```
  24162. *
  24163. * @augments Curve
  24164. */
  24165. class CubicBezierCurve extends Curve {
  24166. /**
  24167. * Constructs a new Cubic Bezier curve.
  24168. *
  24169. * @param {Vector2} [v0] - The start point.
  24170. * @param {Vector2} [v1] - The first control point.
  24171. * @param {Vector2} [v2] - The second control point.
  24172. * @param {Vector2} [v3] - The end point.
  24173. */
  24174. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24175. super();
  24176. /**
  24177. * This flag can be used for type testing.
  24178. *
  24179. * @type {boolean}
  24180. * @readonly
  24181. * @default true
  24182. */
  24183. this.isCubicBezierCurve = true;
  24184. this.type = 'CubicBezierCurve';
  24185. /**
  24186. * The start point.
  24187. *
  24188. * @type {Vector2}
  24189. */
  24190. this.v0 = v0;
  24191. /**
  24192. * The first control point.
  24193. *
  24194. * @type {Vector2}
  24195. */
  24196. this.v1 = v1;
  24197. /**
  24198. * The second control point.
  24199. *
  24200. * @type {Vector2}
  24201. */
  24202. this.v2 = v2;
  24203. /**
  24204. * The end point.
  24205. *
  24206. * @type {Vector2}
  24207. */
  24208. this.v3 = v3;
  24209. }
  24210. /**
  24211. * Returns a point on the curve.
  24212. *
  24213. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24214. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24215. * @return {Vector2} The position on the curve.
  24216. */
  24217. getPoint( t, optionalTarget = new Vector2() ) {
  24218. const point = optionalTarget;
  24219. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24220. point.set(
  24221. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24222. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24223. );
  24224. return point;
  24225. }
  24226. copy( source ) {
  24227. super.copy( source );
  24228. this.v0.copy( source.v0 );
  24229. this.v1.copy( source.v1 );
  24230. this.v2.copy( source.v2 );
  24231. this.v3.copy( source.v3 );
  24232. return this;
  24233. }
  24234. toJSON() {
  24235. const data = super.toJSON();
  24236. data.v0 = this.v0.toArray();
  24237. data.v1 = this.v1.toArray();
  24238. data.v2 = this.v2.toArray();
  24239. data.v3 = this.v3.toArray();
  24240. return data;
  24241. }
  24242. fromJSON( json ) {
  24243. super.fromJSON( json );
  24244. this.v0.fromArray( json.v0 );
  24245. this.v1.fromArray( json.v1 );
  24246. this.v2.fromArray( json.v2 );
  24247. this.v3.fromArray( json.v3 );
  24248. return this;
  24249. }
  24250. }
  24251. /**
  24252. * A curve representing a 3D Cubic Bezier curve.
  24253. *
  24254. * @augments Curve
  24255. */
  24256. class CubicBezierCurve3 extends Curve {
  24257. /**
  24258. * Constructs a new Cubic Bezier curve.
  24259. *
  24260. * @param {Vector3} [v0] - The start point.
  24261. * @param {Vector3} [v1] - The first control point.
  24262. * @param {Vector3} [v2] - The second control point.
  24263. * @param {Vector3} [v3] - The end point.
  24264. */
  24265. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24266. super();
  24267. /**
  24268. * This flag can be used for type testing.
  24269. *
  24270. * @type {boolean}
  24271. * @readonly
  24272. * @default true
  24273. */
  24274. this.isCubicBezierCurve3 = true;
  24275. this.type = 'CubicBezierCurve3';
  24276. /**
  24277. * The start point.
  24278. *
  24279. * @type {Vector3}
  24280. */
  24281. this.v0 = v0;
  24282. /**
  24283. * The first control point.
  24284. *
  24285. * @type {Vector3}
  24286. */
  24287. this.v1 = v1;
  24288. /**
  24289. * The second control point.
  24290. *
  24291. * @type {Vector3}
  24292. */
  24293. this.v2 = v2;
  24294. /**
  24295. * The end point.
  24296. *
  24297. * @type {Vector3}
  24298. */
  24299. this.v3 = v3;
  24300. }
  24301. /**
  24302. * Returns a point on the curve.
  24303. *
  24304. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24305. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24306. * @return {Vector3} The position on the curve.
  24307. */
  24308. getPoint( t, optionalTarget = new Vector3() ) {
  24309. const point = optionalTarget;
  24310. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24311. point.set(
  24312. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24313. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24314. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24315. );
  24316. return point;
  24317. }
  24318. copy( source ) {
  24319. super.copy( source );
  24320. this.v0.copy( source.v0 );
  24321. this.v1.copy( source.v1 );
  24322. this.v2.copy( source.v2 );
  24323. this.v3.copy( source.v3 );
  24324. return this;
  24325. }
  24326. toJSON() {
  24327. const data = super.toJSON();
  24328. data.v0 = this.v0.toArray();
  24329. data.v1 = this.v1.toArray();
  24330. data.v2 = this.v2.toArray();
  24331. data.v3 = this.v3.toArray();
  24332. return data;
  24333. }
  24334. fromJSON( json ) {
  24335. super.fromJSON( json );
  24336. this.v0.fromArray( json.v0 );
  24337. this.v1.fromArray( json.v1 );
  24338. this.v2.fromArray( json.v2 );
  24339. this.v3.fromArray( json.v3 );
  24340. return this;
  24341. }
  24342. }
  24343. /**
  24344. * A curve representing a 2D line segment.
  24345. *
  24346. * @augments Curve
  24347. */
  24348. class LineCurve extends Curve {
  24349. /**
  24350. * Constructs a new line curve.
  24351. *
  24352. * @param {Vector2} [v1] - The start point.
  24353. * @param {Vector2} [v2] - The end point.
  24354. */
  24355. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24356. super();
  24357. /**
  24358. * This flag can be used for type testing.
  24359. *
  24360. * @type {boolean}
  24361. * @readonly
  24362. * @default true
  24363. */
  24364. this.isLineCurve = true;
  24365. this.type = 'LineCurve';
  24366. /**
  24367. * The start point.
  24368. *
  24369. * @type {Vector2}
  24370. */
  24371. this.v1 = v1;
  24372. /**
  24373. * The end point.
  24374. *
  24375. * @type {Vector2}
  24376. */
  24377. this.v2 = v2;
  24378. }
  24379. /**
  24380. * Returns a point on the line.
  24381. *
  24382. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24383. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24384. * @return {Vector2} The position on the line.
  24385. */
  24386. getPoint( t, optionalTarget = new Vector2() ) {
  24387. const point = optionalTarget;
  24388. if ( t === 1 ) {
  24389. point.copy( this.v2 );
  24390. } else {
  24391. point.copy( this.v2 ).sub( this.v1 );
  24392. point.multiplyScalar( t ).add( this.v1 );
  24393. }
  24394. return point;
  24395. }
  24396. // Line curve is linear, so we can overwrite default getPointAt
  24397. getPointAt( u, optionalTarget ) {
  24398. return this.getPoint( u, optionalTarget );
  24399. }
  24400. getTangent( t, optionalTarget = new Vector2() ) {
  24401. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24402. }
  24403. getTangentAt( u, optionalTarget ) {
  24404. return this.getTangent( u, optionalTarget );
  24405. }
  24406. copy( source ) {
  24407. super.copy( source );
  24408. this.v1.copy( source.v1 );
  24409. this.v2.copy( source.v2 );
  24410. return this;
  24411. }
  24412. toJSON() {
  24413. const data = super.toJSON();
  24414. data.v1 = this.v1.toArray();
  24415. data.v2 = this.v2.toArray();
  24416. return data;
  24417. }
  24418. fromJSON( json ) {
  24419. super.fromJSON( json );
  24420. this.v1.fromArray( json.v1 );
  24421. this.v2.fromArray( json.v2 );
  24422. return this;
  24423. }
  24424. }
  24425. /**
  24426. * A curve representing a 3D line segment.
  24427. *
  24428. * @augments Curve
  24429. */
  24430. class LineCurve3 extends Curve {
  24431. /**
  24432. * Constructs a new line curve.
  24433. *
  24434. * @param {Vector3} [v1] - The start point.
  24435. * @param {Vector3} [v2] - The end point.
  24436. */
  24437. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24438. super();
  24439. /**
  24440. * This flag can be used for type testing.
  24441. *
  24442. * @type {boolean}
  24443. * @readonly
  24444. * @default true
  24445. */
  24446. this.isLineCurve3 = true;
  24447. this.type = 'LineCurve3';
  24448. /**
  24449. * The start point.
  24450. *
  24451. * @type {Vector3}
  24452. */
  24453. this.v1 = v1;
  24454. /**
  24455. * The end point.
  24456. *
  24457. * @type {Vector2}
  24458. */
  24459. this.v2 = v2;
  24460. }
  24461. /**
  24462. * Returns a point on the line.
  24463. *
  24464. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24465. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24466. * @return {Vector3} The position on the line.
  24467. */
  24468. getPoint( t, optionalTarget = new Vector3() ) {
  24469. const point = optionalTarget;
  24470. if ( t === 1 ) {
  24471. point.copy( this.v2 );
  24472. } else {
  24473. point.copy( this.v2 ).sub( this.v1 );
  24474. point.multiplyScalar( t ).add( this.v1 );
  24475. }
  24476. return point;
  24477. }
  24478. // Line curve is linear, so we can overwrite default getPointAt
  24479. getPointAt( u, optionalTarget ) {
  24480. return this.getPoint( u, optionalTarget );
  24481. }
  24482. getTangent( t, optionalTarget = new Vector3() ) {
  24483. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24484. }
  24485. getTangentAt( u, optionalTarget ) {
  24486. return this.getTangent( u, optionalTarget );
  24487. }
  24488. copy( source ) {
  24489. super.copy( source );
  24490. this.v1.copy( source.v1 );
  24491. this.v2.copy( source.v2 );
  24492. return this;
  24493. }
  24494. toJSON() {
  24495. const data = super.toJSON();
  24496. data.v1 = this.v1.toArray();
  24497. data.v2 = this.v2.toArray();
  24498. return data;
  24499. }
  24500. fromJSON( json ) {
  24501. super.fromJSON( json );
  24502. this.v1.fromArray( json.v1 );
  24503. this.v2.fromArray( json.v2 );
  24504. return this;
  24505. }
  24506. }
  24507. /**
  24508. * A curve representing a 2D Quadratic Bezier curve.
  24509. *
  24510. * ```js
  24511. * const curve = new THREE.QuadraticBezierCurve(
  24512. * new THREE.Vector2( - 10, 0 ),
  24513. * new THREE.Vector2( 20, 15 ),
  24514. * new THREE.Vector2( 10, 0 )
  24515. * )
  24516. *
  24517. * const points = curve.getPoints( 50 );
  24518. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24519. *
  24520. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24521. *
  24522. * // Create the final object to add to the scene
  24523. * const curveObject = new THREE.Line( geometry, material );
  24524. * ```
  24525. *
  24526. * @augments Curve
  24527. */
  24528. class QuadraticBezierCurve extends Curve {
  24529. /**
  24530. * Constructs a new Quadratic Bezier curve.
  24531. *
  24532. * @param {Vector2} [v0] - The start point.
  24533. * @param {Vector2} [v1] - The control point.
  24534. * @param {Vector2} [v2] - The end point.
  24535. */
  24536. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24537. super();
  24538. /**
  24539. * This flag can be used for type testing.
  24540. *
  24541. * @type {boolean}
  24542. * @readonly
  24543. * @default true
  24544. */
  24545. this.isQuadraticBezierCurve = true;
  24546. this.type = 'QuadraticBezierCurve';
  24547. /**
  24548. * The start point.
  24549. *
  24550. * @type {Vector2}
  24551. */
  24552. this.v0 = v0;
  24553. /**
  24554. * The control point.
  24555. *
  24556. * @type {Vector2}
  24557. */
  24558. this.v1 = v1;
  24559. /**
  24560. * The end point.
  24561. *
  24562. * @type {Vector2}
  24563. */
  24564. this.v2 = v2;
  24565. }
  24566. /**
  24567. * Returns a point on the curve.
  24568. *
  24569. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24570. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24571. * @return {Vector2} The position on the curve.
  24572. */
  24573. getPoint( t, optionalTarget = new Vector2() ) {
  24574. const point = optionalTarget;
  24575. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24576. point.set(
  24577. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24578. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24579. );
  24580. return point;
  24581. }
  24582. copy( source ) {
  24583. super.copy( source );
  24584. this.v0.copy( source.v0 );
  24585. this.v1.copy( source.v1 );
  24586. this.v2.copy( source.v2 );
  24587. return this;
  24588. }
  24589. toJSON() {
  24590. const data = super.toJSON();
  24591. data.v0 = this.v0.toArray();
  24592. data.v1 = this.v1.toArray();
  24593. data.v2 = this.v2.toArray();
  24594. return data;
  24595. }
  24596. fromJSON( json ) {
  24597. super.fromJSON( json );
  24598. this.v0.fromArray( json.v0 );
  24599. this.v1.fromArray( json.v1 );
  24600. this.v2.fromArray( json.v2 );
  24601. return this;
  24602. }
  24603. }
  24604. /**
  24605. * A curve representing a 3D Quadratic Bezier curve.
  24606. *
  24607. * @augments Curve
  24608. */
  24609. class QuadraticBezierCurve3 extends Curve {
  24610. /**
  24611. * Constructs a new Quadratic Bezier curve.
  24612. *
  24613. * @param {Vector3} [v0] - The start point.
  24614. * @param {Vector3} [v1] - The control point.
  24615. * @param {Vector3} [v2] - The end point.
  24616. */
  24617. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24618. super();
  24619. /**
  24620. * This flag can be used for type testing.
  24621. *
  24622. * @type {boolean}
  24623. * @readonly
  24624. * @default true
  24625. */
  24626. this.isQuadraticBezierCurve3 = true;
  24627. this.type = 'QuadraticBezierCurve3';
  24628. /**
  24629. * The start point.
  24630. *
  24631. * @type {Vector3}
  24632. */
  24633. this.v0 = v0;
  24634. /**
  24635. * The control point.
  24636. *
  24637. * @type {Vector3}
  24638. */
  24639. this.v1 = v1;
  24640. /**
  24641. * The end point.
  24642. *
  24643. * @type {Vector3}
  24644. */
  24645. this.v2 = v2;
  24646. }
  24647. /**
  24648. * Returns a point on the curve.
  24649. *
  24650. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24651. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24652. * @return {Vector3} The position on the curve.
  24653. */
  24654. getPoint( t, optionalTarget = new Vector3() ) {
  24655. const point = optionalTarget;
  24656. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24657. point.set(
  24658. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24659. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24660. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24661. );
  24662. return point;
  24663. }
  24664. copy( source ) {
  24665. super.copy( source );
  24666. this.v0.copy( source.v0 );
  24667. this.v1.copy( source.v1 );
  24668. this.v2.copy( source.v2 );
  24669. return this;
  24670. }
  24671. toJSON() {
  24672. const data = super.toJSON();
  24673. data.v0 = this.v0.toArray();
  24674. data.v1 = this.v1.toArray();
  24675. data.v2 = this.v2.toArray();
  24676. return data;
  24677. }
  24678. fromJSON( json ) {
  24679. super.fromJSON( json );
  24680. this.v0.fromArray( json.v0 );
  24681. this.v1.fromArray( json.v1 );
  24682. this.v2.fromArray( json.v2 );
  24683. return this;
  24684. }
  24685. }
  24686. /**
  24687. * A curve representing a 2D spline curve.
  24688. *
  24689. * ```js
  24690. * // Create a sine-like wave
  24691. * const curve = new THREE.SplineCurve( [
  24692. * new THREE.Vector2( -10, 0 ),
  24693. * new THREE.Vector2( -5, 5 ),
  24694. * new THREE.Vector2( 0, 0 ),
  24695. * new THREE.Vector2( 5, -5 ),
  24696. * new THREE.Vector2( 10, 0 )
  24697. * ] );
  24698. *
  24699. * const points = curve.getPoints( 50 );
  24700. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24701. *
  24702. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24703. *
  24704. * // Create the final object to add to the scene
  24705. * const splineObject = new THREE.Line( geometry, material );
  24706. * ```
  24707. *
  24708. * @augments Curve
  24709. */
  24710. class SplineCurve extends Curve {
  24711. /**
  24712. * Constructs a new 2D spline curve.
  24713. *
  24714. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24715. */
  24716. constructor( points = [] ) {
  24717. super();
  24718. /**
  24719. * This flag can be used for type testing.
  24720. *
  24721. * @type {boolean}
  24722. * @readonly
  24723. * @default true
  24724. */
  24725. this.isSplineCurve = true;
  24726. this.type = 'SplineCurve';
  24727. /**
  24728. * An array of 2D points defining the curve.
  24729. *
  24730. * @type {Array<Vector2>}
  24731. */
  24732. this.points = points;
  24733. }
  24734. /**
  24735. * Returns a point on the curve.
  24736. *
  24737. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24738. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24739. * @return {Vector2} The position on the curve.
  24740. */
  24741. getPoint( t, optionalTarget = new Vector2() ) {
  24742. const point = optionalTarget;
  24743. const points = this.points;
  24744. const p = ( points.length - 1 ) * t;
  24745. const intPoint = Math.floor( p );
  24746. const weight = p - intPoint;
  24747. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24748. const p1 = points[ intPoint ];
  24749. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24750. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24751. point.set(
  24752. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24753. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24754. );
  24755. return point;
  24756. }
  24757. copy( source ) {
  24758. super.copy( source );
  24759. this.points = [];
  24760. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24761. const point = source.points[ i ];
  24762. this.points.push( point.clone() );
  24763. }
  24764. return this;
  24765. }
  24766. toJSON() {
  24767. const data = super.toJSON();
  24768. data.points = [];
  24769. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24770. const point = this.points[ i ];
  24771. data.points.push( point.toArray() );
  24772. }
  24773. return data;
  24774. }
  24775. fromJSON( json ) {
  24776. super.fromJSON( json );
  24777. this.points = [];
  24778. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24779. const point = json.points[ i ];
  24780. this.points.push( new Vector2().fromArray( point ) );
  24781. }
  24782. return this;
  24783. }
  24784. }
  24785. var Curves = /*#__PURE__*/Object.freeze({
  24786. __proto__: null,
  24787. ArcCurve: ArcCurve,
  24788. CatmullRomCurve3: CatmullRomCurve3,
  24789. CubicBezierCurve: CubicBezierCurve,
  24790. CubicBezierCurve3: CubicBezierCurve3,
  24791. EllipseCurve: EllipseCurve,
  24792. LineCurve: LineCurve,
  24793. LineCurve3: LineCurve3,
  24794. QuadraticBezierCurve: QuadraticBezierCurve,
  24795. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24796. SplineCurve: SplineCurve
  24797. });
  24798. /**
  24799. * A base class extending {@link Curve}. `CurvePath` is simply an
  24800. * array of connected curves, but retains the API of a curve.
  24801. *
  24802. * @augments Curve
  24803. */
  24804. class CurvePath extends Curve {
  24805. /**
  24806. * Constructs a new curve path.
  24807. */
  24808. constructor() {
  24809. super();
  24810. this.type = 'CurvePath';
  24811. /**
  24812. * An array of curves defining the
  24813. * path.
  24814. *
  24815. * @type {Array<Curve>}
  24816. */
  24817. this.curves = [];
  24818. /**
  24819. * Whether the path should automatically be closed
  24820. * by a line curve.
  24821. *
  24822. * @type {boolean}
  24823. * @default false
  24824. */
  24825. this.autoClose = false;
  24826. }
  24827. /**
  24828. * Adds a curve to this curve path.
  24829. *
  24830. * @param {Curve} curve - The curve to add.
  24831. */
  24832. add( curve ) {
  24833. this.curves.push( curve );
  24834. }
  24835. /**
  24836. * Adds a line curve to close the path.
  24837. *
  24838. * @return {CurvePath} A reference to this curve path.
  24839. */
  24840. closePath() {
  24841. // Add a line curve if start and end of lines are not connected
  24842. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24843. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24844. if ( ! startPoint.equals( endPoint ) ) {
  24845. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24846. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24847. }
  24848. return this;
  24849. }
  24850. /**
  24851. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24852. * for the given interpolation factor.
  24853. *
  24854. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24855. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24856. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24857. */
  24858. getPoint( t, optionalTarget ) {
  24859. // To get accurate point with reference to
  24860. // entire path distance at time t,
  24861. // following has to be done:
  24862. // 1. Length of each sub path have to be known
  24863. // 2. Locate and identify type of curve
  24864. // 3. Get t for the curve
  24865. // 4. Return curve.getPointAt(t')
  24866. const d = t * this.getLength();
  24867. const curveLengths = this.getCurveLengths();
  24868. let i = 0;
  24869. // To think about boundaries points.
  24870. while ( i < curveLengths.length ) {
  24871. if ( curveLengths[ i ] >= d ) {
  24872. const diff = curveLengths[ i ] - d;
  24873. const curve = this.curves[ i ];
  24874. const segmentLength = curve.getLength();
  24875. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24876. return curve.getPointAt( u, optionalTarget );
  24877. }
  24878. i ++;
  24879. }
  24880. return null;
  24881. // loop where sum != 0, sum > d , sum+1 <d
  24882. }
  24883. getLength() {
  24884. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24885. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24886. // getPoint() depends on getLength
  24887. const lens = this.getCurveLengths();
  24888. return lens[ lens.length - 1 ];
  24889. }
  24890. updateArcLengths() {
  24891. // cacheLengths must be recalculated.
  24892. this.needsUpdate = true;
  24893. this.cacheLengths = null;
  24894. this.getCurveLengths();
  24895. }
  24896. /**
  24897. * Returns list of cumulative curve lengths of the defined curves.
  24898. *
  24899. * @return {Array<number>} The curve lengths.
  24900. */
  24901. getCurveLengths() {
  24902. // Compute lengths and cache them
  24903. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24904. // We use cache values if curves and cache array are same length
  24905. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24906. return this.cacheLengths;
  24907. }
  24908. // Get length of sub-curve
  24909. // Push sums into cached array
  24910. const lengths = [];
  24911. let sums = 0;
  24912. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24913. sums += this.curves[ i ].getLength();
  24914. lengths.push( sums );
  24915. }
  24916. this.cacheLengths = lengths;
  24917. return lengths;
  24918. }
  24919. getSpacedPoints( divisions = 40 ) {
  24920. const points = [];
  24921. for ( let i = 0; i <= divisions; i ++ ) {
  24922. points.push( this.getPoint( i / divisions ) );
  24923. }
  24924. if ( this.autoClose ) {
  24925. points.push( points[ 0 ] );
  24926. }
  24927. return points;
  24928. }
  24929. getPoints( divisions = 12 ) {
  24930. const points = [];
  24931. let last;
  24932. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24933. const curve = curves[ i ];
  24934. const resolution = curve.isEllipseCurve ? divisions * 2
  24935. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24936. : curve.isSplineCurve ? divisions * curve.points.length
  24937. : divisions;
  24938. const pts = curve.getPoints( resolution );
  24939. for ( let j = 0; j < pts.length; j ++ ) {
  24940. const point = pts[ j ];
  24941. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24942. points.push( point );
  24943. last = point;
  24944. }
  24945. }
  24946. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24947. points.push( points[ 0 ] );
  24948. }
  24949. return points;
  24950. }
  24951. copy( source ) {
  24952. super.copy( source );
  24953. this.curves = [];
  24954. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24955. const curve = source.curves[ i ];
  24956. this.curves.push( curve.clone() );
  24957. }
  24958. this.autoClose = source.autoClose;
  24959. return this;
  24960. }
  24961. toJSON() {
  24962. const data = super.toJSON();
  24963. data.autoClose = this.autoClose;
  24964. data.curves = [];
  24965. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24966. const curve = this.curves[ i ];
  24967. data.curves.push( curve.toJSON() );
  24968. }
  24969. return data;
  24970. }
  24971. fromJSON( json ) {
  24972. super.fromJSON( json );
  24973. this.autoClose = json.autoClose;
  24974. this.curves = [];
  24975. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24976. const curve = json.curves[ i ];
  24977. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24978. }
  24979. return this;
  24980. }
  24981. }
  24982. /**
  24983. * A 2D path representation. The class provides methods for creating paths
  24984. * and contours of 2D shapes similar to the 2D Canvas API.
  24985. *
  24986. * ```js
  24987. * const path = new THREE.Path();
  24988. *
  24989. * path.lineTo( 0, 0.8 );
  24990. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24991. * path.lineTo( 1, 1 );
  24992. *
  24993. * const points = path.getPoints();
  24994. *
  24995. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24996. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24997. *
  24998. * const line = new THREE.Line( geometry, material );
  24999. * scene.add( line );
  25000. * ```
  25001. *
  25002. * @augments CurvePath
  25003. */
  25004. class Path extends CurvePath {
  25005. /**
  25006. * Constructs a new path.
  25007. *
  25008. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  25009. */
  25010. constructor( points ) {
  25011. super();
  25012. this.type = 'Path';
  25013. /**
  25014. * The current offset of the path. Any new curve added will start here.
  25015. *
  25016. * @type {Vector2}
  25017. */
  25018. this.currentPoint = new Vector2();
  25019. if ( points ) {
  25020. this.setFromPoints( points );
  25021. }
  25022. }
  25023. /**
  25024. * Creates a path from the given list of points. The points are added
  25025. * to the path as instances of {@link LineCurve}.
  25026. *
  25027. * @param {Array<Vector2>} points - An array of 2D points.
  25028. * @return {Path} A reference to this path.
  25029. */
  25030. setFromPoints( points ) {
  25031. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  25032. for ( let i = 1, l = points.length; i < l; i ++ ) {
  25033. this.lineTo( points[ i ].x, points[ i ].y );
  25034. }
  25035. return this;
  25036. }
  25037. /**
  25038. * Moves {@link Path#currentPoint} to the given point.
  25039. *
  25040. * @param {number} x - The x coordinate.
  25041. * @param {number} y - The y coordinate.
  25042. * @return {Path} A reference to this path.
  25043. */
  25044. moveTo( x, y ) {
  25045. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  25046. return this;
  25047. }
  25048. /**
  25049. * Adds an instance of {@link LineCurve} to the path by connecting
  25050. * the current point with the given one.
  25051. *
  25052. * @param {number} x - The x coordinate of the end point.
  25053. * @param {number} y - The y coordinate of the end point.
  25054. * @return {Path} A reference to this path.
  25055. */
  25056. lineTo( x, y ) {
  25057. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  25058. this.curves.push( curve );
  25059. this.currentPoint.set( x, y );
  25060. return this;
  25061. }
  25062. /**
  25063. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  25064. * the current point with the given one.
  25065. *
  25066. * @param {number} aCPx - The x coordinate of the control point.
  25067. * @param {number} aCPy - The y coordinate of the control point.
  25068. * @param {number} aX - The x coordinate of the end point.
  25069. * @param {number} aY - The y coordinate of the end point.
  25070. * @return {Path} A reference to this path.
  25071. */
  25072. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  25073. const curve = new QuadraticBezierCurve(
  25074. this.currentPoint.clone(),
  25075. new Vector2( aCPx, aCPy ),
  25076. new Vector2( aX, aY )
  25077. );
  25078. this.curves.push( curve );
  25079. this.currentPoint.set( aX, aY );
  25080. return this;
  25081. }
  25082. /**
  25083. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  25084. * the current point with the given one.
  25085. *
  25086. * @param {number} aCP1x - The x coordinate of the first control point.
  25087. * @param {number} aCP1y - The y coordinate of the first control point.
  25088. * @param {number} aCP2x - The x coordinate of the second control point.
  25089. * @param {number} aCP2y - The y coordinate of the second control point.
  25090. * @param {number} aX - The x coordinate of the end point.
  25091. * @param {number} aY - The y coordinate of the end point.
  25092. * @return {Path} A reference to this path.
  25093. */
  25094. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25095. const curve = new CubicBezierCurve(
  25096. this.currentPoint.clone(),
  25097. new Vector2( aCP1x, aCP1y ),
  25098. new Vector2( aCP2x, aCP2y ),
  25099. new Vector2( aX, aY )
  25100. );
  25101. this.curves.push( curve );
  25102. this.currentPoint.set( aX, aY );
  25103. return this;
  25104. }
  25105. /**
  25106. * Adds an instance of {@link SplineCurve} to the path by connecting
  25107. * the current point with the given list of points.
  25108. *
  25109. * @param {Array<Vector2>} pts - An array of points in 2D space.
  25110. * @return {Path} A reference to this path.
  25111. */
  25112. splineThru( pts ) {
  25113. const npts = [ this.currentPoint.clone() ].concat( pts );
  25114. const curve = new SplineCurve( npts );
  25115. this.curves.push( curve );
  25116. this.currentPoint.copy( pts[ pts.length - 1 ] );
  25117. return this;
  25118. }
  25119. /**
  25120. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  25121. * to the current point.
  25122. *
  25123. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  25124. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  25125. * @param {number} [aRadius=1] - The radius of the arc.
  25126. * @param {number} [aStartAngle=0] - The start angle in radians.
  25127. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25128. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25129. * @return {Path} A reference to this path.
  25130. */
  25131. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25132. const x0 = this.currentPoint.x;
  25133. const y0 = this.currentPoint.y;
  25134. this.absarc( aX + x0, aY + y0, aRadius,
  25135. aStartAngle, aEndAngle, aClockwise );
  25136. return this;
  25137. }
  25138. /**
  25139. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  25140. *
  25141. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  25142. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  25143. * @param {number} [aRadius=1] - The radius of the arc.
  25144. * @param {number} [aStartAngle=0] - The start angle in radians.
  25145. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25146. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25147. * @return {Path} A reference to this path.
  25148. */
  25149. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25150. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25151. return this;
  25152. }
  25153. /**
  25154. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25155. * to the current point
  25156. *
  25157. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25158. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25159. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25160. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25161. * @param {number} [aStartAngle=0] - The start angle in radians.
  25162. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25163. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25164. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25165. * @return {Path} A reference to this path.
  25166. */
  25167. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25168. const x0 = this.currentPoint.x;
  25169. const y0 = this.currentPoint.y;
  25170. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25171. return this;
  25172. }
  25173. /**
  25174. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25175. *
  25176. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25177. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25178. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25179. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25180. * @param {number} [aStartAngle=0] - The start angle in radians.
  25181. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25182. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25183. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25184. * @return {Path} A reference to this path.
  25185. */
  25186. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25187. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25188. if ( this.curves.length > 0 ) {
  25189. // if a previous curve is present, attempt to join
  25190. const firstPoint = curve.getPoint( 0 );
  25191. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25192. this.lineTo( firstPoint.x, firstPoint.y );
  25193. }
  25194. }
  25195. this.curves.push( curve );
  25196. const lastPoint = curve.getPoint( 1 );
  25197. this.currentPoint.copy( lastPoint );
  25198. return this;
  25199. }
  25200. copy( source ) {
  25201. super.copy( source );
  25202. this.currentPoint.copy( source.currentPoint );
  25203. return this;
  25204. }
  25205. toJSON() {
  25206. const data = super.toJSON();
  25207. data.currentPoint = this.currentPoint.toArray();
  25208. return data;
  25209. }
  25210. fromJSON( json ) {
  25211. super.fromJSON( json );
  25212. this.currentPoint.fromArray( json.currentPoint );
  25213. return this;
  25214. }
  25215. }
  25216. /**
  25217. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25218. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25219. * points, or to get triangulated faces.
  25220. *
  25221. * ```js
  25222. * const heartShape = new THREE.Shape();
  25223. *
  25224. * heartShape.moveTo( 25, 25 );
  25225. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25226. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25227. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25228. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25229. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25230. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25231. *
  25232. * const extrudeSettings = {
  25233. * depth: 8,
  25234. * bevelEnabled: true,
  25235. * bevelSegments: 2,
  25236. * steps: 2,
  25237. * bevelSize: 1,
  25238. * bevelThickness: 1
  25239. * };
  25240. *
  25241. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25242. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25243. * ```
  25244. *
  25245. * @augments Path
  25246. */
  25247. class Shape extends Path {
  25248. /**
  25249. * Constructs a new shape.
  25250. *
  25251. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25252. */
  25253. constructor( points ) {
  25254. super( points );
  25255. /**
  25256. * The UUID of the shape.
  25257. *
  25258. * @type {string}
  25259. * @readonly
  25260. */
  25261. this.uuid = generateUUID();
  25262. this.type = 'Shape';
  25263. /**
  25264. * Defines the holes in the shape. Hole definitions must use the
  25265. * opposite winding order (CW/CCW) than the outer shape.
  25266. *
  25267. * @type {Array<Path>}
  25268. * @readonly
  25269. */
  25270. this.holes = [];
  25271. }
  25272. /**
  25273. * Returns an array representing each contour of the holes
  25274. * as a list of 2D points.
  25275. *
  25276. * @param {number} divisions - The fineness of the result.
  25277. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25278. */
  25279. getPointsHoles( divisions ) {
  25280. const holesPts = [];
  25281. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25282. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25283. }
  25284. return holesPts;
  25285. }
  25286. // get points of shape and holes (keypoints based on segments parameter)
  25287. /**
  25288. * Returns an object that holds contour data for the shape and its holes as
  25289. * arrays of 2D points.
  25290. *
  25291. * @param {number} divisions - The fineness of the result.
  25292. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25293. */
  25294. extractPoints( divisions ) {
  25295. return {
  25296. shape: this.getPoints( divisions ),
  25297. holes: this.getPointsHoles( divisions )
  25298. };
  25299. }
  25300. copy( source ) {
  25301. super.copy( source );
  25302. this.holes = [];
  25303. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25304. const hole = source.holes[ i ];
  25305. this.holes.push( hole.clone() );
  25306. }
  25307. return this;
  25308. }
  25309. toJSON() {
  25310. const data = super.toJSON();
  25311. data.uuid = this.uuid;
  25312. data.holes = [];
  25313. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25314. const hole = this.holes[ i ];
  25315. data.holes.push( hole.toJSON() );
  25316. }
  25317. return data;
  25318. }
  25319. fromJSON( json ) {
  25320. super.fromJSON( json );
  25321. this.uuid = json.uuid;
  25322. this.holes = [];
  25323. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25324. const hole = json.holes[ i ];
  25325. this.holes.push( new Path().fromJSON( hole ) );
  25326. }
  25327. return this;
  25328. }
  25329. }
  25330. /* eslint-disable */
  25331. // copy of mapbox/earcut version 3.0.2
  25332. // https://github.com/mapbox/earcut/tree/v3.0.2
  25333. function earcut(data, holeIndices, dim = 2) {
  25334. const hasHoles = holeIndices && holeIndices.length;
  25335. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25336. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25337. const triangles = [];
  25338. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25339. let minX, minY, invSize;
  25340. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25341. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25342. if (data.length > 80 * dim) {
  25343. minX = data[0];
  25344. minY = data[1];
  25345. let maxX = minX;
  25346. let maxY = minY;
  25347. for (let i = dim; i < outerLen; i += dim) {
  25348. const x = data[i];
  25349. const y = data[i + 1];
  25350. if (x < minX) minX = x;
  25351. if (y < minY) minY = y;
  25352. if (x > maxX) maxX = x;
  25353. if (y > maxY) maxY = y;
  25354. }
  25355. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25356. invSize = Math.max(maxX - minX, maxY - minY);
  25357. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25358. }
  25359. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25360. return triangles;
  25361. }
  25362. // create a circular doubly linked list from polygon points in the specified winding order
  25363. function linkedList(data, start, end, dim, clockwise) {
  25364. let last;
  25365. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25366. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25367. } else {
  25368. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25369. }
  25370. if (last && equals(last, last.next)) {
  25371. removeNode(last);
  25372. last = last.next;
  25373. }
  25374. return last;
  25375. }
  25376. // eliminate colinear or duplicate points
  25377. function filterPoints(start, end) {
  25378. if (!start) return start;
  25379. if (!end) end = start;
  25380. let p = start,
  25381. again;
  25382. do {
  25383. again = false;
  25384. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25385. removeNode(p);
  25386. p = end = p.prev;
  25387. if (p === p.next) break;
  25388. again = true;
  25389. } else {
  25390. p = p.next;
  25391. }
  25392. } while (again || p !== end);
  25393. return end;
  25394. }
  25395. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25396. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25397. if (!ear) return;
  25398. // interlink polygon nodes in z-order
  25399. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25400. let stop = ear;
  25401. // iterate through ears, slicing them one by one
  25402. while (ear.prev !== ear.next) {
  25403. const prev = ear.prev;
  25404. const next = ear.next;
  25405. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25406. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25407. removeNode(ear);
  25408. // skipping the next vertex leads to less sliver triangles
  25409. ear = next.next;
  25410. stop = next.next;
  25411. continue;
  25412. }
  25413. ear = next;
  25414. // if we looped through the whole remaining polygon and can't find any more ears
  25415. if (ear === stop) {
  25416. // try filtering points and slicing again
  25417. if (!pass) {
  25418. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25419. // if this didn't work, try curing all small self-intersections locally
  25420. } else if (pass === 1) {
  25421. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25422. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25423. // as a last resort, try splitting the remaining polygon into two
  25424. } else if (pass === 2) {
  25425. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25426. }
  25427. break;
  25428. }
  25429. }
  25430. }
  25431. // check whether a polygon node forms a valid ear with adjacent nodes
  25432. function isEar(ear) {
  25433. const a = ear.prev,
  25434. b = ear,
  25435. c = ear.next;
  25436. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25437. // now make sure we don't have other points inside the potential ear
  25438. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25439. // triangle bbox
  25440. const x0 = Math.min(ax, bx, cx),
  25441. y0 = Math.min(ay, by, cy),
  25442. x1 = Math.max(ax, bx, cx),
  25443. y1 = Math.max(ay, by, cy);
  25444. let p = c.next;
  25445. while (p !== a) {
  25446. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25447. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25448. area(p.prev, p, p.next) >= 0) return false;
  25449. p = p.next;
  25450. }
  25451. return true;
  25452. }
  25453. function isEarHashed(ear, minX, minY, invSize) {
  25454. const a = ear.prev,
  25455. b = ear,
  25456. c = ear.next;
  25457. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25458. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25459. // triangle bbox
  25460. const x0 = Math.min(ax, bx, cx),
  25461. y0 = Math.min(ay, by, cy),
  25462. x1 = Math.max(ax, bx, cx),
  25463. y1 = Math.max(ay, by, cy);
  25464. // z-order range for the current triangle bbox;
  25465. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25466. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25467. let p = ear.prevZ,
  25468. n = ear.nextZ;
  25469. // look for points inside the triangle in both directions
  25470. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25471. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25472. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25473. p = p.prevZ;
  25474. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25475. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25476. n = n.nextZ;
  25477. }
  25478. // look for remaining points in decreasing z-order
  25479. while (p && p.z >= minZ) {
  25480. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25481. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25482. p = p.prevZ;
  25483. }
  25484. // look for remaining points in increasing z-order
  25485. while (n && n.z <= maxZ) {
  25486. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25487. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25488. n = n.nextZ;
  25489. }
  25490. return true;
  25491. }
  25492. // go through all polygon nodes and cure small local self-intersections
  25493. function cureLocalIntersections(start, triangles) {
  25494. let p = start;
  25495. do {
  25496. const a = p.prev,
  25497. b = p.next.next;
  25498. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25499. triangles.push(a.i, p.i, b.i);
  25500. // remove two nodes involved
  25501. removeNode(p);
  25502. removeNode(p.next);
  25503. p = start = b;
  25504. }
  25505. p = p.next;
  25506. } while (p !== start);
  25507. return filterPoints(p);
  25508. }
  25509. // try splitting polygon into two and triangulate them independently
  25510. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25511. // look for a valid diagonal that divides the polygon into two
  25512. let a = start;
  25513. do {
  25514. let b = a.next.next;
  25515. while (b !== a.prev) {
  25516. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25517. // split the polygon in two by the diagonal
  25518. let c = splitPolygon(a, b);
  25519. // filter colinear points around the cuts
  25520. a = filterPoints(a, a.next);
  25521. c = filterPoints(c, c.next);
  25522. // run earcut on each half
  25523. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25524. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25525. return;
  25526. }
  25527. b = b.next;
  25528. }
  25529. a = a.next;
  25530. } while (a !== start);
  25531. }
  25532. // link every hole into the outer loop, producing a single-ring polygon without holes
  25533. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25534. const queue = [];
  25535. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25536. const start = holeIndices[i] * dim;
  25537. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25538. const list = linkedList(data, start, end, dim, false);
  25539. if (list === list.next) list.steiner = true;
  25540. queue.push(getLeftmost(list));
  25541. }
  25542. queue.sort(compareXYSlope);
  25543. // process holes from left to right
  25544. for (let i = 0; i < queue.length; i++) {
  25545. outerNode = eliminateHole(queue[i], outerNode);
  25546. }
  25547. return outerNode;
  25548. }
  25549. function compareXYSlope(a, b) {
  25550. let result = a.x - b.x;
  25551. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25552. // the bridge to the outer shell is always the point that they meet at.
  25553. if (result === 0) {
  25554. result = a.y - b.y;
  25555. if (result === 0) {
  25556. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25557. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25558. result = aSlope - bSlope;
  25559. }
  25560. }
  25561. return result;
  25562. }
  25563. // find a bridge between vertices that connects hole with an outer ring and link it
  25564. function eliminateHole(hole, outerNode) {
  25565. const bridge = findHoleBridge(hole, outerNode);
  25566. if (!bridge) {
  25567. return outerNode;
  25568. }
  25569. const bridgeReverse = splitPolygon(bridge, hole);
  25570. // filter collinear points around the cuts
  25571. filterPoints(bridgeReverse, bridgeReverse.next);
  25572. return filterPoints(bridge, bridge.next);
  25573. }
  25574. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25575. function findHoleBridge(hole, outerNode) {
  25576. let p = outerNode;
  25577. const hx = hole.x;
  25578. const hy = hole.y;
  25579. let qx = -Infinity;
  25580. let m;
  25581. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25582. // segment's endpoint with lesser x will be potential connection point
  25583. // unless they intersect at a vertex, then choose the vertex
  25584. if (equals(hole, p)) return p;
  25585. do {
  25586. if (equals(hole, p.next)) return p.next;
  25587. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25588. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25589. if (x <= hx && x > qx) {
  25590. qx = x;
  25591. m = p.x < p.next.x ? p : p.next;
  25592. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25593. }
  25594. }
  25595. p = p.next;
  25596. } while (p !== outerNode);
  25597. if (!m) return null;
  25598. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25599. // if there are no points found, we have a valid connection;
  25600. // otherwise choose the point of the minimum angle with the ray as connection point
  25601. const stop = m;
  25602. const mx = m.x;
  25603. const my = m.y;
  25604. let tanMin = Infinity;
  25605. p = m;
  25606. do {
  25607. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25608. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25609. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25610. if (locallyInside(p, hole) &&
  25611. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25612. m = p;
  25613. tanMin = tan;
  25614. }
  25615. }
  25616. p = p.next;
  25617. } while (p !== stop);
  25618. return m;
  25619. }
  25620. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25621. function sectorContainsSector(m, p) {
  25622. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25623. }
  25624. // interlink polygon nodes in z-order
  25625. function indexCurve(start, minX, minY, invSize) {
  25626. let p = start;
  25627. do {
  25628. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25629. p.prevZ = p.prev;
  25630. p.nextZ = p.next;
  25631. p = p.next;
  25632. } while (p !== start);
  25633. p.prevZ.nextZ = null;
  25634. p.prevZ = null;
  25635. sortLinked(p);
  25636. }
  25637. // Simon Tatham's linked list merge sort algorithm
  25638. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25639. function sortLinked(list) {
  25640. let numMerges;
  25641. let inSize = 1;
  25642. do {
  25643. let p = list;
  25644. let e;
  25645. list = null;
  25646. let tail = null;
  25647. numMerges = 0;
  25648. while (p) {
  25649. numMerges++;
  25650. let q = p;
  25651. let pSize = 0;
  25652. for (let i = 0; i < inSize; i++) {
  25653. pSize++;
  25654. q = q.nextZ;
  25655. if (!q) break;
  25656. }
  25657. let qSize = inSize;
  25658. while (pSize > 0 || (qSize > 0 && q)) {
  25659. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25660. e = p;
  25661. p = p.nextZ;
  25662. pSize--;
  25663. } else {
  25664. e = q;
  25665. q = q.nextZ;
  25666. qSize--;
  25667. }
  25668. if (tail) tail.nextZ = e;
  25669. else list = e;
  25670. e.prevZ = tail;
  25671. tail = e;
  25672. }
  25673. p = q;
  25674. }
  25675. tail.nextZ = null;
  25676. inSize *= 2;
  25677. } while (numMerges > 1);
  25678. return list;
  25679. }
  25680. // z-order of a point given coords and inverse of the longer side of data bbox
  25681. function zOrder(x, y, minX, minY, invSize) {
  25682. // coords are transformed into non-negative 15-bit integer range
  25683. x = (x - minX) * invSize | 0;
  25684. y = (y - minY) * invSize | 0;
  25685. x = (x | (x << 8)) & 0x00FF00FF;
  25686. x = (x | (x << 4)) & 0x0F0F0F0F;
  25687. x = (x | (x << 2)) & 0x33333333;
  25688. x = (x | (x << 1)) & 0x55555555;
  25689. y = (y | (y << 8)) & 0x00FF00FF;
  25690. y = (y | (y << 4)) & 0x0F0F0F0F;
  25691. y = (y | (y << 2)) & 0x33333333;
  25692. y = (y | (y << 1)) & 0x55555555;
  25693. return x | (y << 1);
  25694. }
  25695. // find the leftmost node of a polygon ring
  25696. function getLeftmost(start) {
  25697. let p = start,
  25698. leftmost = start;
  25699. do {
  25700. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25701. p = p.next;
  25702. } while (p !== start);
  25703. return leftmost;
  25704. }
  25705. // check if a point lies within a convex triangle
  25706. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25707. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25708. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25709. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25710. }
  25711. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25712. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25713. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25714. }
  25715. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25716. function isValidDiagonal(a, b) {
  25717. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25718. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25719. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25720. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25721. }
  25722. // signed area of a triangle
  25723. function area(p, q, r) {
  25724. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25725. }
  25726. // check if two points are equal
  25727. function equals(p1, p2) {
  25728. return p1.x === p2.x && p1.y === p2.y;
  25729. }
  25730. // check if two segments intersect
  25731. function intersects(p1, q1, p2, q2) {
  25732. const o1 = sign(area(p1, q1, p2));
  25733. const o2 = sign(area(p1, q1, q2));
  25734. const o3 = sign(area(p2, q2, p1));
  25735. const o4 = sign(area(p2, q2, q1));
  25736. if (o1 !== o2 && o3 !== o4) return true; // general case
  25737. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25738. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25739. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25740. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25741. return false;
  25742. }
  25743. // for collinear points p, q, r, check if point q lies on segment pr
  25744. function onSegment(p, q, r) {
  25745. 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);
  25746. }
  25747. function sign(num) {
  25748. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25749. }
  25750. // check if a polygon diagonal intersects any polygon segments
  25751. function intersectsPolygon(a, b) {
  25752. let p = a;
  25753. do {
  25754. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25755. intersects(p, p.next, a, b)) return true;
  25756. p = p.next;
  25757. } while (p !== a);
  25758. return false;
  25759. }
  25760. // check if a polygon diagonal is locally inside the polygon
  25761. function locallyInside(a, b) {
  25762. return area(a.prev, a, a.next) < 0 ?
  25763. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25764. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25765. }
  25766. // check if the middle point of a polygon diagonal is inside the polygon
  25767. function middleInside(a, b) {
  25768. let p = a;
  25769. let inside = false;
  25770. const px = (a.x + b.x) / 2;
  25771. const py = (a.y + b.y) / 2;
  25772. do {
  25773. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25774. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25775. inside = !inside;
  25776. p = p.next;
  25777. } while (p !== a);
  25778. return inside;
  25779. }
  25780. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25781. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25782. function splitPolygon(a, b) {
  25783. const a2 = createNode(a.i, a.x, a.y),
  25784. b2 = createNode(b.i, b.x, b.y),
  25785. an = a.next,
  25786. bp = b.prev;
  25787. a.next = b;
  25788. b.prev = a;
  25789. a2.next = an;
  25790. an.prev = a2;
  25791. b2.next = a2;
  25792. a2.prev = b2;
  25793. bp.next = b2;
  25794. b2.prev = bp;
  25795. return b2;
  25796. }
  25797. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25798. function insertNode(i, x, y, last) {
  25799. const p = createNode(i, x, y);
  25800. if (!last) {
  25801. p.prev = p;
  25802. p.next = p;
  25803. } else {
  25804. p.next = last.next;
  25805. p.prev = last;
  25806. last.next.prev = p;
  25807. last.next = p;
  25808. }
  25809. return p;
  25810. }
  25811. function removeNode(p) {
  25812. p.next.prev = p.prev;
  25813. p.prev.next = p.next;
  25814. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25815. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25816. }
  25817. function createNode(i, x, y) {
  25818. return {
  25819. i, // vertex index in coordinates array
  25820. x, y, // vertex coordinates
  25821. prev: null, // previous and next vertex nodes in a polygon ring
  25822. next: null,
  25823. z: 0, // z-order curve value
  25824. prevZ: null, // previous and next nodes in z-order
  25825. nextZ: null,
  25826. steiner: false // indicates whether this is a steiner point
  25827. };
  25828. }
  25829. function signedArea(data, start, end, dim) {
  25830. let sum = 0;
  25831. for (let i = start, j = end - dim; i < end; i += dim) {
  25832. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25833. j = i;
  25834. }
  25835. return sum;
  25836. }
  25837. /**
  25838. * An implementation of the earcut polygon triangulation algorithm.
  25839. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25840. *
  25841. * @see https://github.com/mapbox/earcut
  25842. */
  25843. class Earcut {
  25844. /**
  25845. * Triangulates the given shape definition by returning an array of triangles.
  25846. *
  25847. * @param {Array<number>} data - An array with 2D points.
  25848. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25849. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25850. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25851. * representing vertex indices.
  25852. */
  25853. static triangulate( data, holeIndices, dim = 2 ) {
  25854. return earcut( data, holeIndices, dim );
  25855. }
  25856. }
  25857. /**
  25858. * A class containing utility functions for shapes.
  25859. *
  25860. * @hideconstructor
  25861. */
  25862. class ShapeUtils {
  25863. /**
  25864. * Calculate area of a ( 2D ) contour polygon.
  25865. *
  25866. * @param {Array<Vector2>} contour - An array of 2D points.
  25867. * @return {number} The area.
  25868. */
  25869. static area( contour ) {
  25870. const n = contour.length;
  25871. let a = 0.0;
  25872. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25873. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25874. }
  25875. return a * 0.5;
  25876. }
  25877. /**
  25878. * Returns `true` if the given contour uses a clockwise winding order.
  25879. *
  25880. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25881. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25882. */
  25883. static isClockWise( pts ) {
  25884. return ShapeUtils.area( pts ) < 0;
  25885. }
  25886. /**
  25887. * Triangulates the given shape definition.
  25888. *
  25889. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25890. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25891. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25892. */
  25893. static triangulateShape( contour, holes ) {
  25894. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25895. const holeIndices = []; // array of hole indices
  25896. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25897. removeDupEndPts( contour );
  25898. addContour( vertices, contour );
  25899. //
  25900. let holeIndex = contour.length;
  25901. holes.forEach( removeDupEndPts );
  25902. for ( let i = 0; i < holes.length; i ++ ) {
  25903. holeIndices.push( holeIndex );
  25904. holeIndex += holes[ i ].length;
  25905. addContour( vertices, holes[ i ] );
  25906. }
  25907. //
  25908. const triangles = Earcut.triangulate( vertices, holeIndices );
  25909. //
  25910. for ( let i = 0; i < triangles.length; i += 3 ) {
  25911. faces.push( triangles.slice( i, i + 3 ) );
  25912. }
  25913. return faces;
  25914. }
  25915. }
  25916. function removeDupEndPts( points ) {
  25917. const l = points.length;
  25918. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25919. points.pop();
  25920. }
  25921. }
  25922. function addContour( vertices, contour ) {
  25923. for ( let i = 0; i < contour.length; i ++ ) {
  25924. vertices.push( contour[ i ].x );
  25925. vertices.push( contour[ i ].y );
  25926. }
  25927. }
  25928. /**
  25929. * Creates extruded geometry from a path shape.
  25930. *
  25931. * ```js
  25932. * const length = 12, width = 8;
  25933. *
  25934. * const shape = new THREE.Shape();
  25935. * shape.moveTo( 0,0 );
  25936. * shape.lineTo( 0, width );
  25937. * shape.lineTo( length, width );
  25938. * shape.lineTo( length, 0 );
  25939. * shape.lineTo( 0, 0 );
  25940. *
  25941. * const geometry = new THREE.ExtrudeGeometry( shape );
  25942. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25943. * const mesh = new THREE.Mesh( geometry, material ) ;
  25944. * scene.add( mesh );
  25945. * ```
  25946. *
  25947. * @augments BufferGeometry
  25948. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25949. */
  25950. class ExtrudeGeometry extends BufferGeometry {
  25951. /**
  25952. * Constructs a new extrude geometry.
  25953. *
  25954. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25955. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25956. */
  25957. 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 = {} ) {
  25958. super();
  25959. this.type = 'ExtrudeGeometry';
  25960. /**
  25961. * Holds the constructor parameters that have been
  25962. * used to generate the geometry. Any modification
  25963. * after instantiation does not change the geometry.
  25964. *
  25965. * @type {Object}
  25966. */
  25967. this.parameters = {
  25968. shapes: shapes,
  25969. options: options
  25970. };
  25971. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25972. const scope = this;
  25973. const verticesArray = [];
  25974. const uvArray = [];
  25975. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25976. const shape = shapes[ i ];
  25977. addShape( shape );
  25978. }
  25979. // build geometry
  25980. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25981. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25982. this.computeVertexNormals();
  25983. // functions
  25984. function addShape( shape ) {
  25985. const placeholder = [];
  25986. // options
  25987. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25988. const steps = options.steps !== undefined ? options.steps : 1;
  25989. const depth = options.depth !== undefined ? options.depth : 1;
  25990. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25991. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25992. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25993. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25994. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25995. const extrudePath = options.extrudePath;
  25996. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25997. //
  25998. let extrudePts, extrudeByPath = false;
  25999. let splineTube, binormal, normal, position2;
  26000. if ( extrudePath ) {
  26001. extrudePts = extrudePath.getSpacedPoints( steps );
  26002. extrudeByPath = true;
  26003. bevelEnabled = false; // bevels not supported for path extrusion
  26004. // SETUP TNB variables
  26005. const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false;
  26006. splineTube = extrudePath.computeFrenetFrames( steps, isClosed );
  26007. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  26008. binormal = new Vector3();
  26009. normal = new Vector3();
  26010. position2 = new Vector3();
  26011. }
  26012. // Safeguards if bevels are not enabled
  26013. if ( ! bevelEnabled ) {
  26014. bevelSegments = 0;
  26015. bevelThickness = 0;
  26016. bevelSize = 0;
  26017. bevelOffset = 0;
  26018. }
  26019. // Variables initialization
  26020. const shapePoints = shape.extractPoints( curveSegments );
  26021. let vertices = shapePoints.shape;
  26022. const holes = shapePoints.holes;
  26023. const reverse = ! ShapeUtils.isClockWise( vertices );
  26024. if ( reverse ) {
  26025. vertices = vertices.reverse();
  26026. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  26027. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26028. const ahole = holes[ h ];
  26029. if ( ShapeUtils.isClockWise( ahole ) ) {
  26030. holes[ h ] = ahole.reverse();
  26031. }
  26032. }
  26033. }
  26034. /**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.
  26035. * @param {Array<Vector2>} points
  26036. */
  26037. function mergeOverlappingPoints( points ) {
  26038. const THRESHOLD = 1e-10;
  26039. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  26040. let prevPos = points[ 0 ];
  26041. for ( let i = 1; i <= points.length; i ++ ) {
  26042. const currentIndex = i % points.length;
  26043. const currentPos = points[ currentIndex ];
  26044. const dx = currentPos.x - prevPos.x;
  26045. const dy = currentPos.y - prevPos.y;
  26046. const distSq = dx * dx + dy * dy;
  26047. const scalingFactorSqrt = Math.max(
  26048. Math.abs( currentPos.x ),
  26049. Math.abs( currentPos.y ),
  26050. Math.abs( prevPos.x ),
  26051. Math.abs( prevPos.y )
  26052. );
  26053. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  26054. if ( distSq <= thresholdSqScaled ) {
  26055. points.splice( currentIndex, 1 );
  26056. i --;
  26057. continue;
  26058. }
  26059. prevPos = currentPos;
  26060. }
  26061. }
  26062. mergeOverlappingPoints( vertices );
  26063. holes.forEach( mergeOverlappingPoints );
  26064. const numHoles = holes.length;
  26065. /* Vertices */
  26066. const contour = vertices; // vertices has all points but contour has only points of circumference
  26067. for ( let h = 0; h < numHoles; h ++ ) {
  26068. const ahole = holes[ h ];
  26069. vertices = vertices.concat( ahole );
  26070. }
  26071. function scalePt2( pt, vec, size ) {
  26072. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  26073. return pt.clone().addScaledVector( vec, size );
  26074. }
  26075. const vlen = vertices.length;
  26076. // Find directions for point movement
  26077. function getBevelVec( inPt, inPrev, inNext ) {
  26078. // computes for inPt the corresponding point inPt' on a new contour
  26079. // shifted by 1 unit (length of normalized vector) to the left
  26080. // if we walk along contour clockwise, this new contour is outside the old one
  26081. //
  26082. // inPt' is the intersection of the two lines parallel to the two
  26083. // adjacent edges of inPt at a distance of 1 unit on the left side.
  26084. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  26085. // good reading for geometry algorithms (here: line-line intersection)
  26086. // http://geomalgorithms.com/a05-_intersect-1.html
  26087. const v_prev_x = inPt.x - inPrev.x,
  26088. v_prev_y = inPt.y - inPrev.y;
  26089. const v_next_x = inNext.x - inPt.x,
  26090. v_next_y = inNext.y - inPt.y;
  26091. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  26092. // check for collinear edges
  26093. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  26094. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  26095. // not collinear
  26096. // length of vectors for normalizing
  26097. const v_prev_len = Math.sqrt( v_prev_lensq );
  26098. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  26099. // shift adjacent points by unit vectors to the left
  26100. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  26101. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  26102. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  26103. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  26104. // scaling factor for v_prev to intersection point
  26105. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  26106. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  26107. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  26108. // vector from inPt to intersection point
  26109. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  26110. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  26111. // Don't normalize!, otherwise sharp corners become ugly
  26112. // but prevent crazy spikes
  26113. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  26114. if ( v_trans_lensq <= 2 ) {
  26115. return new Vector2( v_trans_x, v_trans_y );
  26116. } else {
  26117. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  26118. }
  26119. } else {
  26120. // handle special case of collinear edges
  26121. let direction_eq = false; // assumes: opposite
  26122. if ( v_prev_x > Number.EPSILON ) {
  26123. if ( v_next_x > Number.EPSILON ) {
  26124. direction_eq = true;
  26125. }
  26126. } else {
  26127. if ( v_prev_x < - Number.EPSILON ) {
  26128. if ( v_next_x < - Number.EPSILON ) {
  26129. direction_eq = true;
  26130. }
  26131. } else {
  26132. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  26133. direction_eq = true;
  26134. }
  26135. }
  26136. }
  26137. if ( direction_eq ) {
  26138. // log("Warning: lines are a straight sequence");
  26139. v_trans_x = - v_prev_y;
  26140. v_trans_y = v_prev_x;
  26141. shrink_by = Math.sqrt( v_prev_lensq );
  26142. } else {
  26143. // log("Warning: lines are a straight spike");
  26144. v_trans_x = v_prev_x;
  26145. v_trans_y = v_prev_y;
  26146. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  26147. }
  26148. }
  26149. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  26150. }
  26151. const contourMovements = [];
  26152. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26153. if ( j === il ) j = 0;
  26154. if ( k === il ) k = 0;
  26155. // (j)---(i)---(k)
  26156. // log('i,j,k', i, j , k)
  26157. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26158. }
  26159. const holesMovements = [];
  26160. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26161. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26162. const ahole = holes[ h ];
  26163. oneHoleMovements = [];
  26164. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26165. if ( j === il ) j = 0;
  26166. if ( k === il ) k = 0;
  26167. // (j)---(i)---(k)
  26168. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26169. }
  26170. holesMovements.push( oneHoleMovements );
  26171. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26172. }
  26173. let faces;
  26174. if ( bevelSegments === 0 ) {
  26175. faces = ShapeUtils.triangulateShape( contour, holes );
  26176. } else {
  26177. const contractedContourVertices = [];
  26178. const expandedHoleVertices = [];
  26179. // Loop bevelSegments, 1 for the front, 1 for the back
  26180. for ( let b = 0; b < bevelSegments; b ++ ) {
  26181. //for ( b = bevelSegments; b > 0; b -- ) {
  26182. const t = b / bevelSegments;
  26183. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26184. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26185. // contract shape
  26186. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26187. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26188. v( vert.x, vert.y, - z );
  26189. if ( t === 0 ) contractedContourVertices.push( vert );
  26190. }
  26191. // expand holes
  26192. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26193. const ahole = holes[ h ];
  26194. oneHoleMovements = holesMovements[ h ];
  26195. const oneHoleVertices = [];
  26196. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26197. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26198. v( vert.x, vert.y, - z );
  26199. if ( t === 0 ) oneHoleVertices.push( vert );
  26200. }
  26201. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26202. }
  26203. }
  26204. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26205. }
  26206. const flen = faces.length;
  26207. const bs = bevelSize + bevelOffset;
  26208. // Back facing vertices
  26209. for ( let i = 0; i < vlen; i ++ ) {
  26210. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26211. if ( ! extrudeByPath ) {
  26212. v( vert.x, vert.y, 0 );
  26213. } else {
  26214. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26215. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26216. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26217. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26218. v( position2.x, position2.y, position2.z );
  26219. }
  26220. }
  26221. // Add stepped vertices...
  26222. // Including front facing vertices
  26223. for ( let s = 1; s <= steps; s ++ ) {
  26224. for ( let i = 0; i < vlen; i ++ ) {
  26225. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26226. if ( ! extrudeByPath ) {
  26227. v( vert.x, vert.y, depth / steps * s );
  26228. } else {
  26229. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26230. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26231. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26232. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26233. v( position2.x, position2.y, position2.z );
  26234. }
  26235. }
  26236. }
  26237. // Add bevel segments planes
  26238. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26239. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26240. const t = b / bevelSegments;
  26241. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26242. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26243. // contract shape
  26244. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26245. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26246. v( vert.x, vert.y, depth + z );
  26247. }
  26248. // expand holes
  26249. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26250. const ahole = holes[ h ];
  26251. oneHoleMovements = holesMovements[ h ];
  26252. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26253. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26254. if ( ! extrudeByPath ) {
  26255. v( vert.x, vert.y, depth + z );
  26256. } else {
  26257. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26258. }
  26259. }
  26260. }
  26261. }
  26262. /* Faces */
  26263. // Top and bottom faces
  26264. buildLidFaces();
  26265. // Sides faces
  26266. buildSideFaces();
  26267. ///// Internal functions
  26268. function buildLidFaces() {
  26269. const start = verticesArray.length / 3;
  26270. if ( bevelEnabled ) {
  26271. let layer = 0; // steps + 1
  26272. let offset = vlen * layer;
  26273. // Bottom faces
  26274. for ( let i = 0; i < flen; i ++ ) {
  26275. const face = faces[ i ];
  26276. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26277. }
  26278. layer = steps + bevelSegments * 2;
  26279. offset = vlen * layer;
  26280. // Top faces
  26281. for ( let i = 0; i < flen; i ++ ) {
  26282. const face = faces[ i ];
  26283. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26284. }
  26285. } else {
  26286. // Bottom faces
  26287. for ( let i = 0; i < flen; i ++ ) {
  26288. const face = faces[ i ];
  26289. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26290. }
  26291. // Top faces
  26292. for ( let i = 0; i < flen; i ++ ) {
  26293. const face = faces[ i ];
  26294. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26295. }
  26296. }
  26297. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26298. }
  26299. // Create faces for the z-sides of the shape
  26300. function buildSideFaces() {
  26301. const start = verticesArray.length / 3;
  26302. let layeroffset = 0;
  26303. sidewalls( contour, layeroffset );
  26304. layeroffset += contour.length;
  26305. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26306. const ahole = holes[ h ];
  26307. sidewalls( ahole, layeroffset );
  26308. //, true
  26309. layeroffset += ahole.length;
  26310. }
  26311. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26312. }
  26313. function sidewalls( contour, layeroffset ) {
  26314. let i = contour.length;
  26315. while ( -- i >= 0 ) {
  26316. const j = i;
  26317. let k = i - 1;
  26318. if ( k < 0 ) k = contour.length - 1;
  26319. //log('b', i,j, i-1, k,vertices.length);
  26320. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26321. const slen1 = vlen * s;
  26322. const slen2 = vlen * ( s + 1 );
  26323. const a = layeroffset + j + slen1,
  26324. b = layeroffset + k + slen1,
  26325. c = layeroffset + k + slen2,
  26326. d = layeroffset + j + slen2;
  26327. f4( a, b, c, d );
  26328. }
  26329. }
  26330. }
  26331. function v( x, y, z ) {
  26332. placeholder.push( x );
  26333. placeholder.push( y );
  26334. placeholder.push( z );
  26335. }
  26336. function f3( a, b, c ) {
  26337. addVertex( a );
  26338. addVertex( b );
  26339. addVertex( c );
  26340. const nextIndex = verticesArray.length / 3;
  26341. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26342. addUV( uvs[ 0 ] );
  26343. addUV( uvs[ 1 ] );
  26344. addUV( uvs[ 2 ] );
  26345. }
  26346. function f4( a, b, c, d ) {
  26347. addVertex( a );
  26348. addVertex( b );
  26349. addVertex( d );
  26350. addVertex( b );
  26351. addVertex( c );
  26352. addVertex( d );
  26353. const nextIndex = verticesArray.length / 3;
  26354. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26355. addUV( uvs[ 0 ] );
  26356. addUV( uvs[ 1 ] );
  26357. addUV( uvs[ 3 ] );
  26358. addUV( uvs[ 1 ] );
  26359. addUV( uvs[ 2 ] );
  26360. addUV( uvs[ 3 ] );
  26361. }
  26362. function addVertex( index ) {
  26363. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26364. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26365. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26366. }
  26367. function addUV( vector2 ) {
  26368. uvArray.push( vector2.x );
  26369. uvArray.push( vector2.y );
  26370. }
  26371. }
  26372. }
  26373. copy( source ) {
  26374. super.copy( source );
  26375. this.parameters = Object.assign( {}, source.parameters );
  26376. return this;
  26377. }
  26378. toJSON() {
  26379. const data = super.toJSON();
  26380. const shapes = this.parameters.shapes;
  26381. const options = this.parameters.options;
  26382. return toJSON$1( shapes, options, data );
  26383. }
  26384. /**
  26385. * Factory method for creating an instance of this class from the given
  26386. * JSON object.
  26387. *
  26388. * @param {Object} data - A JSON object representing the serialized geometry.
  26389. * @param {Array<Shape>} shapes - An array of shapes.
  26390. * @return {ExtrudeGeometry} A new instance.
  26391. */
  26392. static fromJSON( data, shapes ) {
  26393. const geometryShapes = [];
  26394. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26395. const shape = shapes[ data.shapes[ j ] ];
  26396. geometryShapes.push( shape );
  26397. }
  26398. const extrudePath = data.options.extrudePath;
  26399. if ( extrudePath !== undefined ) {
  26400. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26401. }
  26402. return new ExtrudeGeometry( geometryShapes, data.options );
  26403. }
  26404. }
  26405. const WorldUVGenerator = {
  26406. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26407. const a_x = vertices[ indexA * 3 ];
  26408. const a_y = vertices[ indexA * 3 + 1 ];
  26409. const b_x = vertices[ indexB * 3 ];
  26410. const b_y = vertices[ indexB * 3 + 1 ];
  26411. const c_x = vertices[ indexC * 3 ];
  26412. const c_y = vertices[ indexC * 3 + 1 ];
  26413. return [
  26414. new Vector2( a_x, a_y ),
  26415. new Vector2( b_x, b_y ),
  26416. new Vector2( c_x, c_y )
  26417. ];
  26418. },
  26419. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26420. const a_x = vertices[ indexA * 3 ];
  26421. const a_y = vertices[ indexA * 3 + 1 ];
  26422. const a_z = vertices[ indexA * 3 + 2 ];
  26423. const b_x = vertices[ indexB * 3 ];
  26424. const b_y = vertices[ indexB * 3 + 1 ];
  26425. const b_z = vertices[ indexB * 3 + 2 ];
  26426. const c_x = vertices[ indexC * 3 ];
  26427. const c_y = vertices[ indexC * 3 + 1 ];
  26428. const c_z = vertices[ indexC * 3 + 2 ];
  26429. const d_x = vertices[ indexD * 3 ];
  26430. const d_y = vertices[ indexD * 3 + 1 ];
  26431. const d_z = vertices[ indexD * 3 + 2 ];
  26432. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26433. return [
  26434. new Vector2( a_x, 1 - a_z ),
  26435. new Vector2( b_x, 1 - b_z ),
  26436. new Vector2( c_x, 1 - c_z ),
  26437. new Vector2( d_x, 1 - d_z )
  26438. ];
  26439. } else {
  26440. return [
  26441. new Vector2( a_y, 1 - a_z ),
  26442. new Vector2( b_y, 1 - b_z ),
  26443. new Vector2( c_y, 1 - c_z ),
  26444. new Vector2( d_y, 1 - d_z )
  26445. ];
  26446. }
  26447. }
  26448. };
  26449. function toJSON$1( shapes, options, data ) {
  26450. data.shapes = [];
  26451. if ( Array.isArray( shapes ) ) {
  26452. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26453. const shape = shapes[ i ];
  26454. data.shapes.push( shape.uuid );
  26455. }
  26456. } else {
  26457. data.shapes.push( shapes.uuid );
  26458. }
  26459. data.options = Object.assign( {}, options );
  26460. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26461. return data;
  26462. }
  26463. /**
  26464. * A geometry class for representing an icosahedron.
  26465. *
  26466. * ```js
  26467. * const geometry = new THREE.IcosahedronGeometry();
  26468. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26469. * const icosahedron = new THREE.Mesh( geometry, material );
  26470. * scene.add( icosahedron );
  26471. * ```
  26472. *
  26473. * @augments PolyhedronGeometry
  26474. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26475. */
  26476. class IcosahedronGeometry extends PolyhedronGeometry {
  26477. /**
  26478. * Constructs a new icosahedron geometry.
  26479. *
  26480. * @param {number} [radius=1] - Radius of the icosahedron.
  26481. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26482. */
  26483. constructor( radius = 1, detail = 0 ) {
  26484. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26485. const vertices = [
  26486. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26487. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26488. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26489. ];
  26490. const indices = [
  26491. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26492. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26493. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26494. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26495. ];
  26496. super( vertices, indices, radius, detail );
  26497. this.type = 'IcosahedronGeometry';
  26498. /**
  26499. * Holds the constructor parameters that have been
  26500. * used to generate the geometry. Any modification
  26501. * after instantiation does not change the geometry.
  26502. *
  26503. * @type {Object}
  26504. */
  26505. this.parameters = {
  26506. radius: radius,
  26507. detail: detail
  26508. };
  26509. }
  26510. /**
  26511. * Factory method for creating an instance of this class from the given
  26512. * JSON object.
  26513. *
  26514. * @param {Object} data - A JSON object representing the serialized geometry.
  26515. * @return {IcosahedronGeometry} A new instance.
  26516. */
  26517. static fromJSON( data ) {
  26518. return new IcosahedronGeometry( data.radius, data.detail );
  26519. }
  26520. }
  26521. /**
  26522. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26523. *
  26524. * ```js
  26525. * const points = [];
  26526. * for ( let i = 0; i < 10; i ++ ) {
  26527. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26528. * }
  26529. * const geometry = new THREE.LatheGeometry( points );
  26530. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26531. * const lathe = new THREE.Mesh( geometry, material );
  26532. * scene.add( lathe );
  26533. * ```
  26534. *
  26535. * @augments BufferGeometry
  26536. * @demo scenes/geometry-browser.html#LatheGeometry
  26537. */
  26538. class LatheGeometry extends BufferGeometry {
  26539. /**
  26540. * Constructs a new lathe geometry.
  26541. *
  26542. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26543. * must be greater than zero.
  26544. * @param {number} [segments=12] - The number of circumference segments to generate.
  26545. * @param {number} [phiStart=0] - The starting angle in radians.
  26546. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26547. * closed lathe, less than 2PI is a portion.
  26548. */
  26549. 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 ) {
  26550. super();
  26551. this.type = 'LatheGeometry';
  26552. /**
  26553. * Holds the constructor parameters that have been
  26554. * used to generate the geometry. Any modification
  26555. * after instantiation does not change the geometry.
  26556. *
  26557. * @type {Object}
  26558. */
  26559. this.parameters = {
  26560. points: points,
  26561. segments: segments,
  26562. phiStart: phiStart,
  26563. phiLength: phiLength
  26564. };
  26565. segments = Math.floor( segments );
  26566. // clamp phiLength so it's in range of [ 0, 2PI ]
  26567. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26568. // buffers
  26569. const indices = [];
  26570. const vertices = [];
  26571. const uvs = [];
  26572. const initNormals = [];
  26573. const normals = [];
  26574. // helper variables
  26575. const inverseSegments = 1.0 / segments;
  26576. const vertex = new Vector3();
  26577. const uv = new Vector2();
  26578. const normal = new Vector3();
  26579. const curNormal = new Vector3();
  26580. const prevNormal = new Vector3();
  26581. let dx = 0;
  26582. let dy = 0;
  26583. // pre-compute normals for initial "meridian"
  26584. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26585. switch ( j ) {
  26586. case 0: // special handling for 1st vertex on path
  26587. dx = points[ j + 1 ].x - points[ j ].x;
  26588. dy = points[ j + 1 ].y - points[ j ].y;
  26589. normal.x = dy * 1.0;
  26590. normal.y = - dx;
  26591. normal.z = dy * 0.0;
  26592. prevNormal.copy( normal );
  26593. normal.normalize();
  26594. initNormals.push( normal.x, normal.y, normal.z );
  26595. break;
  26596. case ( points.length - 1 ): // special handling for last Vertex on path
  26597. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26598. break;
  26599. default: // default handling for all vertices in between
  26600. dx = points[ j + 1 ].x - points[ j ].x;
  26601. dy = points[ j + 1 ].y - points[ j ].y;
  26602. normal.x = dy * 1.0;
  26603. normal.y = - dx;
  26604. normal.z = dy * 0.0;
  26605. curNormal.copy( normal );
  26606. normal.x += prevNormal.x;
  26607. normal.y += prevNormal.y;
  26608. normal.z += prevNormal.z;
  26609. normal.normalize();
  26610. initNormals.push( normal.x, normal.y, normal.z );
  26611. prevNormal.copy( curNormal );
  26612. }
  26613. }
  26614. // generate vertices, uvs and normals
  26615. for ( let i = 0; i <= segments; i ++ ) {
  26616. const phi = phiStart + i * inverseSegments * phiLength;
  26617. const sin = Math.sin( phi );
  26618. const cos = Math.cos( phi );
  26619. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26620. // vertex
  26621. vertex.x = points[ j ].x * sin;
  26622. vertex.y = points[ j ].y;
  26623. vertex.z = points[ j ].x * cos;
  26624. vertices.push( vertex.x, vertex.y, vertex.z );
  26625. // uv
  26626. uv.x = i / segments;
  26627. uv.y = j / ( points.length - 1 );
  26628. uvs.push( uv.x, uv.y );
  26629. // normal
  26630. const x = initNormals[ 3 * j + 0 ] * sin;
  26631. const y = initNormals[ 3 * j + 1 ];
  26632. const z = initNormals[ 3 * j + 0 ] * cos;
  26633. normals.push( x, y, z );
  26634. }
  26635. }
  26636. // indices
  26637. for ( let i = 0; i < segments; i ++ ) {
  26638. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26639. const base = j + i * points.length;
  26640. const a = base;
  26641. const b = base + points.length;
  26642. const c = base + points.length + 1;
  26643. const d = base + 1;
  26644. // faces
  26645. indices.push( a, b, d );
  26646. indices.push( c, d, b );
  26647. }
  26648. }
  26649. // build geometry
  26650. this.setIndex( indices );
  26651. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26652. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26653. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26654. }
  26655. copy( source ) {
  26656. super.copy( source );
  26657. this.parameters = Object.assign( {}, source.parameters );
  26658. return this;
  26659. }
  26660. /**
  26661. * Factory method for creating an instance of this class from the given
  26662. * JSON object.
  26663. *
  26664. * @param {Object} data - A JSON object representing the serialized geometry.
  26665. * @return {LatheGeometry} A new instance.
  26666. */
  26667. static fromJSON( data ) {
  26668. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26669. }
  26670. }
  26671. /**
  26672. * A geometry class for representing an octahedron.
  26673. *
  26674. * ```js
  26675. * const geometry = new THREE.OctahedronGeometry();
  26676. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26677. * const octahedron = new THREE.Mesh( geometry, material );
  26678. * scene.add( octahedron );
  26679. * ```
  26680. *
  26681. * @augments PolyhedronGeometry
  26682. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26683. */
  26684. class OctahedronGeometry extends PolyhedronGeometry {
  26685. /**
  26686. * Constructs a new octahedron geometry.
  26687. *
  26688. * @param {number} [radius=1] - Radius of the octahedron.
  26689. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26690. */
  26691. constructor( radius = 1, detail = 0 ) {
  26692. const vertices = [
  26693. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26694. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26695. ];
  26696. const indices = [
  26697. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26698. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26699. 1, 3, 4, 1, 4, 2
  26700. ];
  26701. super( vertices, indices, radius, detail );
  26702. this.type = 'OctahedronGeometry';
  26703. /**
  26704. * Holds the constructor parameters that have been
  26705. * used to generate the geometry. Any modification
  26706. * after instantiation does not change the geometry.
  26707. *
  26708. * @type {Object}
  26709. */
  26710. this.parameters = {
  26711. radius: radius,
  26712. detail: detail
  26713. };
  26714. }
  26715. /**
  26716. * Factory method for creating an instance of this class from the given
  26717. * JSON object.
  26718. *
  26719. * @param {Object} data - A JSON object representing the serialized geometry.
  26720. * @return {OctahedronGeometry} A new instance.
  26721. */
  26722. static fromJSON( data ) {
  26723. return new OctahedronGeometry( data.radius, data.detail );
  26724. }
  26725. }
  26726. /**
  26727. * A geometry class for representing a plane.
  26728. *
  26729. * ```js
  26730. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26731. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26732. * const plane = new THREE.Mesh( geometry, material );
  26733. * scene.add( plane );
  26734. * ```
  26735. *
  26736. * @augments BufferGeometry
  26737. * @demo scenes/geometry-browser.html#PlaneGeometry
  26738. */
  26739. class PlaneGeometry extends BufferGeometry {
  26740. /**
  26741. * Constructs a new plane geometry.
  26742. *
  26743. * @param {number} [width=1] - The width along the X axis.
  26744. * @param {number} [height=1] - The height along the Y axis
  26745. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26746. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26747. */
  26748. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26749. super();
  26750. this.type = 'PlaneGeometry';
  26751. /**
  26752. * Holds the constructor parameters that have been
  26753. * used to generate the geometry. Any modification
  26754. * after instantiation does not change the geometry.
  26755. *
  26756. * @type {Object}
  26757. */
  26758. this.parameters = {
  26759. width: width,
  26760. height: height,
  26761. widthSegments: widthSegments,
  26762. heightSegments: heightSegments
  26763. };
  26764. const width_half = width / 2;
  26765. const height_half = height / 2;
  26766. const gridX = Math.floor( widthSegments );
  26767. const gridY = Math.floor( heightSegments );
  26768. const gridX1 = gridX + 1;
  26769. const gridY1 = gridY + 1;
  26770. const segment_width = width / gridX;
  26771. const segment_height = height / gridY;
  26772. //
  26773. const indices = [];
  26774. const vertices = [];
  26775. const normals = [];
  26776. const uvs = [];
  26777. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26778. const y = iy * segment_height - height_half;
  26779. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26780. const x = ix * segment_width - width_half;
  26781. vertices.push( x, - y, 0 );
  26782. normals.push( 0, 0, 1 );
  26783. uvs.push( ix / gridX );
  26784. uvs.push( 1 - ( iy / gridY ) );
  26785. }
  26786. }
  26787. for ( let iy = 0; iy < gridY; iy ++ ) {
  26788. for ( let ix = 0; ix < gridX; ix ++ ) {
  26789. const a = ix + gridX1 * iy;
  26790. const b = ix + gridX1 * ( iy + 1 );
  26791. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26792. const d = ( ix + 1 ) + gridX1 * iy;
  26793. indices.push( a, b, d );
  26794. indices.push( b, c, d );
  26795. }
  26796. }
  26797. this.setIndex( indices );
  26798. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26799. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26800. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26801. }
  26802. copy( source ) {
  26803. super.copy( source );
  26804. this.parameters = Object.assign( {}, source.parameters );
  26805. return this;
  26806. }
  26807. /**
  26808. * Factory method for creating an instance of this class from the given
  26809. * JSON object.
  26810. *
  26811. * @param {Object} data - A JSON object representing the serialized geometry.
  26812. * @return {PlaneGeometry} A new instance.
  26813. */
  26814. static fromJSON( data ) {
  26815. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26816. }
  26817. }
  26818. /**
  26819. * A class for generating a two-dimensional ring geometry.
  26820. *
  26821. * ```js
  26822. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26823. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26824. * const mesh = new THREE.Mesh( geometry, material );
  26825. * scene.add( mesh );
  26826. * ```
  26827. *
  26828. * @augments BufferGeometry
  26829. * @demo scenes/geometry-browser.html#RingGeometry
  26830. */
  26831. class RingGeometry extends BufferGeometry {
  26832. /**
  26833. * Constructs a new ring geometry.
  26834. *
  26835. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26836. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26837. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26838. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26839. * @param {number} [thetaStart=0] - Starting angle in radians.
  26840. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26841. */
  26842. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26843. super();
  26844. this.type = 'RingGeometry';
  26845. /**
  26846. * Holds the constructor parameters that have been
  26847. * used to generate the geometry. Any modification
  26848. * after instantiation does not change the geometry.
  26849. *
  26850. * @type {Object}
  26851. */
  26852. this.parameters = {
  26853. innerRadius: innerRadius,
  26854. outerRadius: outerRadius,
  26855. thetaSegments: thetaSegments,
  26856. phiSegments: phiSegments,
  26857. thetaStart: thetaStart,
  26858. thetaLength: thetaLength
  26859. };
  26860. thetaSegments = Math.max( 3, thetaSegments );
  26861. phiSegments = Math.max( 1, phiSegments );
  26862. // buffers
  26863. const indices = [];
  26864. const vertices = [];
  26865. const normals = [];
  26866. const uvs = [];
  26867. // some helper variables
  26868. let radius = innerRadius;
  26869. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26870. const vertex = new Vector3();
  26871. const uv = new Vector2();
  26872. // generate vertices, normals and uvs
  26873. for ( let j = 0; j <= phiSegments; j ++ ) {
  26874. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26875. // values are generate from the inside of the ring to the outside
  26876. const segment = thetaStart + i / thetaSegments * thetaLength;
  26877. // vertex
  26878. vertex.x = radius * Math.cos( segment );
  26879. vertex.y = radius * Math.sin( segment );
  26880. vertices.push( vertex.x, vertex.y, vertex.z );
  26881. // normal
  26882. normals.push( 0, 0, 1 );
  26883. // uv
  26884. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26885. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26886. uvs.push( uv.x, uv.y );
  26887. }
  26888. // increase the radius for next row of vertices
  26889. radius += radiusStep;
  26890. }
  26891. // indices
  26892. for ( let j = 0; j < phiSegments; j ++ ) {
  26893. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26894. for ( let i = 0; i < thetaSegments; i ++ ) {
  26895. const segment = i + thetaSegmentLevel;
  26896. const a = segment;
  26897. const b = segment + thetaSegments + 1;
  26898. const c = segment + thetaSegments + 2;
  26899. const d = segment + 1;
  26900. // faces
  26901. indices.push( a, b, d );
  26902. indices.push( b, c, d );
  26903. }
  26904. }
  26905. // build geometry
  26906. this.setIndex( indices );
  26907. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26908. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26909. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26910. }
  26911. copy( source ) {
  26912. super.copy( source );
  26913. this.parameters = Object.assign( {}, source.parameters );
  26914. return this;
  26915. }
  26916. /**
  26917. * Factory method for creating an instance of this class from the given
  26918. * JSON object.
  26919. *
  26920. * @param {Object} data - A JSON object representing the serialized geometry.
  26921. * @return {RingGeometry} A new instance.
  26922. */
  26923. static fromJSON( data ) {
  26924. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26925. }
  26926. }
  26927. /**
  26928. * Creates an one-sided polygonal geometry from one or more path shapes.
  26929. *
  26930. * ```js
  26931. * const arcShape = new THREE.Shape()
  26932. * .moveTo( 5, 1 )
  26933. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26934. *
  26935. * const geometry = new THREE.ShapeGeometry( arcShape );
  26936. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26937. * const mesh = new THREE.Mesh( geometry, material ) ;
  26938. * scene.add( mesh );
  26939. * ```
  26940. *
  26941. * @augments BufferGeometry
  26942. * @demo scenes/geometry-browser.html#ShapeGeometry
  26943. */
  26944. class ShapeGeometry extends BufferGeometry {
  26945. /**
  26946. * Constructs a new shape geometry.
  26947. *
  26948. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26949. * @param {number} [curveSegments=12] - Number of segments per shape.
  26950. */
  26951. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26952. super();
  26953. this.type = 'ShapeGeometry';
  26954. /**
  26955. * Holds the constructor parameters that have been
  26956. * used to generate the geometry. Any modification
  26957. * after instantiation does not change the geometry.
  26958. *
  26959. * @type {Object}
  26960. */
  26961. this.parameters = {
  26962. shapes: shapes,
  26963. curveSegments: curveSegments
  26964. };
  26965. // buffers
  26966. const indices = [];
  26967. const vertices = [];
  26968. const normals = [];
  26969. const uvs = [];
  26970. // helper variables
  26971. let groupStart = 0;
  26972. let groupCount = 0;
  26973. // allow single and array values for "shapes" parameter
  26974. if ( Array.isArray( shapes ) === false ) {
  26975. addShape( shapes );
  26976. } else {
  26977. for ( let i = 0; i < shapes.length; i ++ ) {
  26978. addShape( shapes[ i ] );
  26979. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26980. groupStart += groupCount;
  26981. groupCount = 0;
  26982. }
  26983. }
  26984. // build geometry
  26985. this.setIndex( indices );
  26986. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26987. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26988. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26989. // helper functions
  26990. function addShape( shape ) {
  26991. const indexOffset = vertices.length / 3;
  26992. const points = shape.extractPoints( curveSegments );
  26993. let shapeVertices = points.shape;
  26994. const shapeHoles = points.holes;
  26995. // check direction of vertices
  26996. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26997. shapeVertices = shapeVertices.reverse();
  26998. }
  26999. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  27000. const shapeHole = shapeHoles[ i ];
  27001. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  27002. shapeHoles[ i ] = shapeHole.reverse();
  27003. }
  27004. }
  27005. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  27006. // join vertices of inner and outer paths to a single array
  27007. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  27008. const shapeHole = shapeHoles[ i ];
  27009. shapeVertices = shapeVertices.concat( shapeHole );
  27010. }
  27011. // vertices, normals, uvs
  27012. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  27013. const vertex = shapeVertices[ i ];
  27014. vertices.push( vertex.x, vertex.y, 0 );
  27015. normals.push( 0, 0, 1 );
  27016. uvs.push( vertex.x, vertex.y ); // world uvs
  27017. }
  27018. // indices
  27019. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  27020. const face = faces[ i ];
  27021. const a = face[ 0 ] + indexOffset;
  27022. const b = face[ 1 ] + indexOffset;
  27023. const c = face[ 2 ] + indexOffset;
  27024. indices.push( a, b, c );
  27025. groupCount += 3;
  27026. }
  27027. }
  27028. }
  27029. copy( source ) {
  27030. super.copy( source );
  27031. this.parameters = Object.assign( {}, source.parameters );
  27032. return this;
  27033. }
  27034. toJSON() {
  27035. const data = super.toJSON();
  27036. const shapes = this.parameters.shapes;
  27037. return toJSON( shapes, data );
  27038. }
  27039. /**
  27040. * Factory method for creating an instance of this class from the given
  27041. * JSON object.
  27042. *
  27043. * @param {Object} data - A JSON object representing the serialized geometry.
  27044. * @param {Array<Shape>} shapes - An array of shapes.
  27045. * @return {ShapeGeometry} A new instance.
  27046. */
  27047. static fromJSON( data, shapes ) {
  27048. const geometryShapes = [];
  27049. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  27050. const shape = shapes[ data.shapes[ j ] ];
  27051. geometryShapes.push( shape );
  27052. }
  27053. return new ShapeGeometry( geometryShapes, data.curveSegments );
  27054. }
  27055. }
  27056. function toJSON( shapes, data ) {
  27057. data.shapes = [];
  27058. if ( Array.isArray( shapes ) ) {
  27059. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  27060. const shape = shapes[ i ];
  27061. data.shapes.push( shape.uuid );
  27062. }
  27063. } else {
  27064. data.shapes.push( shapes.uuid );
  27065. }
  27066. return data;
  27067. }
  27068. /**
  27069. * A class for generating a sphere geometry.
  27070. *
  27071. * ```js
  27072. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  27073. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27074. * const sphere = new THREE.Mesh( geometry, material );
  27075. * scene.add( sphere );
  27076. * ```
  27077. *
  27078. * @augments BufferGeometry
  27079. * @demo scenes/geometry-browser.html#SphereGeometry
  27080. */
  27081. class SphereGeometry extends BufferGeometry {
  27082. /**
  27083. * Constructs a new sphere geometry.
  27084. *
  27085. * @param {number} [radius=1] - The sphere radius.
  27086. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  27087. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  27088. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  27089. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  27090. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  27091. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  27092. */
  27093. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  27094. super();
  27095. this.type = 'SphereGeometry';
  27096. /**
  27097. * Holds the constructor parameters that have been
  27098. * used to generate the geometry. Any modification
  27099. * after instantiation does not change the geometry.
  27100. *
  27101. * @type {Object}
  27102. */
  27103. this.parameters = {
  27104. radius: radius,
  27105. widthSegments: widthSegments,
  27106. heightSegments: heightSegments,
  27107. phiStart: phiStart,
  27108. phiLength: phiLength,
  27109. thetaStart: thetaStart,
  27110. thetaLength: thetaLength
  27111. };
  27112. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  27113. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  27114. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  27115. let index = 0;
  27116. const grid = [];
  27117. const vertex = new Vector3();
  27118. const normal = new Vector3();
  27119. // buffers
  27120. const indices = [];
  27121. const vertices = [];
  27122. const normals = [];
  27123. const uvs = [];
  27124. // generate vertices, normals and uvs
  27125. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  27126. const verticesRow = [];
  27127. const v = iy / heightSegments;
  27128. // special case for the poles
  27129. let uOffset = 0;
  27130. if ( iy === 0 && thetaStart === 0 ) {
  27131. uOffset = 0.5 / widthSegments;
  27132. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  27133. uOffset = -0.5 / widthSegments;
  27134. }
  27135. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  27136. const u = ix / widthSegments;
  27137. // vertex
  27138. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27139. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  27140. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27141. vertices.push( vertex.x, vertex.y, vertex.z );
  27142. // normal
  27143. normal.copy( vertex ).normalize();
  27144. normals.push( normal.x, normal.y, normal.z );
  27145. // uv
  27146. uvs.push( u + uOffset, 1 - v );
  27147. verticesRow.push( index ++ );
  27148. }
  27149. grid.push( verticesRow );
  27150. }
  27151. // indices
  27152. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  27153. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  27154. const a = grid[ iy ][ ix + 1 ];
  27155. const b = grid[ iy ][ ix ];
  27156. const c = grid[ iy + 1 ][ ix ];
  27157. const d = grid[ iy + 1 ][ ix + 1 ];
  27158. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27159. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27160. }
  27161. }
  27162. // build geometry
  27163. this.setIndex( indices );
  27164. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27165. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27166. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27167. }
  27168. copy( source ) {
  27169. super.copy( source );
  27170. this.parameters = Object.assign( {}, source.parameters );
  27171. return this;
  27172. }
  27173. /**
  27174. * Factory method for creating an instance of this class from the given
  27175. * JSON object.
  27176. *
  27177. * @param {Object} data - A JSON object representing the serialized geometry.
  27178. * @return {SphereGeometry} A new instance.
  27179. */
  27180. static fromJSON( data ) {
  27181. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27182. }
  27183. }
  27184. /**
  27185. * A geometry class for representing an tetrahedron.
  27186. *
  27187. * ```js
  27188. * const geometry = new THREE.TetrahedronGeometry();
  27189. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27190. * const tetrahedron = new THREE.Mesh( geometry, material );
  27191. * scene.add( tetrahedron );
  27192. * ```
  27193. *
  27194. * @augments PolyhedronGeometry
  27195. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27196. */
  27197. class TetrahedronGeometry extends PolyhedronGeometry {
  27198. /**
  27199. * Constructs a new tetrahedron geometry.
  27200. *
  27201. * @param {number} [radius=1] - Radius of the tetrahedron.
  27202. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27203. */
  27204. constructor( radius = 1, detail = 0 ) {
  27205. const vertices = [
  27206. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27207. ];
  27208. const indices = [
  27209. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27210. ];
  27211. super( vertices, indices, radius, detail );
  27212. this.type = 'TetrahedronGeometry';
  27213. /**
  27214. * Holds the constructor parameters that have been
  27215. * used to generate the geometry. Any modification
  27216. * after instantiation does not change the geometry.
  27217. *
  27218. * @type {Object}
  27219. */
  27220. this.parameters = {
  27221. radius: radius,
  27222. detail: detail
  27223. };
  27224. }
  27225. /**
  27226. * Factory method for creating an instance of this class from the given
  27227. * JSON object.
  27228. *
  27229. * @param {Object} data - A JSON object representing the serialized geometry.
  27230. * @return {TetrahedronGeometry} A new instance.
  27231. */
  27232. static fromJSON( data ) {
  27233. return new TetrahedronGeometry( data.radius, data.detail );
  27234. }
  27235. }
  27236. /**
  27237. * A geometry class for representing an torus.
  27238. *
  27239. * ```js
  27240. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27241. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27242. * const torus = new THREE.Mesh( geometry, material );
  27243. * scene.add( torus );
  27244. * ```
  27245. *
  27246. * @augments BufferGeometry
  27247. * @demo scenes/geometry-browser.html#TorusGeometry
  27248. */
  27249. class TorusGeometry extends BufferGeometry {
  27250. /**
  27251. * Constructs a new torus geometry.
  27252. *
  27253. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27254. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27255. * @param {number} [radialSegments=12] - The number of radial segments.
  27256. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27257. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27258. */
  27259. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27260. super();
  27261. this.type = 'TorusGeometry';
  27262. /**
  27263. * Holds the constructor parameters that have been
  27264. * used to generate the geometry. Any modification
  27265. * after instantiation does not change the geometry.
  27266. *
  27267. * @type {Object}
  27268. */
  27269. this.parameters = {
  27270. radius: radius,
  27271. tube: tube,
  27272. radialSegments: radialSegments,
  27273. tubularSegments: tubularSegments,
  27274. arc: arc
  27275. };
  27276. radialSegments = Math.floor( radialSegments );
  27277. tubularSegments = Math.floor( tubularSegments );
  27278. // buffers
  27279. const indices = [];
  27280. const vertices = [];
  27281. const normals = [];
  27282. const uvs = [];
  27283. // helper variables
  27284. const center = new Vector3();
  27285. const vertex = new Vector3();
  27286. const normal = new Vector3();
  27287. // generate vertices, normals and uvs
  27288. for ( let j = 0; j <= radialSegments; j ++ ) {
  27289. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27290. const u = i / tubularSegments * arc;
  27291. const v = j / radialSegments * Math.PI * 2;
  27292. // vertex
  27293. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27294. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27295. vertex.z = tube * Math.sin( v );
  27296. vertices.push( vertex.x, vertex.y, vertex.z );
  27297. // normal
  27298. center.x = radius * Math.cos( u );
  27299. center.y = radius * Math.sin( u );
  27300. normal.subVectors( vertex, center ).normalize();
  27301. normals.push( normal.x, normal.y, normal.z );
  27302. // uv
  27303. uvs.push( i / tubularSegments );
  27304. uvs.push( j / radialSegments );
  27305. }
  27306. }
  27307. // generate indices
  27308. for ( let j = 1; j <= radialSegments; j ++ ) {
  27309. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27310. // indices
  27311. const a = ( tubularSegments + 1 ) * j + i - 1;
  27312. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27313. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27314. const d = ( tubularSegments + 1 ) * j + i;
  27315. // faces
  27316. indices.push( a, b, d );
  27317. indices.push( b, c, d );
  27318. }
  27319. }
  27320. // build geometry
  27321. this.setIndex( indices );
  27322. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27323. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27324. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27325. }
  27326. copy( source ) {
  27327. super.copy( source );
  27328. this.parameters = Object.assign( {}, source.parameters );
  27329. return this;
  27330. }
  27331. /**
  27332. * Factory method for creating an instance of this class from the given
  27333. * JSON object.
  27334. *
  27335. * @param {Object} data - A JSON object representing the serialized geometry.
  27336. * @return {TorusGeometry} A new instance.
  27337. */
  27338. static fromJSON( data ) {
  27339. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27340. }
  27341. }
  27342. /**
  27343. * Creates a torus knot, the particular shape of which is defined by a pair
  27344. * of coprime integers, p and q. If p and q are not coprime, the result will
  27345. * be a torus link.
  27346. *
  27347. * ```js
  27348. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27349. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27350. * const torusKnot = new THREE.Mesh( geometry, material );
  27351. * scene.add( torusKnot );
  27352. * ```
  27353. *
  27354. * @augments BufferGeometry
  27355. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27356. */
  27357. class TorusKnotGeometry extends BufferGeometry {
  27358. /**
  27359. * Constructs a new torus knot geometry.
  27360. *
  27361. * @param {number} [radius=1] - Radius of the torus knot.
  27362. * @param {number} [tube=0.4] - Radius of the tube.
  27363. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27364. * @param {number} [radialSegments=8] - The number of radial segments.
  27365. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27366. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27367. */
  27368. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27369. super();
  27370. this.type = 'TorusKnotGeometry';
  27371. /**
  27372. * Holds the constructor parameters that have been
  27373. * used to generate the geometry. Any modification
  27374. * after instantiation does not change the geometry.
  27375. *
  27376. * @type {Object}
  27377. */
  27378. this.parameters = {
  27379. radius: radius,
  27380. tube: tube,
  27381. tubularSegments: tubularSegments,
  27382. radialSegments: radialSegments,
  27383. p: p,
  27384. q: q
  27385. };
  27386. tubularSegments = Math.floor( tubularSegments );
  27387. radialSegments = Math.floor( radialSegments );
  27388. // buffers
  27389. const indices = [];
  27390. const vertices = [];
  27391. const normals = [];
  27392. const uvs = [];
  27393. // helper variables
  27394. const vertex = new Vector3();
  27395. const normal = new Vector3();
  27396. const P1 = new Vector3();
  27397. const P2 = new Vector3();
  27398. const B = new Vector3();
  27399. const T = new Vector3();
  27400. const N = new Vector3();
  27401. // generate vertices, normals and uvs
  27402. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27403. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27404. const u = i / tubularSegments * p * Math.PI * 2;
  27405. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27406. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27407. calculatePositionOnCurve( u, p, q, radius, P1 );
  27408. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27409. // calculate orthonormal basis
  27410. T.subVectors( P2, P1 );
  27411. N.addVectors( P2, P1 );
  27412. B.crossVectors( T, N );
  27413. N.crossVectors( B, T );
  27414. // normalize B, N. T can be ignored, we don't use it
  27415. B.normalize();
  27416. N.normalize();
  27417. for ( let j = 0; j <= radialSegments; ++ j ) {
  27418. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27419. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27420. const v = j / radialSegments * Math.PI * 2;
  27421. const cx = - tube * Math.cos( v );
  27422. const cy = tube * Math.sin( v );
  27423. // now calculate the final vertex position.
  27424. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27425. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27426. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27427. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27428. vertices.push( vertex.x, vertex.y, vertex.z );
  27429. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27430. normal.subVectors( vertex, P1 ).normalize();
  27431. normals.push( normal.x, normal.y, normal.z );
  27432. // uv
  27433. uvs.push( i / tubularSegments );
  27434. uvs.push( j / radialSegments );
  27435. }
  27436. }
  27437. // generate indices
  27438. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27439. for ( let i = 1; i <= radialSegments; i ++ ) {
  27440. // indices
  27441. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27442. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27443. const c = ( radialSegments + 1 ) * j + i;
  27444. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27445. // faces
  27446. indices.push( a, b, d );
  27447. indices.push( b, c, d );
  27448. }
  27449. }
  27450. // build geometry
  27451. this.setIndex( indices );
  27452. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27453. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27454. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27455. // this function calculates the current position on the torus curve
  27456. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27457. const cu = Math.cos( u );
  27458. const su = Math.sin( u );
  27459. const quOverP = q / p * u;
  27460. const cs = Math.cos( quOverP );
  27461. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27462. position.y = radius * ( 2 + cs ) * su * 0.5;
  27463. position.z = radius * Math.sin( quOverP ) * 0.5;
  27464. }
  27465. }
  27466. copy( source ) {
  27467. super.copy( source );
  27468. this.parameters = Object.assign( {}, source.parameters );
  27469. return this;
  27470. }
  27471. /**
  27472. * Factory method for creating an instance of this class from the given
  27473. * JSON object.
  27474. *
  27475. * @param {Object} data - A JSON object representing the serialized geometry.
  27476. * @return {TorusKnotGeometry} A new instance.
  27477. */
  27478. static fromJSON( data ) {
  27479. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27480. }
  27481. }
  27482. /**
  27483. * Creates a tube that extrudes along a 3D curve.
  27484. *
  27485. * ```js
  27486. * class CustomSinCurve extends THREE.Curve {
  27487. *
  27488. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27489. *
  27490. * const tx = t * 3 - 1.5;
  27491. * const ty = Math.sin( 2 * Math.PI * t );
  27492. * const tz = 0;
  27493. *
  27494. * return optionalTarget.set( tx, ty, tz );
  27495. * }
  27496. *
  27497. * }
  27498. *
  27499. * const path = new CustomSinCurve( 10 );
  27500. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27501. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27502. * const mesh = new THREE.Mesh( geometry, material );
  27503. * scene.add( mesh );
  27504. * ```
  27505. *
  27506. * @augments BufferGeometry
  27507. * @demo scenes/geometry-browser.html#TubeGeometry
  27508. */
  27509. class TubeGeometry extends BufferGeometry {
  27510. /**
  27511. * Constructs a new tube geometry.
  27512. *
  27513. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27514. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27515. * @param {number} [radius=1] -The radius of the tube.
  27516. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27517. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27518. */
  27519. 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 ) {
  27520. super();
  27521. this.type = 'TubeGeometry';
  27522. /**
  27523. * Holds the constructor parameters that have been
  27524. * used to generate the geometry. Any modification
  27525. * after instantiation does not change the geometry.
  27526. *
  27527. * @type {Object}
  27528. */
  27529. this.parameters = {
  27530. path: path,
  27531. tubularSegments: tubularSegments,
  27532. radius: radius,
  27533. radialSegments: radialSegments,
  27534. closed: closed
  27535. };
  27536. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27537. // expose internals
  27538. this.tangents = frames.tangents;
  27539. this.normals = frames.normals;
  27540. this.binormals = frames.binormals;
  27541. // helper variables
  27542. const vertex = new Vector3();
  27543. const normal = new Vector3();
  27544. const uv = new Vector2();
  27545. let P = new Vector3();
  27546. // buffer
  27547. const vertices = [];
  27548. const normals = [];
  27549. const uvs = [];
  27550. const indices = [];
  27551. // create buffer data
  27552. generateBufferData();
  27553. // build geometry
  27554. this.setIndex( indices );
  27555. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27556. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27557. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27558. // functions
  27559. function generateBufferData() {
  27560. for ( let i = 0; i < tubularSegments; i ++ ) {
  27561. generateSegment( i );
  27562. }
  27563. // if the geometry is not closed, generate the last row of vertices and normals
  27564. // at the regular position on the given path
  27565. //
  27566. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27567. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27568. // uvs are generated in a separate function.
  27569. // this makes it easy compute correct values for closed geometries
  27570. generateUVs();
  27571. // finally create faces
  27572. generateIndices();
  27573. }
  27574. function generateSegment( i ) {
  27575. // we use getPointAt to sample evenly distributed points from the given path
  27576. P = path.getPointAt( i / tubularSegments, P );
  27577. // retrieve corresponding normal and binormal
  27578. const N = frames.normals[ i ];
  27579. const B = frames.binormals[ i ];
  27580. // generate normals and vertices for the current segment
  27581. for ( let j = 0; j <= radialSegments; j ++ ) {
  27582. const v = j / radialSegments * Math.PI * 2;
  27583. const sin = Math.sin( v );
  27584. const cos = - Math.cos( v );
  27585. // normal
  27586. normal.x = ( cos * N.x + sin * B.x );
  27587. normal.y = ( cos * N.y + sin * B.y );
  27588. normal.z = ( cos * N.z + sin * B.z );
  27589. normal.normalize();
  27590. normals.push( normal.x, normal.y, normal.z );
  27591. // vertex
  27592. vertex.x = P.x + radius * normal.x;
  27593. vertex.y = P.y + radius * normal.y;
  27594. vertex.z = P.z + radius * normal.z;
  27595. vertices.push( vertex.x, vertex.y, vertex.z );
  27596. }
  27597. }
  27598. function generateIndices() {
  27599. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27600. for ( let i = 1; i <= radialSegments; i ++ ) {
  27601. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27602. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27603. const c = ( radialSegments + 1 ) * j + i;
  27604. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27605. // faces
  27606. indices.push( a, b, d );
  27607. indices.push( b, c, d );
  27608. }
  27609. }
  27610. }
  27611. function generateUVs() {
  27612. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27613. for ( let j = 0; j <= radialSegments; j ++ ) {
  27614. uv.x = i / tubularSegments;
  27615. uv.y = j / radialSegments;
  27616. uvs.push( uv.x, uv.y );
  27617. }
  27618. }
  27619. }
  27620. }
  27621. copy( source ) {
  27622. super.copy( source );
  27623. this.parameters = Object.assign( {}, source.parameters );
  27624. return this;
  27625. }
  27626. toJSON() {
  27627. const data = super.toJSON();
  27628. data.path = this.parameters.path.toJSON();
  27629. return data;
  27630. }
  27631. /**
  27632. * Factory method for creating an instance of this class from the given
  27633. * JSON object.
  27634. *
  27635. * @param {Object} data - A JSON object representing the serialized geometry.
  27636. * @return {TubeGeometry} A new instance.
  27637. */
  27638. static fromJSON( data ) {
  27639. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27640. // User defined curves or instances of CurvePath will not be deserialized.
  27641. return new TubeGeometry(
  27642. new Curves[ data.path.type ]().fromJSON( data.path ),
  27643. data.tubularSegments,
  27644. data.radius,
  27645. data.radialSegments,
  27646. data.closed
  27647. );
  27648. }
  27649. }
  27650. /**
  27651. * Can be used as a helper object to visualize a geometry as a wireframe.
  27652. *
  27653. * ```js
  27654. * const geometry = new THREE.SphereGeometry();
  27655. *
  27656. * const wireframe = new THREE.WireframeGeometry( geometry );
  27657. *
  27658. * const line = new THREE.LineSegments( wireframe );
  27659. * line.material.depthWrite = false;
  27660. * line.material.opacity = 0.25;
  27661. * line.material.transparent = true;
  27662. *
  27663. * scene.add( line );
  27664. * ```
  27665. *
  27666. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27667. *
  27668. * @augments BufferGeometry
  27669. */
  27670. class WireframeGeometry extends BufferGeometry {
  27671. /**
  27672. * Constructs a new wireframe geometry.
  27673. *
  27674. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27675. */
  27676. constructor( geometry = null ) {
  27677. super();
  27678. this.type = 'WireframeGeometry';
  27679. /**
  27680. * Holds the constructor parameters that have been
  27681. * used to generate the geometry. Any modification
  27682. * after instantiation does not change the geometry.
  27683. *
  27684. * @type {Object}
  27685. */
  27686. this.parameters = {
  27687. geometry: geometry
  27688. };
  27689. if ( geometry !== null ) {
  27690. // buffer
  27691. const vertices = [];
  27692. const edges = new Set();
  27693. // helper variables
  27694. const start = new Vector3();
  27695. const end = new Vector3();
  27696. if ( geometry.index !== null ) {
  27697. // indexed BufferGeometry
  27698. const position = geometry.attributes.position;
  27699. const indices = geometry.index;
  27700. let groups = geometry.groups;
  27701. if ( groups.length === 0 ) {
  27702. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27703. }
  27704. // create a data structure that contains all edges without duplicates
  27705. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27706. const group = groups[ o ];
  27707. const groupStart = group.start;
  27708. const groupCount = group.count;
  27709. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27710. for ( let j = 0; j < 3; j ++ ) {
  27711. const index1 = indices.getX( i + j );
  27712. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27713. start.fromBufferAttribute( position, index1 );
  27714. end.fromBufferAttribute( position, index2 );
  27715. if ( isUniqueEdge( start, end, edges ) === true ) {
  27716. vertices.push( start.x, start.y, start.z );
  27717. vertices.push( end.x, end.y, end.z );
  27718. }
  27719. }
  27720. }
  27721. }
  27722. } else {
  27723. // non-indexed BufferGeometry
  27724. const position = geometry.attributes.position;
  27725. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27726. for ( let j = 0; j < 3; j ++ ) {
  27727. // three edges per triangle, an edge is represented as (index1, index2)
  27728. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27729. const index1 = 3 * i + j;
  27730. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27731. start.fromBufferAttribute( position, index1 );
  27732. end.fromBufferAttribute( position, index2 );
  27733. if ( isUniqueEdge( start, end, edges ) === true ) {
  27734. vertices.push( start.x, start.y, start.z );
  27735. vertices.push( end.x, end.y, end.z );
  27736. }
  27737. }
  27738. }
  27739. }
  27740. // build geometry
  27741. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27742. }
  27743. }
  27744. copy( source ) {
  27745. super.copy( source );
  27746. this.parameters = Object.assign( {}, source.parameters );
  27747. return this;
  27748. }
  27749. }
  27750. function isUniqueEdge( start, end, edges ) {
  27751. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27752. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27753. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27754. return false;
  27755. } else {
  27756. edges.add( hash1 );
  27757. edges.add( hash2 );
  27758. return true;
  27759. }
  27760. }
  27761. var Geometries = /*#__PURE__*/Object.freeze({
  27762. __proto__: null,
  27763. BoxGeometry: BoxGeometry,
  27764. CapsuleGeometry: CapsuleGeometry,
  27765. CircleGeometry: CircleGeometry,
  27766. ConeGeometry: ConeGeometry,
  27767. CylinderGeometry: CylinderGeometry,
  27768. DodecahedronGeometry: DodecahedronGeometry,
  27769. EdgesGeometry: EdgesGeometry,
  27770. ExtrudeGeometry: ExtrudeGeometry,
  27771. IcosahedronGeometry: IcosahedronGeometry,
  27772. LatheGeometry: LatheGeometry,
  27773. OctahedronGeometry: OctahedronGeometry,
  27774. PlaneGeometry: PlaneGeometry,
  27775. PolyhedronGeometry: PolyhedronGeometry,
  27776. RingGeometry: RingGeometry,
  27777. ShapeGeometry: ShapeGeometry,
  27778. SphereGeometry: SphereGeometry,
  27779. TetrahedronGeometry: TetrahedronGeometry,
  27780. TorusGeometry: TorusGeometry,
  27781. TorusKnotGeometry: TorusKnotGeometry,
  27782. TubeGeometry: TubeGeometry,
  27783. WireframeGeometry: WireframeGeometry
  27784. });
  27785. /**
  27786. * This material can receive shadows, but otherwise is completely transparent.
  27787. *
  27788. * ```js
  27789. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27790. * geometry.rotateX( - Math.PI / 2 );
  27791. *
  27792. * const material = new THREE.ShadowMaterial();
  27793. * material.opacity = 0.2;
  27794. *
  27795. * const plane = new THREE.Mesh( geometry, material );
  27796. * plane.position.y = -200;
  27797. * plane.receiveShadow = true;
  27798. * scene.add( plane );
  27799. * ```
  27800. *
  27801. * @augments Material
  27802. */
  27803. class ShadowMaterial extends Material {
  27804. /**
  27805. * Constructs a new shadow material.
  27806. *
  27807. * @param {Object} [parameters] - An object with one or more properties
  27808. * defining the material's appearance. Any property of the material
  27809. * (including any property from inherited materials) can be passed
  27810. * in here. Color values can be passed any type of value accepted
  27811. * by {@link Color#set}.
  27812. */
  27813. constructor( parameters ) {
  27814. super();
  27815. /**
  27816. * This flag can be used for type testing.
  27817. *
  27818. * @type {boolean}
  27819. * @readonly
  27820. * @default true
  27821. */
  27822. this.isShadowMaterial = true;
  27823. this.type = 'ShadowMaterial';
  27824. /**
  27825. * Color of the material.
  27826. *
  27827. * @type {Color}
  27828. * @default (0,0,0)
  27829. */
  27830. this.color = new Color( 0x000000 );
  27831. /**
  27832. * Overwritten since shadow materials are transparent
  27833. * by default.
  27834. *
  27835. * @type {boolean}
  27836. * @default true
  27837. */
  27838. this.transparent = true;
  27839. /**
  27840. * Whether the material is affected by fog or not.
  27841. *
  27842. * @type {boolean}
  27843. * @default true
  27844. */
  27845. this.fog = true;
  27846. this.setValues( parameters );
  27847. }
  27848. copy( source ) {
  27849. super.copy( source );
  27850. this.color.copy( source.color );
  27851. this.fog = source.fog;
  27852. return this;
  27853. }
  27854. }
  27855. /**
  27856. * This class works just like {@link ShaderMaterial}, except that definitions
  27857. * of built-in uniforms and attributes are not automatically prepended to the
  27858. * GLSL shader code.
  27859. *
  27860. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27861. *
  27862. * @augments ShaderMaterial
  27863. */
  27864. class RawShaderMaterial extends ShaderMaterial {
  27865. /**
  27866. * Constructs a new raw shader material.
  27867. *
  27868. * @param {Object} [parameters] - An object with one or more properties
  27869. * defining the material's appearance. Any property of the material
  27870. * (including any property from inherited materials) can be passed
  27871. * in here. Color values can be passed any type of value accepted
  27872. * by {@link Color#set}.
  27873. */
  27874. constructor( parameters ) {
  27875. super( parameters );
  27876. /**
  27877. * This flag can be used for type testing.
  27878. *
  27879. * @type {boolean}
  27880. * @readonly
  27881. * @default true
  27882. */
  27883. this.isRawShaderMaterial = true;
  27884. this.type = 'RawShaderMaterial';
  27885. }
  27886. }
  27887. /**
  27888. * A standard physically based material, using Metallic-Roughness workflow.
  27889. *
  27890. * Physically based rendering (PBR) has recently become the standard in many
  27891. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27892. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27893. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27894. *
  27895. * This approach differs from older approaches in that instead of using
  27896. * approximations for the way in which light interacts with a surface, a
  27897. * physically correct model is used. The idea is that, instead of tweaking
  27898. * materials to look good under specific lighting, a material can be created
  27899. * that will react 'correctly' under all lighting scenarios.
  27900. *
  27901. * In practice this gives a more accurate and realistic looking result than
  27902. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27903. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27904. * shading.
  27905. *
  27906. * Note that for best results you should always specify an environment map when using this material.
  27907. *
  27908. * For a non-technical introduction to the concept of PBR and how to set up a
  27909. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27910. *
  27911. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27912. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27913. *
  27914. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27915. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27916. * (pdf), by Brent Burley.
  27917. *
  27918. * @augments Material
  27919. * @demo scenes/material-browser.html#MeshStandardMaterial
  27920. */
  27921. class MeshStandardMaterial extends Material {
  27922. /**
  27923. * Constructs a new mesh standard material.
  27924. *
  27925. * @param {Object} [parameters] - An object with one or more properties
  27926. * defining the material's appearance. Any property of the material
  27927. * (including any property from inherited materials) can be passed
  27928. * in here. Color values can be passed any type of value accepted
  27929. * by {@link Color#set}.
  27930. */
  27931. constructor( parameters ) {
  27932. super();
  27933. /**
  27934. * This flag can be used for type testing.
  27935. *
  27936. * @type {boolean}
  27937. * @readonly
  27938. * @default true
  27939. */
  27940. this.isMeshStandardMaterial = true;
  27941. this.type = 'MeshStandardMaterial';
  27942. this.defines = { 'STANDARD': '' };
  27943. /**
  27944. * Color of the material.
  27945. *
  27946. * @type {Color}
  27947. * @default (1,1,1)
  27948. */
  27949. this.color = new Color( 0xffffff ); // diffuse
  27950. /**
  27951. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27952. * means fully diffuse. If `roughnessMap` is also provided,
  27953. * both values are multiplied.
  27954. *
  27955. * @type {number}
  27956. * @default 1
  27957. */
  27958. this.roughness = 1.0;
  27959. /**
  27960. * How much the material is like a metal. Non-metallic materials such as wood
  27961. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27962. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27963. * If `metalnessMap` is also provided, both values are multiplied.
  27964. *
  27965. * @type {number}
  27966. * @default 0
  27967. */
  27968. this.metalness = 0.0;
  27969. /**
  27970. * The color map. May optionally include an alpha channel, typically combined
  27971. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27972. * color is modulated by the diffuse `color`.
  27973. *
  27974. * @type {?Texture}
  27975. * @default null
  27976. */
  27977. this.map = null;
  27978. /**
  27979. * The light map. Requires a second set of UVs.
  27980. *
  27981. * @type {?Texture}
  27982. * @default null
  27983. */
  27984. this.lightMap = null;
  27985. /**
  27986. * Intensity of the baked light.
  27987. *
  27988. * @type {number}
  27989. * @default 1
  27990. */
  27991. this.lightMapIntensity = 1.0;
  27992. /**
  27993. * The red channel of this texture is used as the ambient occlusion map.
  27994. * Requires a second set of UVs.
  27995. *
  27996. * @type {?Texture}
  27997. * @default null
  27998. */
  27999. this.aoMap = null;
  28000. /**
  28001. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28002. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28003. * red channel is also `1`, ambient light is fully occluded on a surface.
  28004. *
  28005. * @type {number}
  28006. * @default 1
  28007. */
  28008. this.aoMapIntensity = 1.0;
  28009. /**
  28010. * Emissive (light) color of the material, essentially a solid color
  28011. * unaffected by other lighting.
  28012. *
  28013. * @type {Color}
  28014. * @default (0,0,0)
  28015. */
  28016. this.emissive = new Color( 0x000000 );
  28017. /**
  28018. * Intensity of the emissive light. Modulates the emissive color.
  28019. *
  28020. * @type {number}
  28021. * @default 1
  28022. */
  28023. this.emissiveIntensity = 1.0;
  28024. /**
  28025. * Set emissive (glow) map. The emissive map color is modulated by the
  28026. * emissive color and the emissive intensity. If you have an emissive map,
  28027. * be sure to set the emissive color to something other than black.
  28028. *
  28029. * @type {?Texture}
  28030. * @default null
  28031. */
  28032. this.emissiveMap = null;
  28033. /**
  28034. * The texture to create a bump map. The black and white values map to the
  28035. * perceived depth in relation to the lights. Bump doesn't actually affect
  28036. * the geometry of the object, only the lighting. If a normal map is defined
  28037. * this will be ignored.
  28038. *
  28039. * @type {?Texture}
  28040. * @default null
  28041. */
  28042. this.bumpMap = null;
  28043. /**
  28044. * How much the bump map affects the material. Typical range is `[0,1]`.
  28045. *
  28046. * @type {number}
  28047. * @default 1
  28048. */
  28049. this.bumpScale = 1;
  28050. /**
  28051. * The texture to create a normal map. The RGB values affect the surface
  28052. * normal for each pixel fragment and change the way the color is lit. Normal
  28053. * maps do not change the actual shape of the surface, only the lighting. In
  28054. * case the material has a normal map authored using the left handed
  28055. * convention, the `y` component of `normalScale` should be negated to compensate
  28056. * for the different handedness.
  28057. *
  28058. * @type {?Texture}
  28059. * @default null
  28060. */
  28061. this.normalMap = null;
  28062. /**
  28063. * The type of normal map.
  28064. *
  28065. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28066. * @default TangentSpaceNormalMap
  28067. */
  28068. this.normalMapType = TangentSpaceNormalMap;
  28069. /**
  28070. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28071. *
  28072. * @type {Vector2}
  28073. * @default (1,1)
  28074. */
  28075. this.normalScale = new Vector2( 1, 1 );
  28076. /**
  28077. * The displacement map affects the position of the mesh's vertices. Unlike
  28078. * other maps which only affect the light and shade of the material the
  28079. * displaced vertices can cast shadows, block other objects, and otherwise
  28080. * act as real geometry. The displacement texture is an image where the value
  28081. * of each pixel (white being the highest) is mapped against, and
  28082. * repositions, the vertices of the mesh.
  28083. *
  28084. * @type {?Texture}
  28085. * @default null
  28086. */
  28087. this.displacementMap = null;
  28088. /**
  28089. * How much the displacement map affects the mesh (where black is no
  28090. * displacement, and white is maximum displacement). Without a displacement
  28091. * map set, this value is not applied.
  28092. *
  28093. * @type {number}
  28094. * @default 0
  28095. */
  28096. this.displacementScale = 1;
  28097. /**
  28098. * The offset of the displacement map's values on the mesh's vertices.
  28099. * The bias is added to the scaled sample of the displacement map.
  28100. * Without a displacement map set, this value is not applied.
  28101. *
  28102. * @type {number}
  28103. * @default 0
  28104. */
  28105. this.displacementBias = 0;
  28106. /**
  28107. * The green channel of this texture is used to alter the roughness of the
  28108. * material.
  28109. *
  28110. * @type {?Texture}
  28111. * @default null
  28112. */
  28113. this.roughnessMap = null;
  28114. /**
  28115. * The blue channel of this texture is used to alter the metalness of the
  28116. * material.
  28117. *
  28118. * @type {?Texture}
  28119. * @default null
  28120. */
  28121. this.metalnessMap = null;
  28122. /**
  28123. * The alpha map is a grayscale texture that controls the opacity across the
  28124. * surface (black: fully transparent; white: fully opaque).
  28125. *
  28126. * Only the color of the texture is used, ignoring the alpha channel if one
  28127. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28128. * when sampling this texture due to the extra bit of precision provided for
  28129. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28130. * luminance/alpha textures will also still work as expected.
  28131. *
  28132. * @type {?Texture}
  28133. * @default null
  28134. */
  28135. this.alphaMap = null;
  28136. /**
  28137. * The environment map. To ensure a physically correct rendering, environment maps
  28138. * are internally pre-processed with {@link PMREMGenerator}.
  28139. *
  28140. * @type {?Texture}
  28141. * @default null
  28142. */
  28143. this.envMap = null;
  28144. /**
  28145. * The rotation of the environment map in radians.
  28146. *
  28147. * @type {Euler}
  28148. * @default (0,0,0)
  28149. */
  28150. this.envMapRotation = new Euler();
  28151. /**
  28152. * Scales the effect of the environment map by multiplying its color.
  28153. *
  28154. * @type {number}
  28155. * @default 1
  28156. */
  28157. this.envMapIntensity = 1.0;
  28158. /**
  28159. * Renders the geometry as a wireframe.
  28160. *
  28161. * @type {boolean}
  28162. * @default false
  28163. */
  28164. this.wireframe = false;
  28165. /**
  28166. * Controls the thickness of the wireframe.
  28167. *
  28168. * Can only be used with {@link SVGRenderer}.
  28169. *
  28170. * @type {number}
  28171. * @default 1
  28172. */
  28173. this.wireframeLinewidth = 1;
  28174. /**
  28175. * Defines appearance of wireframe ends.
  28176. *
  28177. * Can only be used with {@link SVGRenderer}.
  28178. *
  28179. * @type {('round'|'bevel'|'miter')}
  28180. * @default 'round'
  28181. */
  28182. this.wireframeLinecap = 'round';
  28183. /**
  28184. * Defines appearance of wireframe joints.
  28185. *
  28186. * Can only be used with {@link SVGRenderer}.
  28187. *
  28188. * @type {('round'|'bevel'|'miter')}
  28189. * @default 'round'
  28190. */
  28191. this.wireframeLinejoin = 'round';
  28192. /**
  28193. * Whether the material is rendered with flat shading or not.
  28194. *
  28195. * @type {boolean}
  28196. * @default false
  28197. */
  28198. this.flatShading = false;
  28199. /**
  28200. * Whether the material is affected by fog or not.
  28201. *
  28202. * @type {boolean}
  28203. * @default true
  28204. */
  28205. this.fog = true;
  28206. this.setValues( parameters );
  28207. }
  28208. copy( source ) {
  28209. super.copy( source );
  28210. this.defines = { 'STANDARD': '' };
  28211. this.color.copy( source.color );
  28212. this.roughness = source.roughness;
  28213. this.metalness = source.metalness;
  28214. this.map = source.map;
  28215. this.lightMap = source.lightMap;
  28216. this.lightMapIntensity = source.lightMapIntensity;
  28217. this.aoMap = source.aoMap;
  28218. this.aoMapIntensity = source.aoMapIntensity;
  28219. this.emissive.copy( source.emissive );
  28220. this.emissiveMap = source.emissiveMap;
  28221. this.emissiveIntensity = source.emissiveIntensity;
  28222. this.bumpMap = source.bumpMap;
  28223. this.bumpScale = source.bumpScale;
  28224. this.normalMap = source.normalMap;
  28225. this.normalMapType = source.normalMapType;
  28226. this.normalScale.copy( source.normalScale );
  28227. this.displacementMap = source.displacementMap;
  28228. this.displacementScale = source.displacementScale;
  28229. this.displacementBias = source.displacementBias;
  28230. this.roughnessMap = source.roughnessMap;
  28231. this.metalnessMap = source.metalnessMap;
  28232. this.alphaMap = source.alphaMap;
  28233. this.envMap = source.envMap;
  28234. this.envMapRotation.copy( source.envMapRotation );
  28235. this.envMapIntensity = source.envMapIntensity;
  28236. this.wireframe = source.wireframe;
  28237. this.wireframeLinewidth = source.wireframeLinewidth;
  28238. this.wireframeLinecap = source.wireframeLinecap;
  28239. this.wireframeLinejoin = source.wireframeLinejoin;
  28240. this.flatShading = source.flatShading;
  28241. this.fog = source.fog;
  28242. return this;
  28243. }
  28244. }
  28245. /**
  28246. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28247. * physically-based rendering properties:
  28248. *
  28249. * - Anisotropy: Ability to represent the anisotropic property of materials
  28250. * as observable with brushed metals.
  28251. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28252. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28253. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28254. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28255. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28256. * wings of many insects.
  28257. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28258. * transparent materials are less reflective. Physically-based transmission provides a more
  28259. * realistic option for thin, transparent surfaces like glass.
  28260. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28261. * - Sheen: Can be used for representing cloth and fabric materials.
  28262. *
  28263. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28264. * higher performance cost, per pixel, than other three.js materials. Most
  28265. * effects are disabled by default, and add cost as they are enabled. For
  28266. * best results, always specify an environment map when using this material.
  28267. *
  28268. * @augments MeshStandardMaterial
  28269. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28270. */
  28271. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28272. /**
  28273. * Constructs a new mesh physical material.
  28274. *
  28275. * @param {Object} [parameters] - An object with one or more properties
  28276. * defining the material's appearance. Any property of the material
  28277. * (including any property from inherited materials) can be passed
  28278. * in here. Color values can be passed any type of value accepted
  28279. * by {@link Color#set}.
  28280. */
  28281. constructor( parameters ) {
  28282. super();
  28283. /**
  28284. * This flag can be used for type testing.
  28285. *
  28286. * @type {boolean}
  28287. * @readonly
  28288. * @default true
  28289. */
  28290. this.isMeshPhysicalMaterial = true;
  28291. this.defines = {
  28292. 'STANDARD': '',
  28293. 'PHYSICAL': ''
  28294. };
  28295. this.type = 'MeshPhysicalMaterial';
  28296. /**
  28297. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28298. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28299. * property provides additional rotation to the vectors in the texture.
  28300. *
  28301. * @type {number}
  28302. * @default 1
  28303. */
  28304. this.anisotropyRotation = 0;
  28305. /**
  28306. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28307. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28308. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28309. *
  28310. * @type {?Texture}
  28311. * @default null
  28312. */
  28313. this.anisotropyMap = null;
  28314. /**
  28315. * The red channel of this texture is multiplied against `clearcoat`,
  28316. * for per-pixel control over a coating's intensity.
  28317. *
  28318. * @type {?Texture}
  28319. * @default null
  28320. */
  28321. this.clearcoatMap = null;
  28322. /**
  28323. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28324. *
  28325. * @type {number}
  28326. * @default 0
  28327. */
  28328. this.clearcoatRoughness = 0.0;
  28329. /**
  28330. * The green channel of this texture is multiplied against
  28331. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28332. *
  28333. * @type {?Texture}
  28334. * @default null
  28335. */
  28336. this.clearcoatRoughnessMap = null;
  28337. /**
  28338. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28339. * `(0,0)` to `(1,1)`.
  28340. *
  28341. * @type {Vector2}
  28342. * @default (1,1)
  28343. */
  28344. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28345. /**
  28346. * Can be used to enable independent normals for the clear coat layer.
  28347. *
  28348. * @type {?Texture}
  28349. * @default null
  28350. */
  28351. this.clearcoatNormalMap = null;
  28352. /**
  28353. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28354. *
  28355. * @type {number}
  28356. * @default 1.5
  28357. */
  28358. this.ior = 1.5;
  28359. /**
  28360. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28361. * corresponds to an index-of-refraction of `1.5`.
  28362. *
  28363. * This models the reflectivity of non-metallic materials. It has no effect
  28364. * when `metalness` is `1.0`
  28365. *
  28366. * @name MeshPhysicalMaterial#reflectivity
  28367. * @type {number}
  28368. * @default 0.5
  28369. */
  28370. Object.defineProperty( this, 'reflectivity', {
  28371. get: function () {
  28372. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28373. },
  28374. set: function ( reflectivity ) {
  28375. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28376. }
  28377. } );
  28378. /**
  28379. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28380. * control over iridescence.
  28381. *
  28382. * @type {?Texture}
  28383. * @default null
  28384. */
  28385. this.iridescenceMap = null;
  28386. /**
  28387. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28388. * Between `1.0` to `2.333`.
  28389. *
  28390. * @type {number}
  28391. * @default 1.3
  28392. */
  28393. this.iridescenceIOR = 1.3;
  28394. /**
  28395. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28396. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28397. *
  28398. * @type {Array<number,number>}
  28399. * @default [100,400]
  28400. */
  28401. this.iridescenceThicknessRange = [ 100, 400 ];
  28402. /**
  28403. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28404. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28405. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28406. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28407. * - Values in-between will linearly interpolate between the elements of the array.
  28408. *
  28409. * @type {?Texture}
  28410. * @default null
  28411. */
  28412. this.iridescenceThicknessMap = null;
  28413. /**
  28414. * The sheen tint.
  28415. *
  28416. * @type {Color}
  28417. * @default (0,0,0)
  28418. */
  28419. this.sheenColor = new Color( 0x000000 );
  28420. /**
  28421. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28422. * over sheen tint.
  28423. *
  28424. * @type {?Texture}
  28425. * @default null
  28426. */
  28427. this.sheenColorMap = null;
  28428. /**
  28429. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28430. *
  28431. * @type {number}
  28432. * @default 1
  28433. */
  28434. this.sheenRoughness = 1.0;
  28435. /**
  28436. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28437. * over sheen roughness.
  28438. *
  28439. * @type {?Texture}
  28440. * @default null
  28441. */
  28442. this.sheenRoughnessMap = null;
  28443. /**
  28444. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28445. * optical transparency.
  28446. *
  28447. * @type {?Texture}
  28448. * @default null
  28449. */
  28450. this.transmissionMap = null;
  28451. /**
  28452. * The thickness of the volume beneath the surface. The value is given in the
  28453. * coordinate space of the mesh. If the value is `0` the material is
  28454. * thin-walled. Otherwise the material is a volume boundary.
  28455. *
  28456. * @type {number}
  28457. * @default 0
  28458. */
  28459. this.thickness = 0;
  28460. /**
  28461. * A texture that defines the thickness, stored in the green channel. This will
  28462. * be multiplied by `thickness`.
  28463. *
  28464. * @type {?Texture}
  28465. * @default null
  28466. */
  28467. this.thicknessMap = null;
  28468. /**
  28469. * Density of the medium given as the average distance that light travels in
  28470. * the medium before interacting with a particle. The value is given in world
  28471. * space units, and must be greater than zero.
  28472. *
  28473. * @type {number}
  28474. * @default Infinity
  28475. */
  28476. this.attenuationDistance = Infinity;
  28477. /**
  28478. * The color that white light turns into due to absorption when reaching the
  28479. * attenuation distance.
  28480. *
  28481. * @type {Color}
  28482. * @default (1,1,1)
  28483. */
  28484. this.attenuationColor = new Color( 1, 1, 1 );
  28485. /**
  28486. * A float that scales the amount of specular reflection for non-metals only.
  28487. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28488. *
  28489. * @type {number}
  28490. * @default 1
  28491. */
  28492. this.specularIntensity = 1.0;
  28493. /**
  28494. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28495. * for per-pixel control over specular intensity.
  28496. *
  28497. * @type {?Texture}
  28498. * @default null
  28499. */
  28500. this.specularIntensityMap = null;
  28501. /**
  28502. * Tints the specular reflection at normal incidence for non-metals only.
  28503. *
  28504. * @type {Color}
  28505. * @default (1,1,1)
  28506. */
  28507. this.specularColor = new Color( 1, 1, 1 );
  28508. /**
  28509. * The RGB channels of this texture are multiplied against `specularColor`,
  28510. * for per-pixel control over specular color.
  28511. *
  28512. * @type {?Texture}
  28513. * @default null
  28514. */
  28515. this.specularColorMap = null;
  28516. this._anisotropy = 0;
  28517. this._clearcoat = 0;
  28518. this._dispersion = 0;
  28519. this._iridescence = 0;
  28520. this._sheen = 0.0;
  28521. this._transmission = 0;
  28522. this.setValues( parameters );
  28523. }
  28524. /**
  28525. * The anisotropy strength, from `0.0` to `1.0`.
  28526. *
  28527. * @type {number}
  28528. * @default 0
  28529. */
  28530. get anisotropy() {
  28531. return this._anisotropy;
  28532. }
  28533. set anisotropy( value ) {
  28534. if ( this._anisotropy > 0 !== value > 0 ) {
  28535. this.version ++;
  28536. }
  28537. this._anisotropy = value;
  28538. }
  28539. /**
  28540. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28541. * clear coat related properties to enable multilayer materials that have a
  28542. * thin translucent layer over the base layer.
  28543. *
  28544. * @type {number}
  28545. * @default 0
  28546. */
  28547. get clearcoat() {
  28548. return this._clearcoat;
  28549. }
  28550. set clearcoat( value ) {
  28551. if ( this._clearcoat > 0 !== value > 0 ) {
  28552. this.version ++;
  28553. }
  28554. this._clearcoat = value;
  28555. }
  28556. /**
  28557. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28558. * the surface and the viewer, from `0.0` to `1.0`.
  28559. *
  28560. * @type {number}
  28561. * @default 0
  28562. */
  28563. get iridescence() {
  28564. return this._iridescence;
  28565. }
  28566. set iridescence( value ) {
  28567. if ( this._iridescence > 0 !== value > 0 ) {
  28568. this.version ++;
  28569. }
  28570. this._iridescence = value;
  28571. }
  28572. /**
  28573. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28574. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28575. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28576. *
  28577. * @type {number}
  28578. * @default 0
  28579. */
  28580. get dispersion() {
  28581. return this._dispersion;
  28582. }
  28583. set dispersion( value ) {
  28584. if ( this._dispersion > 0 !== value > 0 ) {
  28585. this.version ++;
  28586. }
  28587. this._dispersion = value;
  28588. }
  28589. /**
  28590. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28591. *
  28592. * @type {number}
  28593. * @default 0
  28594. */
  28595. get sheen() {
  28596. return this._sheen;
  28597. }
  28598. set sheen( value ) {
  28599. if ( this._sheen > 0 !== value > 0 ) {
  28600. this.version ++;
  28601. }
  28602. this._sheen = value;
  28603. }
  28604. /**
  28605. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28606. *
  28607. * Thin, transparent or semitransparent, plastic or glass materials remain
  28608. * largely reflective even if they are fully transmissive. The transmission
  28609. * property can be used to model these materials.
  28610. *
  28611. * When transmission is non-zero, `opacity` should be set to `1`.
  28612. *
  28613. * @type {number}
  28614. * @default 0
  28615. */
  28616. get transmission() {
  28617. return this._transmission;
  28618. }
  28619. set transmission( value ) {
  28620. if ( this._transmission > 0 !== value > 0 ) {
  28621. this.version ++;
  28622. }
  28623. this._transmission = value;
  28624. }
  28625. copy( source ) {
  28626. super.copy( source );
  28627. this.defines = {
  28628. 'STANDARD': '',
  28629. 'PHYSICAL': ''
  28630. };
  28631. this.anisotropy = source.anisotropy;
  28632. this.anisotropyRotation = source.anisotropyRotation;
  28633. this.anisotropyMap = source.anisotropyMap;
  28634. this.clearcoat = source.clearcoat;
  28635. this.clearcoatMap = source.clearcoatMap;
  28636. this.clearcoatRoughness = source.clearcoatRoughness;
  28637. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28638. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28639. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28640. this.dispersion = source.dispersion;
  28641. this.ior = source.ior;
  28642. this.iridescence = source.iridescence;
  28643. this.iridescenceMap = source.iridescenceMap;
  28644. this.iridescenceIOR = source.iridescenceIOR;
  28645. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28646. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28647. this.sheen = source.sheen;
  28648. this.sheenColor.copy( source.sheenColor );
  28649. this.sheenColorMap = source.sheenColorMap;
  28650. this.sheenRoughness = source.sheenRoughness;
  28651. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28652. this.transmission = source.transmission;
  28653. this.transmissionMap = source.transmissionMap;
  28654. this.thickness = source.thickness;
  28655. this.thicknessMap = source.thicknessMap;
  28656. this.attenuationDistance = source.attenuationDistance;
  28657. this.attenuationColor.copy( source.attenuationColor );
  28658. this.specularIntensity = source.specularIntensity;
  28659. this.specularIntensityMap = source.specularIntensityMap;
  28660. this.specularColor.copy( source.specularColor );
  28661. this.specularColorMap = source.specularColorMap;
  28662. return this;
  28663. }
  28664. }
  28665. /**
  28666. * A material for shiny surfaces with specular highlights.
  28667. *
  28668. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28669. * model for calculating reflectance. Unlike the Lambertian model used in the
  28670. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28671. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28672. *
  28673. * Performance will generally be greater when using this material over the
  28674. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28675. * some graphical accuracy.
  28676. *
  28677. * @augments Material
  28678. * @demo scenes/material-browser.html#MeshPhongMaterial
  28679. */
  28680. class MeshPhongMaterial extends Material {
  28681. /**
  28682. * Constructs a new mesh phong material.
  28683. *
  28684. * @param {Object} [parameters] - An object with one or more properties
  28685. * defining the material's appearance. Any property of the material
  28686. * (including any property from inherited materials) can be passed
  28687. * in here. Color values can be passed any type of value accepted
  28688. * by {@link Color#set}.
  28689. */
  28690. constructor( parameters ) {
  28691. super();
  28692. /**
  28693. * This flag can be used for type testing.
  28694. *
  28695. * @type {boolean}
  28696. * @readonly
  28697. * @default true
  28698. */
  28699. this.isMeshPhongMaterial = true;
  28700. this.type = 'MeshPhongMaterial';
  28701. /**
  28702. * Color of the material.
  28703. *
  28704. * @type {Color}
  28705. * @default (1,1,1)
  28706. */
  28707. this.color = new Color( 0xffffff ); // diffuse
  28708. /**
  28709. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28710. *
  28711. * This defines how shiny the material is and the color of its shine.
  28712. *
  28713. * @type {Color}
  28714. */
  28715. this.specular = new Color( 0x111111 );
  28716. /**
  28717. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28718. *
  28719. * @type {number}
  28720. * @default 30
  28721. */
  28722. this.shininess = 30;
  28723. /**
  28724. * The color map. May optionally include an alpha channel, typically combined
  28725. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28726. * color is modulated by the diffuse `color`.
  28727. *
  28728. * @type {?Texture}
  28729. * @default null
  28730. */
  28731. this.map = null;
  28732. /**
  28733. * The light map. Requires a second set of UVs.
  28734. *
  28735. * @type {?Texture}
  28736. * @default null
  28737. */
  28738. this.lightMap = null;
  28739. /**
  28740. * Intensity of the baked light.
  28741. *
  28742. * @type {number}
  28743. * @default 1
  28744. */
  28745. this.lightMapIntensity = 1.0;
  28746. /**
  28747. * The red channel of this texture is used as the ambient occlusion map.
  28748. * Requires a second set of UVs.
  28749. *
  28750. * @type {?Texture}
  28751. * @default null
  28752. */
  28753. this.aoMap = null;
  28754. /**
  28755. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28756. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28757. * red channel is also `1`, ambient light is fully occluded on a surface.
  28758. *
  28759. * @type {number}
  28760. * @default 1
  28761. */
  28762. this.aoMapIntensity = 1.0;
  28763. /**
  28764. * Emissive (light) color of the material, essentially a solid color
  28765. * unaffected by other lighting.
  28766. *
  28767. * @type {Color}
  28768. * @default (0,0,0)
  28769. */
  28770. this.emissive = new Color( 0x000000 );
  28771. /**
  28772. * Intensity of the emissive light. Modulates the emissive color.
  28773. *
  28774. * @type {number}
  28775. * @default 1
  28776. */
  28777. this.emissiveIntensity = 1.0;
  28778. /**
  28779. * Set emissive (glow) map. The emissive map color is modulated by the
  28780. * emissive color and the emissive intensity. If you have an emissive map,
  28781. * be sure to set the emissive color to something other than black.
  28782. *
  28783. * @type {?Texture}
  28784. * @default null
  28785. */
  28786. this.emissiveMap = null;
  28787. /**
  28788. * The texture to create a bump map. The black and white values map to the
  28789. * perceived depth in relation to the lights. Bump doesn't actually affect
  28790. * the geometry of the object, only the lighting. If a normal map is defined
  28791. * this will be ignored.
  28792. *
  28793. * @type {?Texture}
  28794. * @default null
  28795. */
  28796. this.bumpMap = null;
  28797. /**
  28798. * How much the bump map affects the material. Typical range is `[0,1]`.
  28799. *
  28800. * @type {number}
  28801. * @default 1
  28802. */
  28803. this.bumpScale = 1;
  28804. /**
  28805. * The texture to create a normal map. The RGB values affect the surface
  28806. * normal for each pixel fragment and change the way the color is lit. Normal
  28807. * maps do not change the actual shape of the surface, only the lighting. In
  28808. * case the material has a normal map authored using the left handed
  28809. * convention, the `y` component of `normalScale` should be negated to compensate
  28810. * for the different handedness.
  28811. *
  28812. * @type {?Texture}
  28813. * @default null
  28814. */
  28815. this.normalMap = null;
  28816. /**
  28817. * The type of normal map.
  28818. *
  28819. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28820. * @default TangentSpaceNormalMap
  28821. */
  28822. this.normalMapType = TangentSpaceNormalMap;
  28823. /**
  28824. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28825. *
  28826. * @type {Vector2}
  28827. * @default (1,1)
  28828. */
  28829. this.normalScale = new Vector2( 1, 1 );
  28830. /**
  28831. * The displacement map affects the position of the mesh's vertices. Unlike
  28832. * other maps which only affect the light and shade of the material the
  28833. * displaced vertices can cast shadows, block other objects, and otherwise
  28834. * act as real geometry. The displacement texture is an image where the value
  28835. * of each pixel (white being the highest) is mapped against, and
  28836. * repositions, the vertices of the mesh.
  28837. *
  28838. * @type {?Texture}
  28839. * @default null
  28840. */
  28841. this.displacementMap = null;
  28842. /**
  28843. * How much the displacement map affects the mesh (where black is no
  28844. * displacement, and white is maximum displacement). Without a displacement
  28845. * map set, this value is not applied.
  28846. *
  28847. * @type {number}
  28848. * @default 0
  28849. */
  28850. this.displacementScale = 1;
  28851. /**
  28852. * The offset of the displacement map's values on the mesh's vertices.
  28853. * The bias is added to the scaled sample of the displacement map.
  28854. * Without a displacement map set, this value is not applied.
  28855. *
  28856. * @type {number}
  28857. * @default 0
  28858. */
  28859. this.displacementBias = 0;
  28860. /**
  28861. * The specular map value affects both how much the specular surface
  28862. * highlight contributes and how much of the environment map affects the
  28863. * surface.
  28864. *
  28865. * @type {?Texture}
  28866. * @default null
  28867. */
  28868. this.specularMap = null;
  28869. /**
  28870. * The alpha map is a grayscale texture that controls the opacity across the
  28871. * surface (black: fully transparent; white: fully opaque).
  28872. *
  28873. * Only the color of the texture is used, ignoring the alpha channel if one
  28874. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28875. * when sampling this texture due to the extra bit of precision provided for
  28876. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28877. * luminance/alpha textures will also still work as expected.
  28878. *
  28879. * @type {?Texture}
  28880. * @default null
  28881. */
  28882. this.alphaMap = null;
  28883. /**
  28884. * The environment map.
  28885. *
  28886. * @type {?Texture}
  28887. * @default null
  28888. */
  28889. this.envMap = null;
  28890. /**
  28891. * The rotation of the environment map in radians.
  28892. *
  28893. * @type {Euler}
  28894. * @default (0,0,0)
  28895. */
  28896. this.envMapRotation = new Euler();
  28897. /**
  28898. * How to combine the result of the surface's color with the environment map, if any.
  28899. *
  28900. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28901. * blend between the two colors.
  28902. *
  28903. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28904. * @default MultiplyOperation
  28905. */
  28906. this.combine = MultiplyOperation;
  28907. /**
  28908. * How much the environment map affects the surface.
  28909. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28910. *
  28911. * @type {number}
  28912. * @default 1
  28913. */
  28914. this.reflectivity = 1;
  28915. /**
  28916. * The index of refraction (IOR) of air (approximately 1) divided by the
  28917. * index of refraction of the material. It is used with environment mapping
  28918. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28919. * The refraction ratio should not exceed `1`.
  28920. *
  28921. * @type {number}
  28922. * @default 0.98
  28923. */
  28924. this.refractionRatio = 0.98;
  28925. /**
  28926. * Renders the geometry as a wireframe.
  28927. *
  28928. * @type {boolean}
  28929. * @default false
  28930. */
  28931. this.wireframe = false;
  28932. /**
  28933. * Controls the thickness of the wireframe.
  28934. *
  28935. * Can only be used with {@link SVGRenderer}.
  28936. *
  28937. * @type {number}
  28938. * @default 1
  28939. */
  28940. this.wireframeLinewidth = 1;
  28941. /**
  28942. * Defines appearance of wireframe ends.
  28943. *
  28944. * Can only be used with {@link SVGRenderer}.
  28945. *
  28946. * @type {('round'|'bevel'|'miter')}
  28947. * @default 'round'
  28948. */
  28949. this.wireframeLinecap = 'round';
  28950. /**
  28951. * Defines appearance of wireframe joints.
  28952. *
  28953. * Can only be used with {@link SVGRenderer}.
  28954. *
  28955. * @type {('round'|'bevel'|'miter')}
  28956. * @default 'round'
  28957. */
  28958. this.wireframeLinejoin = 'round';
  28959. /**
  28960. * Whether the material is rendered with flat shading or not.
  28961. *
  28962. * @type {boolean}
  28963. * @default false
  28964. */
  28965. this.flatShading = false;
  28966. /**
  28967. * Whether the material is affected by fog or not.
  28968. *
  28969. * @type {boolean}
  28970. * @default true
  28971. */
  28972. this.fog = true;
  28973. this.setValues( parameters );
  28974. }
  28975. copy( source ) {
  28976. super.copy( source );
  28977. this.color.copy( source.color );
  28978. this.specular.copy( source.specular );
  28979. this.shininess = source.shininess;
  28980. this.map = source.map;
  28981. this.lightMap = source.lightMap;
  28982. this.lightMapIntensity = source.lightMapIntensity;
  28983. this.aoMap = source.aoMap;
  28984. this.aoMapIntensity = source.aoMapIntensity;
  28985. this.emissive.copy( source.emissive );
  28986. this.emissiveMap = source.emissiveMap;
  28987. this.emissiveIntensity = source.emissiveIntensity;
  28988. this.bumpMap = source.bumpMap;
  28989. this.bumpScale = source.bumpScale;
  28990. this.normalMap = source.normalMap;
  28991. this.normalMapType = source.normalMapType;
  28992. this.normalScale.copy( source.normalScale );
  28993. this.displacementMap = source.displacementMap;
  28994. this.displacementScale = source.displacementScale;
  28995. this.displacementBias = source.displacementBias;
  28996. this.specularMap = source.specularMap;
  28997. this.alphaMap = source.alphaMap;
  28998. this.envMap = source.envMap;
  28999. this.envMapRotation.copy( source.envMapRotation );
  29000. this.combine = source.combine;
  29001. this.reflectivity = source.reflectivity;
  29002. this.refractionRatio = source.refractionRatio;
  29003. this.wireframe = source.wireframe;
  29004. this.wireframeLinewidth = source.wireframeLinewidth;
  29005. this.wireframeLinecap = source.wireframeLinecap;
  29006. this.wireframeLinejoin = source.wireframeLinejoin;
  29007. this.flatShading = source.flatShading;
  29008. this.fog = source.fog;
  29009. return this;
  29010. }
  29011. }
  29012. /**
  29013. * A material implementing toon shading.
  29014. *
  29015. * @augments Material
  29016. * @demo scenes/material-browser.html#MeshToonMaterial
  29017. */
  29018. class MeshToonMaterial extends Material {
  29019. /**
  29020. * Constructs a new mesh toon material.
  29021. *
  29022. * @param {Object} [parameters] - An object with one or more properties
  29023. * defining the material's appearance. Any property of the material
  29024. * (including any property from inherited materials) can be passed
  29025. * in here. Color values can be passed any type of value accepted
  29026. * by {@link Color#set}.
  29027. */
  29028. constructor( parameters ) {
  29029. super();
  29030. /**
  29031. * This flag can be used for type testing.
  29032. *
  29033. * @type {boolean}
  29034. * @readonly
  29035. * @default true
  29036. */
  29037. this.isMeshToonMaterial = true;
  29038. this.defines = { 'TOON': '' };
  29039. this.type = 'MeshToonMaterial';
  29040. /**
  29041. * Color of the material.
  29042. *
  29043. * @type {Color}
  29044. * @default (1,1,1)
  29045. */
  29046. this.color = new Color( 0xffffff );
  29047. /**
  29048. * The color map. May optionally include an alpha channel, typically combined
  29049. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29050. * color is modulated by the diffuse `color`.
  29051. *
  29052. * @type {?Texture}
  29053. * @default null
  29054. */
  29055. this.map = null;
  29056. /**
  29057. * Gradient map for toon shading. It's required to set
  29058. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  29059. * when using this type of texture.
  29060. *
  29061. * @type {?Texture}
  29062. * @default null
  29063. */
  29064. this.gradientMap = null;
  29065. /**
  29066. * The light map. Requires a second set of UVs.
  29067. *
  29068. * @type {?Texture}
  29069. * @default null
  29070. */
  29071. this.lightMap = null;
  29072. /**
  29073. * Intensity of the baked light.
  29074. *
  29075. * @type {number}
  29076. * @default 1
  29077. */
  29078. this.lightMapIntensity = 1.0;
  29079. /**
  29080. * The red channel of this texture is used as the ambient occlusion map.
  29081. * Requires a second set of UVs.
  29082. *
  29083. * @type {?Texture}
  29084. * @default null
  29085. */
  29086. this.aoMap = null;
  29087. /**
  29088. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29089. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29090. * red channel is also `1`, ambient light is fully occluded on a surface.
  29091. *
  29092. * @type {number}
  29093. * @default 1
  29094. */
  29095. this.aoMapIntensity = 1.0;
  29096. /**
  29097. * Emissive (light) color of the material, essentially a solid color
  29098. * unaffected by other lighting.
  29099. *
  29100. * @type {Color}
  29101. * @default (0,0,0)
  29102. */
  29103. this.emissive = new Color( 0x000000 );
  29104. /**
  29105. * Intensity of the emissive light. Modulates the emissive color.
  29106. *
  29107. * @type {number}
  29108. * @default 1
  29109. */
  29110. this.emissiveIntensity = 1.0;
  29111. /**
  29112. * Set emissive (glow) map. The emissive map color is modulated by the
  29113. * emissive color and the emissive intensity. If you have an emissive map,
  29114. * be sure to set the emissive color to something other than black.
  29115. *
  29116. * @type {?Texture}
  29117. * @default null
  29118. */
  29119. this.emissiveMap = null;
  29120. /**
  29121. * The texture to create a bump map. The black and white values map to the
  29122. * perceived depth in relation to the lights. Bump doesn't actually affect
  29123. * the geometry of the object, only the lighting. If a normal map is defined
  29124. * this will be ignored.
  29125. *
  29126. * @type {?Texture}
  29127. * @default null
  29128. */
  29129. this.bumpMap = null;
  29130. /**
  29131. * How much the bump map affects the material. Typical range is `[0,1]`.
  29132. *
  29133. * @type {number}
  29134. * @default 1
  29135. */
  29136. this.bumpScale = 1;
  29137. /**
  29138. * The texture to create a normal map. The RGB values affect the surface
  29139. * normal for each pixel fragment and change the way the color is lit. Normal
  29140. * maps do not change the actual shape of the surface, only the lighting. In
  29141. * case the material has a normal map authored using the left handed
  29142. * convention, the `y` component of `normalScale` should be negated to compensate
  29143. * for the different handedness.
  29144. *
  29145. * @type {?Texture}
  29146. * @default null
  29147. */
  29148. this.normalMap = null;
  29149. /**
  29150. * The type of normal map.
  29151. *
  29152. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29153. * @default TangentSpaceNormalMap
  29154. */
  29155. this.normalMapType = TangentSpaceNormalMap;
  29156. /**
  29157. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29158. *
  29159. * @type {Vector2}
  29160. * @default (1,1)
  29161. */
  29162. this.normalScale = new Vector2( 1, 1 );
  29163. /**
  29164. * The displacement map affects the position of the mesh's vertices. Unlike
  29165. * other maps which only affect the light and shade of the material the
  29166. * displaced vertices can cast shadows, block other objects, and otherwise
  29167. * act as real geometry. The displacement texture is an image where the value
  29168. * of each pixel (white being the highest) is mapped against, and
  29169. * repositions, the vertices of the mesh.
  29170. *
  29171. * @type {?Texture}
  29172. * @default null
  29173. */
  29174. this.displacementMap = null;
  29175. /**
  29176. * How much the displacement map affects the mesh (where black is no
  29177. * displacement, and white is maximum displacement). Without a displacement
  29178. * map set, this value is not applied.
  29179. *
  29180. * @type {number}
  29181. * @default 0
  29182. */
  29183. this.displacementScale = 1;
  29184. /**
  29185. * The offset of the displacement map's values on the mesh's vertices.
  29186. * The bias is added to the scaled sample of the displacement map.
  29187. * Without a displacement map set, this value is not applied.
  29188. *
  29189. * @type {number}
  29190. * @default 0
  29191. */
  29192. this.displacementBias = 0;
  29193. /**
  29194. * The alpha map is a grayscale texture that controls the opacity across the
  29195. * surface (black: fully transparent; white: fully opaque).
  29196. *
  29197. * Only the color of the texture is used, ignoring the alpha channel if one
  29198. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29199. * when sampling this texture due to the extra bit of precision provided for
  29200. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29201. * luminance/alpha textures will also still work as expected.
  29202. *
  29203. * @type {?Texture}
  29204. * @default null
  29205. */
  29206. this.alphaMap = null;
  29207. /**
  29208. * Renders the geometry as a wireframe.
  29209. *
  29210. * @type {boolean}
  29211. * @default false
  29212. */
  29213. this.wireframe = false;
  29214. /**
  29215. * Controls the thickness of the wireframe.
  29216. *
  29217. * Can only be used with {@link SVGRenderer}.
  29218. *
  29219. * @type {number}
  29220. * @default 1
  29221. */
  29222. this.wireframeLinewidth = 1;
  29223. /**
  29224. * Defines appearance of wireframe ends.
  29225. *
  29226. * Can only be used with {@link SVGRenderer}.
  29227. *
  29228. * @type {('round'|'bevel'|'miter')}
  29229. * @default 'round'
  29230. */
  29231. this.wireframeLinecap = 'round';
  29232. /**
  29233. * Defines appearance of wireframe joints.
  29234. *
  29235. * Can only be used with {@link SVGRenderer}.
  29236. *
  29237. * @type {('round'|'bevel'|'miter')}
  29238. * @default 'round'
  29239. */
  29240. this.wireframeLinejoin = 'round';
  29241. /**
  29242. * Whether the material is affected by fog or not.
  29243. *
  29244. * @type {boolean}
  29245. * @default true
  29246. */
  29247. this.fog = true;
  29248. this.setValues( parameters );
  29249. }
  29250. copy( source ) {
  29251. super.copy( source );
  29252. this.color.copy( source.color );
  29253. this.map = source.map;
  29254. this.gradientMap = source.gradientMap;
  29255. this.lightMap = source.lightMap;
  29256. this.lightMapIntensity = source.lightMapIntensity;
  29257. this.aoMap = source.aoMap;
  29258. this.aoMapIntensity = source.aoMapIntensity;
  29259. this.emissive.copy( source.emissive );
  29260. this.emissiveMap = source.emissiveMap;
  29261. this.emissiveIntensity = source.emissiveIntensity;
  29262. this.bumpMap = source.bumpMap;
  29263. this.bumpScale = source.bumpScale;
  29264. this.normalMap = source.normalMap;
  29265. this.normalMapType = source.normalMapType;
  29266. this.normalScale.copy( source.normalScale );
  29267. this.displacementMap = source.displacementMap;
  29268. this.displacementScale = source.displacementScale;
  29269. this.displacementBias = source.displacementBias;
  29270. this.alphaMap = source.alphaMap;
  29271. this.wireframe = source.wireframe;
  29272. this.wireframeLinewidth = source.wireframeLinewidth;
  29273. this.wireframeLinecap = source.wireframeLinecap;
  29274. this.wireframeLinejoin = source.wireframeLinejoin;
  29275. this.fog = source.fog;
  29276. return this;
  29277. }
  29278. }
  29279. /**
  29280. * A material that maps the normal vectors to RGB colors.
  29281. *
  29282. * @augments Material
  29283. * @demo scenes/material-browser.html#MeshNormalMaterial
  29284. */
  29285. class MeshNormalMaterial extends Material {
  29286. /**
  29287. * Constructs a new mesh normal material.
  29288. *
  29289. * @param {Object} [parameters] - An object with one or more properties
  29290. * defining the material's appearance. Any property of the material
  29291. * (including any property from inherited materials) can be passed
  29292. * in here. Color values can be passed any type of value accepted
  29293. * by {@link Color#set}.
  29294. */
  29295. constructor( parameters ) {
  29296. super();
  29297. /**
  29298. * This flag can be used for type testing.
  29299. *
  29300. * @type {boolean}
  29301. * @readonly
  29302. * @default true
  29303. */
  29304. this.isMeshNormalMaterial = true;
  29305. this.type = 'MeshNormalMaterial';
  29306. /**
  29307. * The texture to create a bump map. The black and white values map to the
  29308. * perceived depth in relation to the lights. Bump doesn't actually affect
  29309. * the geometry of the object, only the lighting. If a normal map is defined
  29310. * this will be ignored.
  29311. *
  29312. * @type {?Texture}
  29313. * @default null
  29314. */
  29315. this.bumpMap = null;
  29316. /**
  29317. * How much the bump map affects the material. Typical range is `[0,1]`.
  29318. *
  29319. * @type {number}
  29320. * @default 1
  29321. */
  29322. this.bumpScale = 1;
  29323. /**
  29324. * The texture to create a normal map. The RGB values affect the surface
  29325. * normal for each pixel fragment and change the way the color is lit. Normal
  29326. * maps do not change the actual shape of the surface, only the lighting. In
  29327. * case the material has a normal map authored using the left handed
  29328. * convention, the `y` component of `normalScale` should be negated to compensate
  29329. * for the different handedness.
  29330. *
  29331. * @type {?Texture}
  29332. * @default null
  29333. */
  29334. this.normalMap = null;
  29335. /**
  29336. * The type of normal map.
  29337. *
  29338. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29339. * @default TangentSpaceNormalMap
  29340. */
  29341. this.normalMapType = TangentSpaceNormalMap;
  29342. /**
  29343. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29344. *
  29345. * @type {Vector2}
  29346. * @default (1,1)
  29347. */
  29348. this.normalScale = new Vector2( 1, 1 );
  29349. /**
  29350. * The displacement map affects the position of the mesh's vertices. Unlike
  29351. * other maps which only affect the light and shade of the material the
  29352. * displaced vertices can cast shadows, block other objects, and otherwise
  29353. * act as real geometry. The displacement texture is an image where the value
  29354. * of each pixel (white being the highest) is mapped against, and
  29355. * repositions, the vertices of the mesh.
  29356. *
  29357. * @type {?Texture}
  29358. * @default null
  29359. */
  29360. this.displacementMap = null;
  29361. /**
  29362. * How much the displacement map affects the mesh (where black is no
  29363. * displacement, and white is maximum displacement). Without a displacement
  29364. * map set, this value is not applied.
  29365. *
  29366. * @type {number}
  29367. * @default 0
  29368. */
  29369. this.displacementScale = 1;
  29370. /**
  29371. * The offset of the displacement map's values on the mesh's vertices.
  29372. * The bias is added to the scaled sample of the displacement map.
  29373. * Without a displacement map set, this value is not applied.
  29374. *
  29375. * @type {number}
  29376. * @default 0
  29377. */
  29378. this.displacementBias = 0;
  29379. /**
  29380. * Renders the geometry as a wireframe.
  29381. *
  29382. * @type {boolean}
  29383. * @default false
  29384. */
  29385. this.wireframe = false;
  29386. /**
  29387. * Controls the thickness of the wireframe.
  29388. *
  29389. * WebGL and WebGPU ignore this property and always render
  29390. * 1 pixel wide lines.
  29391. *
  29392. * @type {number}
  29393. * @default 1
  29394. */
  29395. this.wireframeLinewidth = 1;
  29396. /**
  29397. * Whether the material is rendered with flat shading or not.
  29398. *
  29399. * @type {boolean}
  29400. * @default false
  29401. */
  29402. this.flatShading = false;
  29403. this.setValues( parameters );
  29404. }
  29405. copy( source ) {
  29406. super.copy( source );
  29407. this.bumpMap = source.bumpMap;
  29408. this.bumpScale = source.bumpScale;
  29409. this.normalMap = source.normalMap;
  29410. this.normalMapType = source.normalMapType;
  29411. this.normalScale.copy( source.normalScale );
  29412. this.displacementMap = source.displacementMap;
  29413. this.displacementScale = source.displacementScale;
  29414. this.displacementBias = source.displacementBias;
  29415. this.wireframe = source.wireframe;
  29416. this.wireframeLinewidth = source.wireframeLinewidth;
  29417. this.flatShading = source.flatShading;
  29418. return this;
  29419. }
  29420. }
  29421. /**
  29422. * A material for non-shiny surfaces, without specular highlights.
  29423. *
  29424. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29425. * model for calculating reflectance. This can simulate some surfaces (such
  29426. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29427. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29428. * shading.
  29429. *
  29430. * Due to the simplicity of the reflectance and illumination models,
  29431. * performance will be greater when using this material over the
  29432. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29433. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29434. *
  29435. * @augments Material
  29436. * @demo scenes/material-browser.html#MeshLambertMaterial
  29437. */
  29438. class MeshLambertMaterial extends Material {
  29439. /**
  29440. * Constructs a new mesh lambert material.
  29441. *
  29442. * @param {Object} [parameters] - An object with one or more properties
  29443. * defining the material's appearance. Any property of the material
  29444. * (including any property from inherited materials) can be passed
  29445. * in here. Color values can be passed any type of value accepted
  29446. * by {@link Color#set}.
  29447. */
  29448. constructor( parameters ) {
  29449. super();
  29450. /**
  29451. * This flag can be used for type testing.
  29452. *
  29453. * @type {boolean}
  29454. * @readonly
  29455. * @default true
  29456. */
  29457. this.isMeshLambertMaterial = true;
  29458. this.type = 'MeshLambertMaterial';
  29459. /**
  29460. * Color of the material.
  29461. *
  29462. * @type {Color}
  29463. * @default (1,1,1)
  29464. */
  29465. this.color = new Color( 0xffffff ); // diffuse
  29466. /**
  29467. * The color map. May optionally include an alpha channel, typically combined
  29468. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29469. * color is modulated by the diffuse `color`.
  29470. *
  29471. * @type {?Texture}
  29472. * @default null
  29473. */
  29474. this.map = null;
  29475. /**
  29476. * The light map. Requires a second set of UVs.
  29477. *
  29478. * @type {?Texture}
  29479. * @default null
  29480. */
  29481. this.lightMap = null;
  29482. /**
  29483. * Intensity of the baked light.
  29484. *
  29485. * @type {number}
  29486. * @default 1
  29487. */
  29488. this.lightMapIntensity = 1.0;
  29489. /**
  29490. * The red channel of this texture is used as the ambient occlusion map.
  29491. * Requires a second set of UVs.
  29492. *
  29493. * @type {?Texture}
  29494. * @default null
  29495. */
  29496. this.aoMap = null;
  29497. /**
  29498. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29499. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29500. * red channel is also `1`, ambient light is fully occluded on a surface.
  29501. *
  29502. * @type {number}
  29503. * @default 1
  29504. */
  29505. this.aoMapIntensity = 1.0;
  29506. /**
  29507. * Emissive (light) color of the material, essentially a solid color
  29508. * unaffected by other lighting.
  29509. *
  29510. * @type {Color}
  29511. * @default (0,0,0)
  29512. */
  29513. this.emissive = new Color( 0x000000 );
  29514. /**
  29515. * Intensity of the emissive light. Modulates the emissive color.
  29516. *
  29517. * @type {number}
  29518. * @default 1
  29519. */
  29520. this.emissiveIntensity = 1.0;
  29521. /**
  29522. * Set emissive (glow) map. The emissive map color is modulated by the
  29523. * emissive color and the emissive intensity. If you have an emissive map,
  29524. * be sure to set the emissive color to something other than black.
  29525. *
  29526. * @type {?Texture}
  29527. * @default null
  29528. */
  29529. this.emissiveMap = null;
  29530. /**
  29531. * The texture to create a bump map. The black and white values map to the
  29532. * perceived depth in relation to the lights. Bump doesn't actually affect
  29533. * the geometry of the object, only the lighting. If a normal map is defined
  29534. * this will be ignored.
  29535. *
  29536. * @type {?Texture}
  29537. * @default null
  29538. */
  29539. this.bumpMap = null;
  29540. /**
  29541. * How much the bump map affects the material. Typical range is `[0,1]`.
  29542. *
  29543. * @type {number}
  29544. * @default 1
  29545. */
  29546. this.bumpScale = 1;
  29547. /**
  29548. * The texture to create a normal map. The RGB values affect the surface
  29549. * normal for each pixel fragment and change the way the color is lit. Normal
  29550. * maps do not change the actual shape of the surface, only the lighting. In
  29551. * case the material has a normal map authored using the left handed
  29552. * convention, the `y` component of `normalScale` should be negated to compensate
  29553. * for the different handedness.
  29554. *
  29555. * @type {?Texture}
  29556. * @default null
  29557. */
  29558. this.normalMap = null;
  29559. /**
  29560. * The type of normal map.
  29561. *
  29562. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29563. * @default TangentSpaceNormalMap
  29564. */
  29565. this.normalMapType = TangentSpaceNormalMap;
  29566. /**
  29567. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29568. *
  29569. * @type {Vector2}
  29570. * @default (1,1)
  29571. */
  29572. this.normalScale = new Vector2( 1, 1 );
  29573. /**
  29574. * The displacement map affects the position of the mesh's vertices. Unlike
  29575. * other maps which only affect the light and shade of the material the
  29576. * displaced vertices can cast shadows, block other objects, and otherwise
  29577. * act as real geometry. The displacement texture is an image where the value
  29578. * of each pixel (white being the highest) is mapped against, and
  29579. * repositions, the vertices of the mesh.
  29580. *
  29581. * @type {?Texture}
  29582. * @default null
  29583. */
  29584. this.displacementMap = null;
  29585. /**
  29586. * How much the displacement map affects the mesh (where black is no
  29587. * displacement, and white is maximum displacement). Without a displacement
  29588. * map set, this value is not applied.
  29589. *
  29590. * @type {number}
  29591. * @default 0
  29592. */
  29593. this.displacementScale = 1;
  29594. /**
  29595. * The offset of the displacement map's values on the mesh's vertices.
  29596. * The bias is added to the scaled sample of the displacement map.
  29597. * Without a displacement map set, this value is not applied.
  29598. *
  29599. * @type {number}
  29600. * @default 0
  29601. */
  29602. this.displacementBias = 0;
  29603. /**
  29604. * Specular map used by the material.
  29605. *
  29606. * @type {?Texture}
  29607. * @default null
  29608. */
  29609. this.specularMap = null;
  29610. /**
  29611. * The alpha map is a grayscale texture that controls the opacity across the
  29612. * surface (black: fully transparent; white: fully opaque).
  29613. *
  29614. * Only the color of the texture is used, ignoring the alpha channel if one
  29615. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29616. * when sampling this texture due to the extra bit of precision provided for
  29617. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29618. * luminance/alpha textures will also still work as expected.
  29619. *
  29620. * @type {?Texture}
  29621. * @default null
  29622. */
  29623. this.alphaMap = null;
  29624. /**
  29625. * The environment map.
  29626. *
  29627. * @type {?Texture}
  29628. * @default null
  29629. */
  29630. this.envMap = null;
  29631. /**
  29632. * The rotation of the environment map in radians.
  29633. *
  29634. * @type {Euler}
  29635. * @default (0,0,0)
  29636. */
  29637. this.envMapRotation = new Euler();
  29638. /**
  29639. * How to combine the result of the surface's color with the environment map, if any.
  29640. *
  29641. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29642. * blend between the two colors.
  29643. *
  29644. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29645. * @default MultiplyOperation
  29646. */
  29647. this.combine = MultiplyOperation;
  29648. /**
  29649. * How much the environment map affects the surface.
  29650. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29651. *
  29652. * @type {number}
  29653. * @default 1
  29654. */
  29655. this.reflectivity = 1;
  29656. /**
  29657. * The index of refraction (IOR) of air (approximately 1) divided by the
  29658. * index of refraction of the material. It is used with environment mapping
  29659. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29660. * The refraction ratio should not exceed `1`.
  29661. *
  29662. * @type {number}
  29663. * @default 0.98
  29664. */
  29665. this.refractionRatio = 0.98;
  29666. /**
  29667. * Renders the geometry as a wireframe.
  29668. *
  29669. * @type {boolean}
  29670. * @default false
  29671. */
  29672. this.wireframe = false;
  29673. /**
  29674. * Controls the thickness of the wireframe.
  29675. *
  29676. * Can only be used with {@link SVGRenderer}.
  29677. *
  29678. * @type {number}
  29679. * @default 1
  29680. */
  29681. this.wireframeLinewidth = 1;
  29682. /**
  29683. * Defines appearance of wireframe ends.
  29684. *
  29685. * Can only be used with {@link SVGRenderer}.
  29686. *
  29687. * @type {('round'|'bevel'|'miter')}
  29688. * @default 'round'
  29689. */
  29690. this.wireframeLinecap = 'round';
  29691. /**
  29692. * Defines appearance of wireframe joints.
  29693. *
  29694. * Can only be used with {@link SVGRenderer}.
  29695. *
  29696. * @type {('round'|'bevel'|'miter')}
  29697. * @default 'round'
  29698. */
  29699. this.wireframeLinejoin = 'round';
  29700. /**
  29701. * Whether the material is rendered with flat shading or not.
  29702. *
  29703. * @type {boolean}
  29704. * @default false
  29705. */
  29706. this.flatShading = false;
  29707. /**
  29708. * Whether the material is affected by fog or not.
  29709. *
  29710. * @type {boolean}
  29711. * @default true
  29712. */
  29713. this.fog = true;
  29714. this.setValues( parameters );
  29715. }
  29716. copy( source ) {
  29717. super.copy( source );
  29718. this.color.copy( source.color );
  29719. this.map = source.map;
  29720. this.lightMap = source.lightMap;
  29721. this.lightMapIntensity = source.lightMapIntensity;
  29722. this.aoMap = source.aoMap;
  29723. this.aoMapIntensity = source.aoMapIntensity;
  29724. this.emissive.copy( source.emissive );
  29725. this.emissiveMap = source.emissiveMap;
  29726. this.emissiveIntensity = source.emissiveIntensity;
  29727. this.bumpMap = source.bumpMap;
  29728. this.bumpScale = source.bumpScale;
  29729. this.normalMap = source.normalMap;
  29730. this.normalMapType = source.normalMapType;
  29731. this.normalScale.copy( source.normalScale );
  29732. this.displacementMap = source.displacementMap;
  29733. this.displacementScale = source.displacementScale;
  29734. this.displacementBias = source.displacementBias;
  29735. this.specularMap = source.specularMap;
  29736. this.alphaMap = source.alphaMap;
  29737. this.envMap = source.envMap;
  29738. this.envMapRotation.copy( source.envMapRotation );
  29739. this.combine = source.combine;
  29740. this.reflectivity = source.reflectivity;
  29741. this.refractionRatio = source.refractionRatio;
  29742. this.wireframe = source.wireframe;
  29743. this.wireframeLinewidth = source.wireframeLinewidth;
  29744. this.wireframeLinecap = source.wireframeLinecap;
  29745. this.wireframeLinejoin = source.wireframeLinejoin;
  29746. this.flatShading = source.flatShading;
  29747. this.fog = source.fog;
  29748. return this;
  29749. }
  29750. }
  29751. /**
  29752. * A material for drawing geometry by depth. Depth is based off of the camera
  29753. * near and far plane. White is nearest, black is farthest.
  29754. *
  29755. * @augments Material
  29756. * @demo scenes/material-browser.html#MeshDepthMaterial
  29757. */
  29758. class MeshDepthMaterial extends Material {
  29759. /**
  29760. * Constructs a new mesh depth material.
  29761. *
  29762. * @param {Object} [parameters] - An object with one or more properties
  29763. * defining the material's appearance. Any property of the material
  29764. * (including any property from inherited materials) can be passed
  29765. * in here. Color values can be passed any type of value accepted
  29766. * by {@link Color#set}.
  29767. */
  29768. constructor( parameters ) {
  29769. super();
  29770. /**
  29771. * This flag can be used for type testing.
  29772. *
  29773. * @type {boolean}
  29774. * @readonly
  29775. * @default true
  29776. */
  29777. this.isMeshDepthMaterial = true;
  29778. this.type = 'MeshDepthMaterial';
  29779. /**
  29780. * Type for depth packing.
  29781. *
  29782. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29783. * @default BasicDepthPacking
  29784. */
  29785. this.depthPacking = BasicDepthPacking;
  29786. /**
  29787. * The color map. May optionally include an alpha channel, typically combined
  29788. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29789. *
  29790. * @type {?Texture}
  29791. * @default null
  29792. */
  29793. this.map = null;
  29794. /**
  29795. * The alpha map is a grayscale texture that controls the opacity across the
  29796. * surface (black: fully transparent; white: fully opaque).
  29797. *
  29798. * Only the color of the texture is used, ignoring the alpha channel if one
  29799. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29800. * when sampling this texture due to the extra bit of precision provided for
  29801. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29802. * luminance/alpha textures will also still work as expected.
  29803. *
  29804. * @type {?Texture}
  29805. * @default null
  29806. */
  29807. this.alphaMap = null;
  29808. /**
  29809. * The displacement map affects the position of the mesh's vertices. Unlike
  29810. * other maps which only affect the light and shade of the material the
  29811. * displaced vertices can cast shadows, block other objects, and otherwise
  29812. * act as real geometry. The displacement texture is an image where the value
  29813. * of each pixel (white being the highest) is mapped against, and
  29814. * repositions, the vertices of the mesh.
  29815. *
  29816. * @type {?Texture}
  29817. * @default null
  29818. */
  29819. this.displacementMap = null;
  29820. /**
  29821. * How much the displacement map affects the mesh (where black is no
  29822. * displacement, and white is maximum displacement). Without a displacement
  29823. * map set, this value is not applied.
  29824. *
  29825. * @type {number}
  29826. * @default 0
  29827. */
  29828. this.displacementScale = 1;
  29829. /**
  29830. * The offset of the displacement map's values on the mesh's vertices.
  29831. * The bias is added to the scaled sample of the displacement map.
  29832. * Without a displacement map set, this value is not applied.
  29833. *
  29834. * @type {number}
  29835. * @default 0
  29836. */
  29837. this.displacementBias = 0;
  29838. /**
  29839. * Renders the geometry as a wireframe.
  29840. *
  29841. * @type {boolean}
  29842. * @default false
  29843. */
  29844. this.wireframe = false;
  29845. /**
  29846. * Controls the thickness of the wireframe.
  29847. *
  29848. * WebGL and WebGPU ignore this property and always render
  29849. * 1 pixel wide lines.
  29850. *
  29851. * @type {number}
  29852. * @default 1
  29853. */
  29854. this.wireframeLinewidth = 1;
  29855. this.setValues( parameters );
  29856. }
  29857. copy( source ) {
  29858. super.copy( source );
  29859. this.depthPacking = source.depthPacking;
  29860. this.map = source.map;
  29861. this.alphaMap = source.alphaMap;
  29862. this.displacementMap = source.displacementMap;
  29863. this.displacementScale = source.displacementScale;
  29864. this.displacementBias = source.displacementBias;
  29865. this.wireframe = source.wireframe;
  29866. this.wireframeLinewidth = source.wireframeLinewidth;
  29867. return this;
  29868. }
  29869. }
  29870. /**
  29871. * A material used internally for implementing shadow mapping with
  29872. * point lights.
  29873. *
  29874. * Can also be used to customize the shadow casting of an object by assigning
  29875. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29876. * The following examples demonstrates this approach in order to ensure
  29877. * transparent parts of objects do not cast shadows.
  29878. *
  29879. * @augments Material
  29880. */
  29881. class MeshDistanceMaterial extends Material {
  29882. /**
  29883. * Constructs a new mesh distance material.
  29884. *
  29885. * @param {Object} [parameters] - An object with one or more properties
  29886. * defining the material's appearance. Any property of the material
  29887. * (including any property from inherited materials) can be passed
  29888. * in here. Color values can be passed any type of value accepted
  29889. * by {@link Color#set}.
  29890. */
  29891. constructor( parameters ) {
  29892. super();
  29893. /**
  29894. * This flag can be used for type testing.
  29895. *
  29896. * @type {boolean}
  29897. * @readonly
  29898. * @default true
  29899. */
  29900. this.isMeshDistanceMaterial = true;
  29901. this.type = 'MeshDistanceMaterial';
  29902. /**
  29903. * The color map. May optionally include an alpha channel, typically combined
  29904. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29905. *
  29906. * @type {?Texture}
  29907. * @default null
  29908. */
  29909. this.map = null;
  29910. /**
  29911. * The alpha map is a grayscale texture that controls the opacity across the
  29912. * surface (black: fully transparent; white: fully opaque).
  29913. *
  29914. * Only the color of the texture is used, ignoring the alpha channel if one
  29915. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29916. * when sampling this texture due to the extra bit of precision provided for
  29917. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29918. * luminance/alpha textures will also still work as expected.
  29919. *
  29920. * @type {?Texture}
  29921. * @default null
  29922. */
  29923. this.alphaMap = null;
  29924. /**
  29925. * The displacement map affects the position of the mesh's vertices. Unlike
  29926. * other maps which only affect the light and shade of the material the
  29927. * displaced vertices can cast shadows, block other objects, and otherwise
  29928. * act as real geometry. The displacement texture is an image where the value
  29929. * of each pixel (white being the highest) is mapped against, and
  29930. * repositions, the vertices of the mesh.
  29931. *
  29932. * @type {?Texture}
  29933. * @default null
  29934. */
  29935. this.displacementMap = null;
  29936. /**
  29937. * How much the displacement map affects the mesh (where black is no
  29938. * displacement, and white is maximum displacement). Without a displacement
  29939. * map set, this value is not applied.
  29940. *
  29941. * @type {number}
  29942. * @default 0
  29943. */
  29944. this.displacementScale = 1;
  29945. /**
  29946. * The offset of the displacement map's values on the mesh's vertices.
  29947. * The bias is added to the scaled sample of the displacement map.
  29948. * Without a displacement map set, this value is not applied.
  29949. *
  29950. * @type {number}
  29951. * @default 0
  29952. */
  29953. this.displacementBias = 0;
  29954. this.setValues( parameters );
  29955. }
  29956. copy( source ) {
  29957. super.copy( source );
  29958. this.map = source.map;
  29959. this.alphaMap = source.alphaMap;
  29960. this.displacementMap = source.displacementMap;
  29961. this.displacementScale = source.displacementScale;
  29962. this.displacementBias = source.displacementBias;
  29963. return this;
  29964. }
  29965. }
  29966. /**
  29967. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29968. * material color and shading.
  29969. *
  29970. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29971. * baked lighting. It will cast a shadow onto an object that receives shadows
  29972. * (and shadow clipping works), but it will not self-shadow or receive
  29973. * shadows.
  29974. *
  29975. * @augments Material
  29976. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29977. */
  29978. class MeshMatcapMaterial extends Material {
  29979. /**
  29980. * Constructs a new mesh matcap material.
  29981. *
  29982. * @param {Object} [parameters] - An object with one or more properties
  29983. * defining the material's appearance. Any property of the material
  29984. * (including any property from inherited materials) can be passed
  29985. * in here. Color values can be passed any type of value accepted
  29986. * by {@link Color#set}.
  29987. */
  29988. constructor( parameters ) {
  29989. super();
  29990. /**
  29991. * This flag can be used for type testing.
  29992. *
  29993. * @type {boolean}
  29994. * @readonly
  29995. * @default true
  29996. */
  29997. this.isMeshMatcapMaterial = true;
  29998. this.defines = { 'MATCAP': '' };
  29999. this.type = 'MeshMatcapMaterial';
  30000. /**
  30001. * Color of the material.
  30002. *
  30003. * @type {Color}
  30004. * @default (1,1,1)
  30005. */
  30006. this.color = new Color( 0xffffff ); // diffuse
  30007. /**
  30008. * The matcap map.
  30009. *
  30010. * @type {?Texture}
  30011. * @default null
  30012. */
  30013. this.matcap = null;
  30014. /**
  30015. * The color map. May optionally include an alpha channel, typically combined
  30016. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  30017. * color is modulated by the diffuse `color`.
  30018. *
  30019. * @type {?Texture}
  30020. * @default null
  30021. */
  30022. this.map = null;
  30023. /**
  30024. * The texture to create a bump map. The black and white values map to the
  30025. * perceived depth in relation to the lights. Bump doesn't actually affect
  30026. * the geometry of the object, only the lighting. If a normal map is defined
  30027. * this will be ignored.
  30028. *
  30029. * @type {?Texture}
  30030. * @default null
  30031. */
  30032. this.bumpMap = null;
  30033. /**
  30034. * How much the bump map affects the material. Typical range is `[0,1]`.
  30035. *
  30036. * @type {number}
  30037. * @default 1
  30038. */
  30039. this.bumpScale = 1;
  30040. /**
  30041. * The texture to create a normal map. The RGB values affect the surface
  30042. * normal for each pixel fragment and change the way the color is lit. Normal
  30043. * maps do not change the actual shape of the surface, only the lighting. In
  30044. * case the material has a normal map authored using the left handed
  30045. * convention, the `y` component of `normalScale` should be negated to compensate
  30046. * for the different handedness.
  30047. *
  30048. * @type {?Texture}
  30049. * @default null
  30050. */
  30051. this.normalMap = null;
  30052. /**
  30053. * The type of normal map.
  30054. *
  30055. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  30056. * @default TangentSpaceNormalMap
  30057. */
  30058. this.normalMapType = TangentSpaceNormalMap;
  30059. /**
  30060. * How much the normal map affects the material. Typical value range is `[0,1]`.
  30061. *
  30062. * @type {Vector2}
  30063. * @default (1,1)
  30064. */
  30065. this.normalScale = new Vector2( 1, 1 );
  30066. /**
  30067. * The displacement map affects the position of the mesh's vertices. Unlike
  30068. * other maps which only affect the light and shade of the material the
  30069. * displaced vertices can cast shadows, block other objects, and otherwise
  30070. * act as real geometry. The displacement texture is an image where the value
  30071. * of each pixel (white being the highest) is mapped against, and
  30072. * repositions, the vertices of the mesh.
  30073. *
  30074. * @type {?Texture}
  30075. * @default null
  30076. */
  30077. this.displacementMap = null;
  30078. /**
  30079. * How much the displacement map affects the mesh (where black is no
  30080. * displacement, and white is maximum displacement). Without a displacement
  30081. * map set, this value is not applied.
  30082. *
  30083. * @type {number}
  30084. * @default 0
  30085. */
  30086. this.displacementScale = 1;
  30087. /**
  30088. * The offset of the displacement map's values on the mesh's vertices.
  30089. * The bias is added to the scaled sample of the displacement map.
  30090. * Without a displacement map set, this value is not applied.
  30091. *
  30092. * @type {number}
  30093. * @default 0
  30094. */
  30095. this.displacementBias = 0;
  30096. /**
  30097. * The alpha map is a grayscale texture that controls the opacity across the
  30098. * surface (black: fully transparent; white: fully opaque).
  30099. *
  30100. * Only the color of the texture is used, ignoring the alpha channel if one
  30101. * exists. For RGB and RGBA textures, the renderer will use the green channel
  30102. * when sampling this texture due to the extra bit of precision provided for
  30103. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  30104. * luminance/alpha textures will also still work as expected.
  30105. *
  30106. * @type {?Texture}
  30107. * @default null
  30108. */
  30109. this.alphaMap = null;
  30110. /**
  30111. * Renders the geometry as a wireframe.
  30112. *
  30113. * @type {boolean}
  30114. * @default false
  30115. */
  30116. this.wireframe = false;
  30117. /**
  30118. * Controls the thickness of the wireframe.
  30119. *
  30120. * Can only be used with {@link SVGRenderer}.
  30121. *
  30122. * @type {number}
  30123. * @default 1
  30124. */
  30125. this.wireframeLinewidth = 1;
  30126. /**
  30127. * Whether the material is rendered with flat shading or not.
  30128. *
  30129. * @type {boolean}
  30130. * @default false
  30131. */
  30132. this.flatShading = false;
  30133. /**
  30134. * Whether the material is affected by fog or not.
  30135. *
  30136. * @type {boolean}
  30137. * @default true
  30138. */
  30139. this.fog = true;
  30140. this.setValues( parameters );
  30141. }
  30142. copy( source ) {
  30143. super.copy( source );
  30144. this.defines = { 'MATCAP': '' };
  30145. this.color.copy( source.color );
  30146. this.matcap = source.matcap;
  30147. this.map = source.map;
  30148. this.bumpMap = source.bumpMap;
  30149. this.bumpScale = source.bumpScale;
  30150. this.normalMap = source.normalMap;
  30151. this.normalMapType = source.normalMapType;
  30152. this.normalScale.copy( source.normalScale );
  30153. this.displacementMap = source.displacementMap;
  30154. this.displacementScale = source.displacementScale;
  30155. this.displacementBias = source.displacementBias;
  30156. this.alphaMap = source.alphaMap;
  30157. this.wireframe = source.wireframe;
  30158. this.wireframeLinewidth = source.wireframeLinewidth;
  30159. this.flatShading = source.flatShading;
  30160. this.fog = source.fog;
  30161. return this;
  30162. }
  30163. }
  30164. /**
  30165. * A material for rendering line primitives.
  30166. *
  30167. * Materials define the appearance of renderable 3D objects.
  30168. *
  30169. * ```js
  30170. * const material = new THREE.LineDashedMaterial( {
  30171. * color: 0xffffff,
  30172. * scale: 1,
  30173. * dashSize: 3,
  30174. * gapSize: 1,
  30175. * } );
  30176. * ```
  30177. *
  30178. * @augments LineBasicMaterial
  30179. */
  30180. class LineDashedMaterial extends LineBasicMaterial {
  30181. /**
  30182. * Constructs a new line dashed material.
  30183. *
  30184. * @param {Object} [parameters] - An object with one or more properties
  30185. * defining the material's appearance. Any property of the material
  30186. * (including any property from inherited materials) can be passed
  30187. * in here. Color values can be passed any type of value accepted
  30188. * by {@link Color#set}.
  30189. */
  30190. constructor( parameters ) {
  30191. super();
  30192. /**
  30193. * This flag can be used for type testing.
  30194. *
  30195. * @type {boolean}
  30196. * @readonly
  30197. * @default true
  30198. */
  30199. this.isLineDashedMaterial = true;
  30200. this.type = 'LineDashedMaterial';
  30201. /**
  30202. * The scale of the dashed part of a line.
  30203. *
  30204. * @type {number}
  30205. * @default 1
  30206. */
  30207. this.scale = 1;
  30208. /**
  30209. * The size of the dash. This is both the gap with the stroke.
  30210. *
  30211. * @type {number}
  30212. * @default 3
  30213. */
  30214. this.dashSize = 3;
  30215. /**
  30216. * The size of the gap.
  30217. *
  30218. * @type {number}
  30219. * @default 1
  30220. */
  30221. this.gapSize = 1;
  30222. this.setValues( parameters );
  30223. }
  30224. copy( source ) {
  30225. super.copy( source );
  30226. this.scale = source.scale;
  30227. this.dashSize = source.dashSize;
  30228. this.gapSize = source.gapSize;
  30229. return this;
  30230. }
  30231. }
  30232. /**
  30233. * Converts an array to a specific type.
  30234. *
  30235. * @param {TypedArray|Array} array - The array to convert.
  30236. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30237. * @return {TypedArray} The converted array.
  30238. */
  30239. function convertArray( array, type ) {
  30240. if ( ! array || array.constructor === type ) return array;
  30241. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30242. return new type( array ); // create typed array
  30243. }
  30244. return Array.prototype.slice.call( array ); // create Array
  30245. }
  30246. /**
  30247. * Returns an array by which times and values can be sorted.
  30248. *
  30249. * @param {Array<number>} times - The keyframe time values.
  30250. * @return {Array<number>} The array.
  30251. */
  30252. function getKeyframeOrder( times ) {
  30253. function compareTime( i, j ) {
  30254. return times[ i ] - times[ j ];
  30255. }
  30256. const n = times.length;
  30257. const result = new Array( n );
  30258. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30259. result.sort( compareTime );
  30260. return result;
  30261. }
  30262. /**
  30263. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30264. *
  30265. * @param {Array<number>} values - The values to sort.
  30266. * @param {number} stride - The stride.
  30267. * @param {Array<number>} order - The sort order.
  30268. * @return {Array<number>} The sorted values.
  30269. */
  30270. function sortedArray( values, stride, order ) {
  30271. const nValues = values.length;
  30272. const result = new values.constructor( nValues );
  30273. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30274. const srcOffset = order[ i ] * stride;
  30275. for ( let j = 0; j !== stride; ++ j ) {
  30276. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30277. }
  30278. }
  30279. return result;
  30280. }
  30281. /**
  30282. * Used for parsing AOS keyframe formats.
  30283. *
  30284. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30285. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30286. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30287. * @param {string} valuePropertyName - The name of the property to use.
  30288. */
  30289. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30290. let i = 1, key = jsonKeys[ 0 ];
  30291. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30292. key = jsonKeys[ i ++ ];
  30293. }
  30294. if ( key === undefined ) return; // no data
  30295. let value = key[ valuePropertyName ];
  30296. if ( value === undefined ) return; // no data
  30297. if ( Array.isArray( value ) ) {
  30298. do {
  30299. value = key[ valuePropertyName ];
  30300. if ( value !== undefined ) {
  30301. times.push( key.time );
  30302. values.push( ...value ); // push all elements
  30303. }
  30304. key = jsonKeys[ i ++ ];
  30305. } while ( key !== undefined );
  30306. } else if ( value.toArray !== undefined ) {
  30307. // ...assume THREE.Math-ish
  30308. do {
  30309. value = key[ valuePropertyName ];
  30310. if ( value !== undefined ) {
  30311. times.push( key.time );
  30312. value.toArray( values, values.length );
  30313. }
  30314. key = jsonKeys[ i ++ ];
  30315. } while ( key !== undefined );
  30316. } else {
  30317. // otherwise push as-is
  30318. do {
  30319. value = key[ valuePropertyName ];
  30320. if ( value !== undefined ) {
  30321. times.push( key.time );
  30322. values.push( value );
  30323. }
  30324. key = jsonKeys[ i ++ ];
  30325. } while ( key !== undefined );
  30326. }
  30327. }
  30328. /**
  30329. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30330. *
  30331. * @param {AnimationClip} sourceClip - The values to sort.
  30332. * @param {string} name - The name of the clip.
  30333. * @param {number} startFrame - The start frame.
  30334. * @param {number} endFrame - The end frame.
  30335. * @param {number} [fps=30] - The FPS.
  30336. * @return {AnimationClip} The new sub clip.
  30337. */
  30338. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30339. const clip = sourceClip.clone();
  30340. clip.name = name;
  30341. const tracks = [];
  30342. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30343. const track = clip.tracks[ i ];
  30344. const valueSize = track.getValueSize();
  30345. const times = [];
  30346. const values = [];
  30347. for ( let j = 0; j < track.times.length; ++ j ) {
  30348. const frame = track.times[ j ] * fps;
  30349. if ( frame < startFrame || frame >= endFrame ) continue;
  30350. times.push( track.times[ j ] );
  30351. for ( let k = 0; k < valueSize; ++ k ) {
  30352. values.push( track.values[ j * valueSize + k ] );
  30353. }
  30354. }
  30355. if ( times.length === 0 ) continue;
  30356. track.times = convertArray( times, track.times.constructor );
  30357. track.values = convertArray( values, track.values.constructor );
  30358. tracks.push( track );
  30359. }
  30360. clip.tracks = tracks;
  30361. // find minimum .times value across all tracks in the trimmed clip
  30362. let minStartTime = Infinity;
  30363. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30364. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30365. minStartTime = clip.tracks[ i ].times[ 0 ];
  30366. }
  30367. }
  30368. // shift all tracks such that clip begins at t=0
  30369. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30370. clip.tracks[ i ].shift( -1 * minStartTime );
  30371. }
  30372. clip.resetDuration();
  30373. return clip;
  30374. }
  30375. /**
  30376. * Converts the keyframes of the given animation clip to an additive format.
  30377. *
  30378. * @param {AnimationClip} targetClip - The clip to make additive.
  30379. * @param {number} [referenceFrame=0] - The reference frame.
  30380. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30381. * @param {number} [fps=30] - The FPS.
  30382. * @return {AnimationClip} The updated clip which is now additive.
  30383. */
  30384. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30385. if ( fps <= 0 ) fps = 30;
  30386. const numTracks = referenceClip.tracks.length;
  30387. const referenceTime = referenceFrame / fps;
  30388. // Make each track's values relative to the values at the reference frame
  30389. for ( let i = 0; i < numTracks; ++ i ) {
  30390. const referenceTrack = referenceClip.tracks[ i ];
  30391. const referenceTrackType = referenceTrack.ValueTypeName;
  30392. // Skip this track if it's non-numeric
  30393. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30394. // Find the track in the target clip whose name and type matches the reference track
  30395. const targetTrack = targetClip.tracks.find( function ( track ) {
  30396. return track.name === referenceTrack.name
  30397. && track.ValueTypeName === referenceTrackType;
  30398. } );
  30399. if ( targetTrack === undefined ) continue;
  30400. let referenceOffset = 0;
  30401. const referenceValueSize = referenceTrack.getValueSize();
  30402. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30403. referenceOffset = referenceValueSize / 3;
  30404. }
  30405. let targetOffset = 0;
  30406. const targetValueSize = targetTrack.getValueSize();
  30407. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30408. targetOffset = targetValueSize / 3;
  30409. }
  30410. const lastIndex = referenceTrack.times.length - 1;
  30411. let referenceValue;
  30412. // Find the value to subtract out of the track
  30413. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30414. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30415. const startIndex = referenceOffset;
  30416. const endIndex = referenceValueSize - referenceOffset;
  30417. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30418. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30419. // Reference frame is after the last keyframe, so just use the last keyframe
  30420. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30421. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30422. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30423. } else {
  30424. // Interpolate to the reference value
  30425. const interpolant = referenceTrack.createInterpolant();
  30426. const startIndex = referenceOffset;
  30427. const endIndex = referenceValueSize - referenceOffset;
  30428. interpolant.evaluate( referenceTime );
  30429. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30430. }
  30431. // Conjugate the quaternion
  30432. if ( referenceTrackType === 'quaternion' ) {
  30433. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30434. referenceQuat.toArray( referenceValue );
  30435. }
  30436. // Subtract the reference value from all of the track values
  30437. const numTimes = targetTrack.times.length;
  30438. for ( let j = 0; j < numTimes; ++ j ) {
  30439. const valueStart = j * targetValueSize + targetOffset;
  30440. if ( referenceTrackType === 'quaternion' ) {
  30441. // Multiply the conjugate for quaternion track types
  30442. Quaternion.multiplyQuaternionsFlat(
  30443. targetTrack.values,
  30444. valueStart,
  30445. referenceValue,
  30446. 0,
  30447. targetTrack.values,
  30448. valueStart
  30449. );
  30450. } else {
  30451. const valueEnd = targetValueSize - targetOffset * 2;
  30452. // Subtract each value for all other numeric track types
  30453. for ( let k = 0; k < valueEnd; ++ k ) {
  30454. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30455. }
  30456. }
  30457. }
  30458. }
  30459. targetClip.blendMode = AdditiveAnimationBlendMode;
  30460. return targetClip;
  30461. }
  30462. /**
  30463. * A class with various methods to assist with animations.
  30464. *
  30465. * @hideconstructor
  30466. */
  30467. class AnimationUtils {
  30468. /**
  30469. * Converts an array to a specific type
  30470. *
  30471. * @static
  30472. * @param {TypedArray|Array} array - The array to convert.
  30473. * @param {TypedArray.constructor} type - The constructor of a type array.
  30474. * @return {TypedArray} The converted array
  30475. */
  30476. static convertArray( array, type ) {
  30477. return convertArray( array, type );
  30478. }
  30479. /**
  30480. * Returns `true` if the given object is a typed array.
  30481. *
  30482. * @static
  30483. * @param {any} object - The object to check.
  30484. * @return {boolean} Whether the given object is a typed array.
  30485. */
  30486. static isTypedArray( object ) {
  30487. return isTypedArray( object );
  30488. }
  30489. /**
  30490. * Returns an array by which times and values can be sorted.
  30491. *
  30492. * @static
  30493. * @param {Array<number>} times - The keyframe time values.
  30494. * @return {Array<number>} The array.
  30495. */
  30496. static getKeyframeOrder( times ) {
  30497. return getKeyframeOrder( times );
  30498. }
  30499. /**
  30500. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30501. *
  30502. * @static
  30503. * @param {Array<number>} values - The values to sort.
  30504. * @param {number} stride - The stride.
  30505. * @param {Array<number>} order - The sort order.
  30506. * @return {Array<number>} The sorted values.
  30507. */
  30508. static sortedArray( values, stride, order ) {
  30509. return sortedArray( values, stride, order );
  30510. }
  30511. /**
  30512. * Used for parsing AOS keyframe formats.
  30513. *
  30514. * @static
  30515. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30516. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30517. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30518. * @param {string} valuePropertyName - The name of the property to use.
  30519. */
  30520. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30521. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30522. }
  30523. /**
  30524. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30525. *
  30526. * @static
  30527. * @param {AnimationClip} sourceClip - The values to sort.
  30528. * @param {string} name - The name of the clip.
  30529. * @param {number} startFrame - The start frame.
  30530. * @param {number} endFrame - The end frame.
  30531. * @param {number} [fps=30] - The FPS.
  30532. * @return {AnimationClip} The new sub clip.
  30533. */
  30534. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30535. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30536. }
  30537. /**
  30538. * Converts the keyframes of the given animation clip to an additive format.
  30539. *
  30540. * @static
  30541. * @param {AnimationClip} targetClip - The clip to make additive.
  30542. * @param {number} [referenceFrame=0] - The reference frame.
  30543. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30544. * @param {number} [fps=30] - The FPS.
  30545. * @return {AnimationClip} The updated clip which is now additive.
  30546. */
  30547. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30548. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30549. }
  30550. }
  30551. /**
  30552. * Abstract base class of interpolants over parametric samples.
  30553. *
  30554. * The parameter domain is one dimensional, typically the time or a path
  30555. * along a curve defined by the data.
  30556. *
  30557. * The sample values can have any dimensionality and derived classes may
  30558. * apply special interpretations to the data.
  30559. *
  30560. * This class provides the interval seek in a Template Method, deferring
  30561. * the actual interpolation to derived classes.
  30562. *
  30563. * Time complexity is O(1) for linear access crossing at most two points
  30564. * and O(log N) for random access, where N is the number of positions.
  30565. *
  30566. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30567. *
  30568. * @abstract
  30569. */
  30570. class Interpolant {
  30571. /**
  30572. * Constructs a new interpolant.
  30573. *
  30574. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30575. * @param {TypedArray} sampleValues - The sample values.
  30576. * @param {number} sampleSize - The sample size
  30577. * @param {TypedArray} [resultBuffer] - The result buffer.
  30578. */
  30579. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30580. /**
  30581. * The parameter positions.
  30582. *
  30583. * @type {TypedArray}
  30584. */
  30585. this.parameterPositions = parameterPositions;
  30586. /**
  30587. * A cache index.
  30588. *
  30589. * @private
  30590. * @type {number}
  30591. * @default 0
  30592. */
  30593. this._cachedIndex = 0;
  30594. /**
  30595. * The result buffer.
  30596. *
  30597. * @type {TypedArray}
  30598. */
  30599. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30600. /**
  30601. * The sample values.
  30602. *
  30603. * @type {TypedArray}
  30604. */
  30605. this.sampleValues = sampleValues;
  30606. /**
  30607. * The value size.
  30608. *
  30609. * @type {TypedArray}
  30610. */
  30611. this.valueSize = sampleSize;
  30612. /**
  30613. * The interpolation settings.
  30614. *
  30615. * @type {?Object}
  30616. * @default null
  30617. */
  30618. this.settings = null;
  30619. /**
  30620. * The default settings object.
  30621. *
  30622. * @type {Object}
  30623. */
  30624. this.DefaultSettings_ = {};
  30625. }
  30626. /**
  30627. * Evaluate the interpolant at position `t`.
  30628. *
  30629. * @param {number} t - The interpolation factor.
  30630. * @return {TypedArray} The result buffer.
  30631. */
  30632. evaluate( t ) {
  30633. const pp = this.parameterPositions;
  30634. let i1 = this._cachedIndex,
  30635. t1 = pp[ i1 ],
  30636. t0 = pp[ i1 - 1 ];
  30637. validate_interval: {
  30638. seek: {
  30639. let right;
  30640. linear_scan: {
  30641. //- See http://jsperf.com/comparison-to-undefined/3
  30642. //- slower code:
  30643. //-
  30644. //- if ( t >= t1 || t1 === undefined ) {
  30645. forward_scan: if ( ! ( t < t1 ) ) {
  30646. for ( let giveUpAt = i1 + 2; ; ) {
  30647. if ( t1 === undefined ) {
  30648. if ( t < t0 ) break forward_scan;
  30649. // after end
  30650. i1 = pp.length;
  30651. this._cachedIndex = i1;
  30652. return this.copySampleValue_( i1 - 1 );
  30653. }
  30654. if ( i1 === giveUpAt ) break; // this loop
  30655. t0 = t1;
  30656. t1 = pp[ ++ i1 ];
  30657. if ( t < t1 ) {
  30658. // we have arrived at the sought interval
  30659. break seek;
  30660. }
  30661. }
  30662. // prepare binary search on the right side of the index
  30663. right = pp.length;
  30664. break linear_scan;
  30665. }
  30666. //- slower code:
  30667. //- if ( t < t0 || t0 === undefined ) {
  30668. if ( ! ( t >= t0 ) ) {
  30669. // looping?
  30670. const t1global = pp[ 1 ];
  30671. if ( t < t1global ) {
  30672. i1 = 2; // + 1, using the scan for the details
  30673. t0 = t1global;
  30674. }
  30675. // linear reverse scan
  30676. for ( let giveUpAt = i1 - 2; ; ) {
  30677. if ( t0 === undefined ) {
  30678. // before start
  30679. this._cachedIndex = 0;
  30680. return this.copySampleValue_( 0 );
  30681. }
  30682. if ( i1 === giveUpAt ) break; // this loop
  30683. t1 = t0;
  30684. t0 = pp[ -- i1 - 1 ];
  30685. if ( t >= t0 ) {
  30686. // we have arrived at the sought interval
  30687. break seek;
  30688. }
  30689. }
  30690. // prepare binary search on the left side of the index
  30691. right = i1;
  30692. i1 = 0;
  30693. break linear_scan;
  30694. }
  30695. // the interval is valid
  30696. break validate_interval;
  30697. } // linear scan
  30698. // binary search
  30699. while ( i1 < right ) {
  30700. const mid = ( i1 + right ) >>> 1;
  30701. if ( t < pp[ mid ] ) {
  30702. right = mid;
  30703. } else {
  30704. i1 = mid + 1;
  30705. }
  30706. }
  30707. t1 = pp[ i1 ];
  30708. t0 = pp[ i1 - 1 ];
  30709. // check boundary cases, again
  30710. if ( t0 === undefined ) {
  30711. this._cachedIndex = 0;
  30712. return this.copySampleValue_( 0 );
  30713. }
  30714. if ( t1 === undefined ) {
  30715. i1 = pp.length;
  30716. this._cachedIndex = i1;
  30717. return this.copySampleValue_( i1 - 1 );
  30718. }
  30719. } // seek
  30720. this._cachedIndex = i1;
  30721. this.intervalChanged_( i1, t0, t1 );
  30722. } // validate_interval
  30723. return this.interpolate_( i1, t0, t, t1 );
  30724. }
  30725. /**
  30726. * Returns the interpolation settings.
  30727. *
  30728. * @return {Object} The interpolation settings.
  30729. */
  30730. getSettings_() {
  30731. return this.settings || this.DefaultSettings_;
  30732. }
  30733. /**
  30734. * Copies a sample value to the result buffer.
  30735. *
  30736. * @param {number} index - An index into the sample value buffer.
  30737. * @return {TypedArray} The result buffer.
  30738. */
  30739. copySampleValue_( index ) {
  30740. // copies a sample value to the result buffer
  30741. const result = this.resultBuffer,
  30742. values = this.sampleValues,
  30743. stride = this.valueSize,
  30744. offset = index * stride;
  30745. for ( let i = 0; i !== stride; ++ i ) {
  30746. result[ i ] = values[ offset + i ];
  30747. }
  30748. return result;
  30749. }
  30750. /**
  30751. * Copies a sample value to the result buffer.
  30752. *
  30753. * @abstract
  30754. * @param {number} i1 - An index into the sample value buffer.
  30755. * @param {number} t0 - The previous interpolation factor.
  30756. * @param {number} t - The current interpolation factor.
  30757. * @param {number} t1 - The next interpolation factor.
  30758. * @return {TypedArray} The result buffer.
  30759. */
  30760. interpolate_( /* i1, t0, t, t1 */ ) {
  30761. throw new Error( 'call to abstract method' );
  30762. // implementations shall return this.resultBuffer
  30763. }
  30764. /**
  30765. * Optional method that is executed when the interval has changed.
  30766. *
  30767. * @param {number} i1 - An index into the sample value buffer.
  30768. * @param {number} t0 - The previous interpolation factor.
  30769. * @param {number} t - The current interpolation factor.
  30770. */
  30771. intervalChanged_( /* i1, t0, t1 */ ) {
  30772. // empty
  30773. }
  30774. }
  30775. /**
  30776. * Fast and simple cubic spline interpolant.
  30777. *
  30778. * It was derived from a Hermitian construction setting the first derivative
  30779. * at each sample position to the linear slope between neighboring positions
  30780. * over their parameter interval.
  30781. *
  30782. * @augments Interpolant
  30783. */
  30784. class CubicInterpolant extends Interpolant {
  30785. /**
  30786. * Constructs a new cubic 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. this._weightPrev = -0;
  30796. this._offsetPrev = -0;
  30797. this._weightNext = -0;
  30798. this._offsetNext = -0;
  30799. this.DefaultSettings_ = {
  30800. endingStart: ZeroCurvatureEnding,
  30801. endingEnd: ZeroCurvatureEnding
  30802. };
  30803. }
  30804. intervalChanged_( i1, t0, t1 ) {
  30805. const pp = this.parameterPositions;
  30806. let iPrev = i1 - 2,
  30807. iNext = i1 + 1,
  30808. tPrev = pp[ iPrev ],
  30809. tNext = pp[ iNext ];
  30810. if ( tPrev === undefined ) {
  30811. switch ( this.getSettings_().endingStart ) {
  30812. case ZeroSlopeEnding:
  30813. // f'(t0) = 0
  30814. iPrev = i1;
  30815. tPrev = 2 * t0 - t1;
  30816. break;
  30817. case WrapAroundEnding:
  30818. // use the other end of the curve
  30819. iPrev = pp.length - 2;
  30820. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30821. break;
  30822. default: // ZeroCurvatureEnding
  30823. // f''(t0) = 0 a.k.a. Natural Spline
  30824. iPrev = i1;
  30825. tPrev = t1;
  30826. }
  30827. }
  30828. if ( tNext === undefined ) {
  30829. switch ( this.getSettings_().endingEnd ) {
  30830. case ZeroSlopeEnding:
  30831. // f'(tN) = 0
  30832. iNext = i1;
  30833. tNext = 2 * t1 - t0;
  30834. break;
  30835. case WrapAroundEnding:
  30836. // use the other end of the curve
  30837. iNext = 1;
  30838. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30839. break;
  30840. default: // ZeroCurvatureEnding
  30841. // f''(tN) = 0, a.k.a. Natural Spline
  30842. iNext = i1 - 1;
  30843. tNext = t0;
  30844. }
  30845. }
  30846. const halfDt = ( t1 - t0 ) * 0.5,
  30847. stride = this.valueSize;
  30848. this._weightPrev = halfDt / ( t0 - tPrev );
  30849. this._weightNext = halfDt / ( tNext - t1 );
  30850. this._offsetPrev = iPrev * stride;
  30851. this._offsetNext = iNext * stride;
  30852. }
  30853. interpolate_( i1, t0, t, t1 ) {
  30854. const result = this.resultBuffer,
  30855. values = this.sampleValues,
  30856. stride = this.valueSize,
  30857. o1 = i1 * stride, o0 = o1 - stride,
  30858. oP = this._offsetPrev, oN = this._offsetNext,
  30859. wP = this._weightPrev, wN = this._weightNext,
  30860. p = ( t - t0 ) / ( t1 - t0 ),
  30861. pp = p * p,
  30862. ppp = pp * p;
  30863. // evaluate polynomials
  30864. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30865. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30866. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30867. const sN = wN * ppp - wN * pp;
  30868. // combine data linearly
  30869. for ( let i = 0; i !== stride; ++ i ) {
  30870. result[ i ] =
  30871. sP * values[ oP + i ] +
  30872. s0 * values[ o0 + i ] +
  30873. s1 * values[ o1 + i ] +
  30874. sN * values[ oN + i ];
  30875. }
  30876. return result;
  30877. }
  30878. }
  30879. /**
  30880. * A basic linear interpolant.
  30881. *
  30882. * @augments Interpolant
  30883. */
  30884. class LinearInterpolant extends Interpolant {
  30885. /**
  30886. * Constructs a new linear interpolant.
  30887. *
  30888. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30889. * @param {TypedArray} sampleValues - The sample values.
  30890. * @param {number} sampleSize - The sample size
  30891. * @param {TypedArray} [resultBuffer] - The result buffer.
  30892. */
  30893. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30894. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30895. }
  30896. interpolate_( i1, t0, t, t1 ) {
  30897. const result = this.resultBuffer,
  30898. values = this.sampleValues,
  30899. stride = this.valueSize,
  30900. offset1 = i1 * stride,
  30901. offset0 = offset1 - stride,
  30902. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30903. weight0 = 1 - weight1;
  30904. for ( let i = 0; i !== stride; ++ i ) {
  30905. result[ i ] =
  30906. values[ offset0 + i ] * weight0 +
  30907. values[ offset1 + i ] * weight1;
  30908. }
  30909. return result;
  30910. }
  30911. }
  30912. /**
  30913. * Interpolant that evaluates to the sample value at the position preceding
  30914. * the parameter.
  30915. *
  30916. * @augments Interpolant
  30917. */
  30918. class DiscreteInterpolant extends Interpolant {
  30919. /**
  30920. * Constructs a new discrete interpolant.
  30921. *
  30922. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30923. * @param {TypedArray} sampleValues - The sample values.
  30924. * @param {number} sampleSize - The sample size
  30925. * @param {TypedArray} [resultBuffer] - The result buffer.
  30926. */
  30927. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30928. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30929. }
  30930. interpolate_( i1 /*, t0, t, t1 */ ) {
  30931. return this.copySampleValue_( i1 - 1 );
  30932. }
  30933. }
  30934. /**
  30935. * Represents s a timed sequence of keyframes, which are composed of lists of
  30936. * times and related values, and which are used to animate a specific property
  30937. * of an object.
  30938. */
  30939. class KeyframeTrack {
  30940. /**
  30941. * Constructs a new keyframe track.
  30942. *
  30943. * @param {string} name - The keyframe track's name.
  30944. * @param {Array<number>} times - A list of keyframe times.
  30945. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30946. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30947. */
  30948. constructor( name, times, values, interpolation ) {
  30949. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30950. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30951. /**
  30952. * The track's name can refer to morph targets or bones or
  30953. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30954. * for the forms of strings that can be parsed for property binding.
  30955. *
  30956. * @type {string}
  30957. */
  30958. this.name = name;
  30959. /**
  30960. * The keyframe times.
  30961. *
  30962. * @type {Float32Array}
  30963. */
  30964. this.times = convertArray( times, this.TimeBufferType );
  30965. /**
  30966. * The keyframe values.
  30967. *
  30968. * @type {Float32Array}
  30969. */
  30970. this.values = convertArray( values, this.ValueBufferType );
  30971. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30972. }
  30973. /**
  30974. * Converts the keyframe track to JSON.
  30975. *
  30976. * @static
  30977. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30978. * @return {Object} The serialized keyframe track as JSON.
  30979. */
  30980. static toJSON( track ) {
  30981. const trackType = track.constructor;
  30982. let json;
  30983. // derived classes can define a static toJSON method
  30984. if ( trackType.toJSON !== this.toJSON ) {
  30985. json = trackType.toJSON( track );
  30986. } else {
  30987. // by default, we assume the data can be serialized as-is
  30988. json = {
  30989. 'name': track.name,
  30990. 'times': convertArray( track.times, Array ),
  30991. 'values': convertArray( track.values, Array )
  30992. };
  30993. const interpolation = track.getInterpolation();
  30994. if ( interpolation !== track.DefaultInterpolation ) {
  30995. json.interpolation = interpolation;
  30996. }
  30997. }
  30998. json.type = track.ValueTypeName; // mandatory
  30999. return json;
  31000. }
  31001. /**
  31002. * Factory method for creating a new discrete interpolant.
  31003. *
  31004. * @static
  31005. * @param {TypedArray} [result] - The result buffer.
  31006. * @return {DiscreteInterpolant} The new interpolant.
  31007. */
  31008. InterpolantFactoryMethodDiscrete( result ) {
  31009. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  31010. }
  31011. /**
  31012. * Factory method for creating a new linear interpolant.
  31013. *
  31014. * @static
  31015. * @param {TypedArray} [result] - The result buffer.
  31016. * @return {LinearInterpolant} The new interpolant.
  31017. */
  31018. InterpolantFactoryMethodLinear( result ) {
  31019. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31020. }
  31021. /**
  31022. * Factory method for creating a new smooth interpolant.
  31023. *
  31024. * @static
  31025. * @param {TypedArray} [result] - The result buffer.
  31026. * @return {CubicInterpolant} The new interpolant.
  31027. */
  31028. InterpolantFactoryMethodSmooth( result ) {
  31029. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  31030. }
  31031. /**
  31032. * Defines the interpolation factor method for this keyframe track.
  31033. *
  31034. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  31035. * @return {KeyframeTrack} A reference to this keyframe track.
  31036. */
  31037. setInterpolation( interpolation ) {
  31038. let factoryMethod;
  31039. switch ( interpolation ) {
  31040. case InterpolateDiscrete:
  31041. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  31042. break;
  31043. case InterpolateLinear:
  31044. factoryMethod = this.InterpolantFactoryMethodLinear;
  31045. break;
  31046. case InterpolateSmooth:
  31047. factoryMethod = this.InterpolantFactoryMethodSmooth;
  31048. break;
  31049. }
  31050. if ( factoryMethod === undefined ) {
  31051. const message = 'unsupported interpolation for ' +
  31052. this.ValueTypeName + ' keyframe track named ' + this.name;
  31053. if ( this.createInterpolant === undefined ) {
  31054. // fall back to default, unless the default itself is messed up
  31055. if ( interpolation !== this.DefaultInterpolation ) {
  31056. this.setInterpolation( this.DefaultInterpolation );
  31057. } else {
  31058. throw new Error( message ); // fatal, in this case
  31059. }
  31060. }
  31061. warn( 'KeyframeTrack:', message );
  31062. return this;
  31063. }
  31064. this.createInterpolant = factoryMethod;
  31065. return this;
  31066. }
  31067. /**
  31068. * Returns the current interpolation type.
  31069. *
  31070. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  31071. */
  31072. getInterpolation() {
  31073. switch ( this.createInterpolant ) {
  31074. case this.InterpolantFactoryMethodDiscrete:
  31075. return InterpolateDiscrete;
  31076. case this.InterpolantFactoryMethodLinear:
  31077. return InterpolateLinear;
  31078. case this.InterpolantFactoryMethodSmooth:
  31079. return InterpolateSmooth;
  31080. }
  31081. }
  31082. /**
  31083. * Returns the value size.
  31084. *
  31085. * @return {number} The value size.
  31086. */
  31087. getValueSize() {
  31088. return this.values.length / this.times.length;
  31089. }
  31090. /**
  31091. * Moves all keyframes either forward or backward in time.
  31092. *
  31093. * @param {number} timeOffset - The offset to move the time values.
  31094. * @return {KeyframeTrack} A reference to this keyframe track.
  31095. */
  31096. shift( timeOffset ) {
  31097. if ( timeOffset !== 0.0 ) {
  31098. const times = this.times;
  31099. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31100. times[ i ] += timeOffset;
  31101. }
  31102. }
  31103. return this;
  31104. }
  31105. /**
  31106. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  31107. *
  31108. * @param {number} timeScale - The time scale.
  31109. * @return {KeyframeTrack} A reference to this keyframe track.
  31110. */
  31111. scale( timeScale ) {
  31112. if ( timeScale !== 1.0 ) {
  31113. const times = this.times;
  31114. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31115. times[ i ] *= timeScale;
  31116. }
  31117. }
  31118. return this;
  31119. }
  31120. /**
  31121. * Removes keyframes before and after animation without changing any values within the defined time range.
  31122. *
  31123. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  31124. * keys this will change their values
  31125. *
  31126. * @param {number} startTime - The start time.
  31127. * @param {number} endTime - The end time.
  31128. * @return {KeyframeTrack} A reference to this keyframe track.
  31129. */
  31130. trim( startTime, endTime ) {
  31131. const times = this.times,
  31132. nKeys = times.length;
  31133. let from = 0,
  31134. to = nKeys - 1;
  31135. while ( from !== nKeys && times[ from ] < startTime ) {
  31136. ++ from;
  31137. }
  31138. while ( to !== -1 && times[ to ] > endTime ) {
  31139. -- to;
  31140. }
  31141. ++ to; // inclusive -> exclusive bound
  31142. if ( from !== 0 || to !== nKeys ) {
  31143. // empty tracks are forbidden, so keep at least one keyframe
  31144. if ( from >= to ) {
  31145. to = Math.max( to, 1 );
  31146. from = to - 1;
  31147. }
  31148. const stride = this.getValueSize();
  31149. this.times = times.slice( from, to );
  31150. this.values = this.values.slice( from * stride, to * stride );
  31151. }
  31152. return this;
  31153. }
  31154. /**
  31155. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31156. * are valid.
  31157. *
  31158. * @return {boolean} Whether the keyframes are valid or not.
  31159. */
  31160. validate() {
  31161. let valid = true;
  31162. const valueSize = this.getValueSize();
  31163. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31164. error( 'KeyframeTrack: Invalid value size in track.', this );
  31165. valid = false;
  31166. }
  31167. const times = this.times,
  31168. values = this.values,
  31169. nKeys = times.length;
  31170. if ( nKeys === 0 ) {
  31171. error( 'KeyframeTrack: Track is empty.', this );
  31172. valid = false;
  31173. }
  31174. let prevTime = null;
  31175. for ( let i = 0; i !== nKeys; i ++ ) {
  31176. const currTime = times[ i ];
  31177. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31178. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31179. valid = false;
  31180. break;
  31181. }
  31182. if ( prevTime !== null && prevTime > currTime ) {
  31183. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31184. valid = false;
  31185. break;
  31186. }
  31187. prevTime = currTime;
  31188. }
  31189. if ( values !== undefined ) {
  31190. if ( isTypedArray( values ) ) {
  31191. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31192. const value = values[ i ];
  31193. if ( isNaN( value ) ) {
  31194. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31195. valid = false;
  31196. break;
  31197. }
  31198. }
  31199. }
  31200. }
  31201. return valid;
  31202. }
  31203. /**
  31204. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31205. * common in morph target sequences).
  31206. *
  31207. * @return {AnimationClip} A reference to this animation clip.
  31208. */
  31209. optimize() {
  31210. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31211. // times or values may be shared with other tracks, so overwriting is unsafe
  31212. const times = this.times.slice(),
  31213. values = this.values.slice(),
  31214. stride = this.getValueSize(),
  31215. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31216. lastIndex = times.length - 1;
  31217. let writeIndex = 1;
  31218. for ( let i = 1; i < lastIndex; ++ i ) {
  31219. let keep = false;
  31220. const time = times[ i ];
  31221. const timeNext = times[ i + 1 ];
  31222. // remove adjacent keyframes scheduled at the same time
  31223. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31224. if ( ! smoothInterpolation ) {
  31225. // remove unnecessary keyframes same as their neighbors
  31226. const offset = i * stride,
  31227. offsetP = offset - stride,
  31228. offsetN = offset + stride;
  31229. for ( let j = 0; j !== stride; ++ j ) {
  31230. const value = values[ offset + j ];
  31231. if ( value !== values[ offsetP + j ] ||
  31232. value !== values[ offsetN + j ] ) {
  31233. keep = true;
  31234. break;
  31235. }
  31236. }
  31237. } else {
  31238. keep = true;
  31239. }
  31240. }
  31241. // in-place compaction
  31242. if ( keep ) {
  31243. if ( i !== writeIndex ) {
  31244. times[ writeIndex ] = times[ i ];
  31245. const readOffset = i * stride,
  31246. writeOffset = writeIndex * stride;
  31247. for ( let j = 0; j !== stride; ++ j ) {
  31248. values[ writeOffset + j ] = values[ readOffset + j ];
  31249. }
  31250. }
  31251. ++ writeIndex;
  31252. }
  31253. }
  31254. // flush last keyframe (compaction looks ahead)
  31255. if ( lastIndex > 0 ) {
  31256. times[ writeIndex ] = times[ lastIndex ];
  31257. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31258. values[ writeOffset + j ] = values[ readOffset + j ];
  31259. }
  31260. ++ writeIndex;
  31261. }
  31262. if ( writeIndex !== times.length ) {
  31263. this.times = times.slice( 0, writeIndex );
  31264. this.values = values.slice( 0, writeIndex * stride );
  31265. } else {
  31266. this.times = times;
  31267. this.values = values;
  31268. }
  31269. return this;
  31270. }
  31271. /**
  31272. * Returns a new keyframe track with copied values from this instance.
  31273. *
  31274. * @return {KeyframeTrack} A clone of this instance.
  31275. */
  31276. clone() {
  31277. const times = this.times.slice();
  31278. const values = this.values.slice();
  31279. const TypedKeyframeTrack = this.constructor;
  31280. const track = new TypedKeyframeTrack( this.name, times, values );
  31281. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31282. track.createInterpolant = this.createInterpolant;
  31283. return track;
  31284. }
  31285. }
  31286. /**
  31287. * The value type name.
  31288. *
  31289. * @type {String}
  31290. * @default ''
  31291. */
  31292. KeyframeTrack.prototype.ValueTypeName = '';
  31293. /**
  31294. * The time buffer type of this keyframe track.
  31295. *
  31296. * @type {TypedArray|Array}
  31297. * @default Float32Array.constructor
  31298. */
  31299. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31300. /**
  31301. * The value buffer type of this keyframe track.
  31302. *
  31303. * @type {TypedArray|Array}
  31304. * @default Float32Array.constructor
  31305. */
  31306. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31307. /**
  31308. * The default interpolation type of this keyframe track.
  31309. *
  31310. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31311. * @default InterpolateLinear
  31312. */
  31313. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31314. /**
  31315. * A track for boolean keyframe values.
  31316. *
  31317. * @augments KeyframeTrack
  31318. */
  31319. class BooleanKeyframeTrack extends KeyframeTrack {
  31320. /**
  31321. * Constructs a new boolean keyframe track.
  31322. *
  31323. * This keyframe track type has no `interpolation` parameter because the
  31324. * interpolation is always discrete.
  31325. *
  31326. * @param {string} name - The keyframe track's name.
  31327. * @param {Array<number>} times - A list of keyframe times.
  31328. * @param {Array<boolean>} values - A list of keyframe values.
  31329. */
  31330. constructor( name, times, values ) {
  31331. super( name, times, values );
  31332. }
  31333. }
  31334. /**
  31335. * The value type name.
  31336. *
  31337. * @type {String}
  31338. * @default 'bool'
  31339. */
  31340. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31341. /**
  31342. * The value buffer type of this keyframe track.
  31343. *
  31344. * @type {TypedArray|Array}
  31345. * @default Array.constructor
  31346. */
  31347. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31348. /**
  31349. * The default interpolation type of this keyframe track.
  31350. *
  31351. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31352. * @default InterpolateDiscrete
  31353. */
  31354. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31355. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31356. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31357. /**
  31358. * A track for color keyframe values.
  31359. *
  31360. * @augments KeyframeTrack
  31361. */
  31362. class ColorKeyframeTrack extends KeyframeTrack {
  31363. /**
  31364. * Constructs a new color keyframe track.
  31365. *
  31366. * @param {string} name - The keyframe track's name.
  31367. * @param {Array<number>} times - A list of keyframe times.
  31368. * @param {Array<number>} values - A list of keyframe values.
  31369. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31370. */
  31371. constructor( name, times, values, interpolation ) {
  31372. super( name, times, values, interpolation );
  31373. }
  31374. }
  31375. /**
  31376. * The value type name.
  31377. *
  31378. * @type {String}
  31379. * @default 'color'
  31380. */
  31381. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31382. /**
  31383. * A track for numeric keyframe values.
  31384. *
  31385. * @augments KeyframeTrack
  31386. */
  31387. class NumberKeyframeTrack extends KeyframeTrack {
  31388. /**
  31389. * Constructs a new number keyframe track.
  31390. *
  31391. * @param {string} name - The keyframe track's name.
  31392. * @param {Array<number>} times - A list of keyframe times.
  31393. * @param {Array<number>} values - A list of keyframe values.
  31394. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31395. */
  31396. constructor( name, times, values, interpolation ) {
  31397. super( name, times, values, interpolation );
  31398. }
  31399. }
  31400. /**
  31401. * The value type name.
  31402. *
  31403. * @type {String}
  31404. * @default 'number'
  31405. */
  31406. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31407. /**
  31408. * Spherical linear unit quaternion interpolant.
  31409. *
  31410. * @augments Interpolant
  31411. */
  31412. class QuaternionLinearInterpolant extends Interpolant {
  31413. /**
  31414. * Constructs a new SLERP interpolant.
  31415. *
  31416. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31417. * @param {TypedArray} sampleValues - The sample values.
  31418. * @param {number} sampleSize - The sample size
  31419. * @param {TypedArray} [resultBuffer] - The result buffer.
  31420. */
  31421. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31422. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31423. }
  31424. interpolate_( i1, t0, t, t1 ) {
  31425. const result = this.resultBuffer,
  31426. values = this.sampleValues,
  31427. stride = this.valueSize,
  31428. alpha = ( t - t0 ) / ( t1 - t0 );
  31429. let offset = i1 * stride;
  31430. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31431. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31432. }
  31433. return result;
  31434. }
  31435. }
  31436. /**
  31437. * A track for Quaternion keyframe values.
  31438. *
  31439. * @augments KeyframeTrack
  31440. */
  31441. class QuaternionKeyframeTrack extends KeyframeTrack {
  31442. /**
  31443. * Constructs a new Quaternion keyframe track.
  31444. *
  31445. * @param {string} name - The keyframe track's name.
  31446. * @param {Array<number>} times - A list of keyframe times.
  31447. * @param {Array<number>} values - A list of keyframe values.
  31448. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31449. */
  31450. constructor( name, times, values, interpolation ) {
  31451. super( name, times, values, interpolation );
  31452. }
  31453. /**
  31454. * Overwritten so the method returns Quaternion based interpolant.
  31455. *
  31456. * @static
  31457. * @param {TypedArray} [result] - The result buffer.
  31458. * @return {QuaternionLinearInterpolant} The new interpolant.
  31459. */
  31460. InterpolantFactoryMethodLinear( result ) {
  31461. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31462. }
  31463. }
  31464. /**
  31465. * The value type name.
  31466. *
  31467. * @type {String}
  31468. * @default 'quaternion'
  31469. */
  31470. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31471. // ValueBufferType is inherited
  31472. // DefaultInterpolation is inherited;
  31473. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31474. /**
  31475. * A track for string keyframe values.
  31476. *
  31477. * @augments KeyframeTrack
  31478. */
  31479. class StringKeyframeTrack extends KeyframeTrack {
  31480. /**
  31481. * Constructs a new string keyframe track.
  31482. *
  31483. * This keyframe track type has no `interpolation` parameter because the
  31484. * interpolation is always discrete.
  31485. *
  31486. * @param {string} name - The keyframe track's name.
  31487. * @param {Array<number>} times - A list of keyframe times.
  31488. * @param {Array<string>} values - A list of keyframe values.
  31489. */
  31490. constructor( name, times, values ) {
  31491. super( name, times, values );
  31492. }
  31493. }
  31494. /**
  31495. * The value type name.
  31496. *
  31497. * @type {String}
  31498. * @default 'string'
  31499. */
  31500. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31501. /**
  31502. * The value buffer type of this keyframe track.
  31503. *
  31504. * @type {TypedArray|Array}
  31505. * @default Array.constructor
  31506. */
  31507. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31508. /**
  31509. * The default interpolation type of this keyframe track.
  31510. *
  31511. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31512. * @default InterpolateDiscrete
  31513. */
  31514. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31515. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31516. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31517. /**
  31518. * A track for vector keyframe values.
  31519. *
  31520. * @augments KeyframeTrack
  31521. */
  31522. class VectorKeyframeTrack extends KeyframeTrack {
  31523. /**
  31524. * Constructs a new vector keyframe track.
  31525. *
  31526. * @param {string} name - The keyframe track's name.
  31527. * @param {Array<number>} times - A list of keyframe times.
  31528. * @param {Array<number>} values - A list of keyframe values.
  31529. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31530. */
  31531. constructor( name, times, values, interpolation ) {
  31532. super( name, times, values, interpolation );
  31533. }
  31534. }
  31535. /**
  31536. * The value type name.
  31537. *
  31538. * @type {String}
  31539. * @default 'vector'
  31540. */
  31541. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31542. /**
  31543. * A reusable set of keyframe tracks which represent an animation.
  31544. */
  31545. class AnimationClip {
  31546. /**
  31547. * Constructs a new animation clip.
  31548. *
  31549. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31550. * use the static interface of this class for creating clips. In most cases though, animation clips
  31551. * will automatically be created by loaders when importing animated 3D assets.
  31552. *
  31553. * @param {string} [name=''] - The clip's name.
  31554. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31555. * the duration will be calculated from the passed keyframes.
  31556. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31557. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31558. * is blended/combined when two or more animations are simultaneously played.
  31559. */
  31560. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31561. /**
  31562. * The clip's name.
  31563. *
  31564. * @type {string}
  31565. */
  31566. this.name = name;
  31567. /**
  31568. * An array of keyframe tracks.
  31569. *
  31570. * @type {Array<KeyframeTrack>}
  31571. */
  31572. this.tracks = tracks;
  31573. /**
  31574. * The clip's duration in seconds.
  31575. *
  31576. * @type {number}
  31577. */
  31578. this.duration = duration;
  31579. /**
  31580. * Defines how the animation is blended/combined when two or more animations
  31581. * are simultaneously played.
  31582. *
  31583. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31584. */
  31585. this.blendMode = blendMode;
  31586. /**
  31587. * The UUID of the animation clip.
  31588. *
  31589. * @type {string}
  31590. * @readonly
  31591. */
  31592. this.uuid = generateUUID();
  31593. /**
  31594. * An object that can be used to store custom data about the animation clip.
  31595. * It should not hold references to functions as these will not be cloned.
  31596. *
  31597. * @type {Object}
  31598. */
  31599. this.userData = {};
  31600. // this means it should figure out its duration by scanning the tracks
  31601. if ( this.duration < 0 ) {
  31602. this.resetDuration();
  31603. }
  31604. }
  31605. /**
  31606. * Factory method for creating an animation clip from the given JSON.
  31607. *
  31608. * @static
  31609. * @param {Object} json - The serialized animation clip.
  31610. * @return {AnimationClip} The new animation clip.
  31611. */
  31612. static parse( json ) {
  31613. const tracks = [],
  31614. jsonTracks = json.tracks,
  31615. frameTime = 1.0 / ( json.fps || 1.0 );
  31616. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31617. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31618. }
  31619. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31620. clip.uuid = json.uuid;
  31621. clip.userData = JSON.parse( json.userData || '{}' );
  31622. return clip;
  31623. }
  31624. /**
  31625. * Serializes the given animation clip into JSON.
  31626. *
  31627. * @static
  31628. * @param {AnimationClip} clip - The animation clip to serialize.
  31629. * @return {Object} The JSON object.
  31630. */
  31631. static toJSON( clip ) {
  31632. const tracks = [],
  31633. clipTracks = clip.tracks;
  31634. const json = {
  31635. 'name': clip.name,
  31636. 'duration': clip.duration,
  31637. 'tracks': tracks,
  31638. 'uuid': clip.uuid,
  31639. 'blendMode': clip.blendMode,
  31640. 'userData': JSON.stringify( clip.userData ),
  31641. };
  31642. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31643. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31644. }
  31645. return json;
  31646. }
  31647. /**
  31648. * Returns a new animation clip from the passed morph targets array of a
  31649. * geometry, taking a name and the number of frames per second.
  31650. *
  31651. * Note: The fps parameter is required, but the animation speed can be
  31652. * overridden via {@link AnimationAction#setDuration}.
  31653. *
  31654. * @static
  31655. * @param {string} name - The name of the animation clip.
  31656. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31657. * @param {number} fps - The Frames-Per-Second value.
  31658. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31659. * @return {AnimationClip} The new animation clip.
  31660. */
  31661. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31662. const numMorphTargets = morphTargetSequence.length;
  31663. const tracks = [];
  31664. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31665. let times = [];
  31666. let values = [];
  31667. times.push(
  31668. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31669. i,
  31670. ( i + 1 ) % numMorphTargets );
  31671. values.push( 0, 1, 0 );
  31672. const order = getKeyframeOrder( times );
  31673. times = sortedArray( times, 1, order );
  31674. values = sortedArray( values, 1, order );
  31675. // if there is a key at the first frame, duplicate it as the
  31676. // last frame as well for perfect loop.
  31677. if ( ! noLoop && times[ 0 ] === 0 ) {
  31678. times.push( numMorphTargets );
  31679. values.push( values[ 0 ] );
  31680. }
  31681. tracks.push(
  31682. new NumberKeyframeTrack(
  31683. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31684. times, values
  31685. ).scale( 1.0 / fps ) );
  31686. }
  31687. return new this( name, -1, tracks );
  31688. }
  31689. /**
  31690. * Searches for an animation clip by name, taking as its first parameter
  31691. * either an array of clips, or a mesh or geometry that contains an
  31692. * array named "animations" property.
  31693. *
  31694. * @static
  31695. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31696. * @param {string} name - The name to search for.
  31697. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31698. */
  31699. static findByName( objectOrClipArray, name ) {
  31700. let clipArray = objectOrClipArray;
  31701. if ( ! Array.isArray( objectOrClipArray ) ) {
  31702. const o = objectOrClipArray;
  31703. clipArray = o.geometry && o.geometry.animations || o.animations;
  31704. }
  31705. for ( let i = 0; i < clipArray.length; i ++ ) {
  31706. if ( clipArray[ i ].name === name ) {
  31707. return clipArray[ i ];
  31708. }
  31709. }
  31710. return null;
  31711. }
  31712. /**
  31713. * Returns an array of new AnimationClips created from the morph target
  31714. * sequences of a geometry, trying to sort morph target names into
  31715. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31716. *
  31717. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31718. *
  31719. * @static
  31720. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31721. * @param {number} fps - The Frames-Per-Second value.
  31722. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31723. * @return {Array<AnimationClip>} An array of new animation clips.
  31724. */
  31725. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31726. const animationToMorphTargets = {};
  31727. // tested with https://regex101.com/ on trick sequences
  31728. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31729. const pattern = /^([\w-]*?)([\d]+)$/;
  31730. // sort morph target names into animation groups based
  31731. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31732. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31733. const morphTarget = morphTargets[ i ];
  31734. const parts = morphTarget.name.match( pattern );
  31735. if ( parts && parts.length > 1 ) {
  31736. const name = parts[ 1 ];
  31737. let animationMorphTargets = animationToMorphTargets[ name ];
  31738. if ( ! animationMorphTargets ) {
  31739. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31740. }
  31741. animationMorphTargets.push( morphTarget );
  31742. }
  31743. }
  31744. const clips = [];
  31745. for ( const name in animationToMorphTargets ) {
  31746. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31747. }
  31748. return clips;
  31749. }
  31750. /**
  31751. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31752. *
  31753. * @static
  31754. * @deprecated since r175.
  31755. * @param {Object} animation - A serialized animation clip as JSON.
  31756. * @param {Array<Bones>} bones - An array of bones.
  31757. * @return {?AnimationClip} The new animation clip.
  31758. */
  31759. static parseAnimation( animation, bones ) {
  31760. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31761. if ( ! animation ) {
  31762. error( 'AnimationClip: No animation in JSONLoader data.' );
  31763. return null;
  31764. }
  31765. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31766. // only return track if there are actually keys.
  31767. if ( animationKeys.length !== 0 ) {
  31768. const times = [];
  31769. const values = [];
  31770. flattenJSON( animationKeys, times, values, propertyName );
  31771. // empty keys are filtered out, so check again
  31772. if ( times.length !== 0 ) {
  31773. destTracks.push( new trackType( trackName, times, values ) );
  31774. }
  31775. }
  31776. };
  31777. const tracks = [];
  31778. const clipName = animation.name || 'default';
  31779. const fps = animation.fps || 30;
  31780. const blendMode = animation.blendMode;
  31781. // automatic length determination in AnimationClip.
  31782. let duration = animation.length || -1;
  31783. const hierarchyTracks = animation.hierarchy || [];
  31784. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31785. const animationKeys = hierarchyTracks[ h ].keys;
  31786. // skip empty tracks
  31787. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31788. // process morph targets
  31789. if ( animationKeys[ 0 ].morphTargets ) {
  31790. // figure out all morph targets used in this track
  31791. const morphTargetNames = {};
  31792. let k;
  31793. for ( k = 0; k < animationKeys.length; k ++ ) {
  31794. if ( animationKeys[ k ].morphTargets ) {
  31795. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31796. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31797. }
  31798. }
  31799. }
  31800. // create a track for each morph target with all zero
  31801. // morphTargetInfluences except for the keys in which
  31802. // the morphTarget is named.
  31803. for ( const morphTargetName in morphTargetNames ) {
  31804. const times = [];
  31805. const values = [];
  31806. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31807. const animationKey = animationKeys[ k ];
  31808. times.push( animationKey.time );
  31809. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31810. }
  31811. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31812. }
  31813. duration = morphTargetNames.length * fps;
  31814. } else {
  31815. // ...assume skeletal animation
  31816. const boneName = '.bones[' + bones[ h ].name + ']';
  31817. addNonemptyTrack(
  31818. VectorKeyframeTrack, boneName + '.position',
  31819. animationKeys, 'pos', tracks );
  31820. addNonemptyTrack(
  31821. QuaternionKeyframeTrack, boneName + '.quaternion',
  31822. animationKeys, 'rot', tracks );
  31823. addNonemptyTrack(
  31824. VectorKeyframeTrack, boneName + '.scale',
  31825. animationKeys, 'scl', tracks );
  31826. }
  31827. }
  31828. if ( tracks.length === 0 ) {
  31829. return null;
  31830. }
  31831. const clip = new this( clipName, duration, tracks, blendMode );
  31832. return clip;
  31833. }
  31834. /**
  31835. * Sets the duration of this clip to the duration of its longest keyframe track.
  31836. *
  31837. * @return {AnimationClip} A reference to this animation clip.
  31838. */
  31839. resetDuration() {
  31840. const tracks = this.tracks;
  31841. let duration = 0;
  31842. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31843. const track = this.tracks[ i ];
  31844. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31845. }
  31846. this.duration = duration;
  31847. return this;
  31848. }
  31849. /**
  31850. * Trims all tracks to the clip's duration.
  31851. *
  31852. * @return {AnimationClip} A reference to this animation clip.
  31853. */
  31854. trim() {
  31855. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31856. this.tracks[ i ].trim( 0, this.duration );
  31857. }
  31858. return this;
  31859. }
  31860. /**
  31861. * Performs minimal validation on each track in the clip. Returns `true` if all
  31862. * tracks are valid.
  31863. *
  31864. * @return {boolean} Whether the clip's keyframes are valid or not.
  31865. */
  31866. validate() {
  31867. let valid = true;
  31868. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31869. valid = valid && this.tracks[ i ].validate();
  31870. }
  31871. return valid;
  31872. }
  31873. /**
  31874. * Optimizes each track by removing equivalent sequential keys (which are
  31875. * common in morph target sequences).
  31876. *
  31877. * @return {AnimationClip} A reference to this animation clip.
  31878. */
  31879. optimize() {
  31880. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31881. this.tracks[ i ].optimize();
  31882. }
  31883. return this;
  31884. }
  31885. /**
  31886. * Returns a new animation clip with copied values from this instance.
  31887. *
  31888. * @return {AnimationClip} A clone of this instance.
  31889. */
  31890. clone() {
  31891. const tracks = [];
  31892. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31893. tracks.push( this.tracks[ i ].clone() );
  31894. }
  31895. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31896. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31897. return clip;
  31898. }
  31899. /**
  31900. * Serializes this animation clip into JSON.
  31901. *
  31902. * @return {Object} The JSON object.
  31903. */
  31904. toJSON() {
  31905. return this.constructor.toJSON( this );
  31906. }
  31907. }
  31908. function getTrackTypeForValueTypeName( typeName ) {
  31909. switch ( typeName.toLowerCase() ) {
  31910. case 'scalar':
  31911. case 'double':
  31912. case 'float':
  31913. case 'number':
  31914. case 'integer':
  31915. return NumberKeyframeTrack;
  31916. case 'vector':
  31917. case 'vector2':
  31918. case 'vector3':
  31919. case 'vector4':
  31920. return VectorKeyframeTrack;
  31921. case 'color':
  31922. return ColorKeyframeTrack;
  31923. case 'quaternion':
  31924. return QuaternionKeyframeTrack;
  31925. case 'bool':
  31926. case 'boolean':
  31927. return BooleanKeyframeTrack;
  31928. case 'string':
  31929. return StringKeyframeTrack;
  31930. }
  31931. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31932. }
  31933. function parseKeyframeTrack( json ) {
  31934. if ( json.type === undefined ) {
  31935. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31936. }
  31937. const trackType = getTrackTypeForValueTypeName( json.type );
  31938. if ( json.times === undefined ) {
  31939. const times = [], values = [];
  31940. flattenJSON( json.keys, times, values, 'value' );
  31941. json.times = times;
  31942. json.values = values;
  31943. }
  31944. // derived classes can define a static parse method
  31945. if ( trackType.parse !== undefined ) {
  31946. return trackType.parse( json );
  31947. } else {
  31948. // by default, we assume a constructor compatible with the base
  31949. return new trackType( json.name, json.times, json.values, json.interpolation );
  31950. }
  31951. }
  31952. /**
  31953. * @class
  31954. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31955. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31956. * @hideconstructor
  31957. */
  31958. const Cache = {
  31959. /**
  31960. * Whether caching is enabled or not.
  31961. *
  31962. * @static
  31963. * @type {boolean}
  31964. * @default false
  31965. */
  31966. enabled: false,
  31967. /**
  31968. * A dictionary that holds cached files.
  31969. *
  31970. * @static
  31971. * @type {Object<string,Object>}
  31972. */
  31973. files: {},
  31974. /**
  31975. * Adds a cache entry with a key to reference the file. If this key already
  31976. * holds a file, it is overwritten.
  31977. *
  31978. * @static
  31979. * @param {string} key - The key to reference the cached file.
  31980. * @param {Object} file - The file to be cached.
  31981. */
  31982. add: function ( key, file ) {
  31983. if ( this.enabled === false ) return;
  31984. // log( 'Cache', 'Adding key:', key );
  31985. this.files[ key ] = file;
  31986. },
  31987. /**
  31988. * Gets the cached value for the given key.
  31989. *
  31990. * @static
  31991. * @param {string} key - The key to reference the cached file.
  31992. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31993. */
  31994. get: function ( key ) {
  31995. if ( this.enabled === false ) return;
  31996. // log( 'Cache', 'Checking key:', key );
  31997. return this.files[ key ];
  31998. },
  31999. /**
  32000. * Removes the cached file associated with the given key.
  32001. *
  32002. * @static
  32003. * @param {string} key - The key to reference the cached file.
  32004. */
  32005. remove: function ( key ) {
  32006. delete this.files[ key ];
  32007. },
  32008. /**
  32009. * Remove all values from the cache.
  32010. *
  32011. * @static
  32012. */
  32013. clear: function () {
  32014. this.files = {};
  32015. }
  32016. };
  32017. /**
  32018. * Handles and keeps track of loaded and pending data. A default global
  32019. * instance of this class is created and used by loaders if not supplied
  32020. * manually.
  32021. *
  32022. * In general that should be sufficient, however there are times when it can
  32023. * be useful to have separate loaders - for example if you want to show
  32024. * separate loading bars for objects and textures.
  32025. *
  32026. * ```js
  32027. * const manager = new THREE.LoadingManager();
  32028. * manager.onLoad = () => console.log( 'Loading complete!' );
  32029. *
  32030. * const loader1 = new OBJLoader( manager );
  32031. * const loader2 = new ColladaLoader( manager );
  32032. * ```
  32033. */
  32034. class LoadingManager {
  32035. /**
  32036. * Constructs a new loading manager.
  32037. *
  32038. * @param {Function} [onLoad] - Executes when all items have been loaded.
  32039. * @param {Function} [onProgress] - Executes when single items have been loaded.
  32040. * @param {Function} [onError] - Executes when an error occurs.
  32041. */
  32042. constructor( onLoad, onProgress, onError ) {
  32043. const scope = this;
  32044. let isLoading = false;
  32045. let itemsLoaded = 0;
  32046. let itemsTotal = 0;
  32047. let urlModifier = undefined;
  32048. const handlers = [];
  32049. // Refer to #5689 for the reason why we don't set .onStart
  32050. // in the constructor
  32051. /**
  32052. * Executes when an item starts loading.
  32053. *
  32054. * @type {Function|undefined}
  32055. * @default undefined
  32056. */
  32057. this.onStart = undefined;
  32058. /**
  32059. * Executes when all items have been loaded.
  32060. *
  32061. * @type {Function|undefined}
  32062. * @default undefined
  32063. */
  32064. this.onLoad = onLoad;
  32065. /**
  32066. * Executes when single items have been loaded.
  32067. *
  32068. * @type {Function|undefined}
  32069. * @default undefined
  32070. */
  32071. this.onProgress = onProgress;
  32072. /**
  32073. * Executes when an error occurs.
  32074. *
  32075. * @type {Function|undefined}
  32076. * @default undefined
  32077. */
  32078. this.onError = onError;
  32079. /**
  32080. * Used for aborting ongoing requests in loaders using this manager.
  32081. *
  32082. * @private
  32083. * @type {AbortController | null}
  32084. */
  32085. this._abortController = null;
  32086. /**
  32087. * This should be called by any loader using the manager when the loader
  32088. * starts loading an item.
  32089. *
  32090. * @param {string} url - The URL to load.
  32091. */
  32092. this.itemStart = function ( url ) {
  32093. itemsTotal ++;
  32094. if ( isLoading === false ) {
  32095. if ( scope.onStart !== undefined ) {
  32096. scope.onStart( url, itemsLoaded, itemsTotal );
  32097. }
  32098. }
  32099. isLoading = true;
  32100. };
  32101. /**
  32102. * This should be called by any loader using the manager when the loader
  32103. * ended loading an item.
  32104. *
  32105. * @param {string} url - The URL of the loaded item.
  32106. */
  32107. this.itemEnd = function ( url ) {
  32108. itemsLoaded ++;
  32109. if ( scope.onProgress !== undefined ) {
  32110. scope.onProgress( url, itemsLoaded, itemsTotal );
  32111. }
  32112. if ( itemsLoaded === itemsTotal ) {
  32113. isLoading = false;
  32114. if ( scope.onLoad !== undefined ) {
  32115. scope.onLoad();
  32116. }
  32117. }
  32118. };
  32119. /**
  32120. * This should be called by any loader using the manager when the loader
  32121. * encounters an error when loading an item.
  32122. *
  32123. * @param {string} url - The URL of the item that produces an error.
  32124. */
  32125. this.itemError = function ( url ) {
  32126. if ( scope.onError !== undefined ) {
  32127. scope.onError( url );
  32128. }
  32129. };
  32130. /**
  32131. * Given a URL, uses the URL modifier callback (if any) and returns a
  32132. * resolved URL. If no URL modifier is set, returns the original URL.
  32133. *
  32134. * @param {string} url - The URL to load.
  32135. * @return {string} The resolved URL.
  32136. */
  32137. this.resolveURL = function ( url ) {
  32138. if ( urlModifier ) {
  32139. return urlModifier( url );
  32140. }
  32141. return url;
  32142. };
  32143. /**
  32144. * If provided, the callback will be passed each resource URL before a
  32145. * request is sent. The callback may return the original URL, or a new URL to
  32146. * override loading behavior. This behavior can be used to load assets from
  32147. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32148. *
  32149. * ```js
  32150. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32151. *
  32152. * const manager = new THREE.LoadingManager();
  32153. *
  32154. * // Initialize loading manager with URL callback.
  32155. * const objectURLs = [];
  32156. * manager.setURLModifier( ( url ) => {
  32157. *
  32158. * url = URL.createObjectURL( blobs[ url ] );
  32159. * objectURLs.push( url );
  32160. * return url;
  32161. *
  32162. * } );
  32163. *
  32164. * // Load as usual, then revoke the blob URLs.
  32165. * const loader = new GLTFLoader( manager );
  32166. * loader.load( 'fish.gltf', (gltf) => {
  32167. *
  32168. * scene.add( gltf.scene );
  32169. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32170. *
  32171. * } );
  32172. * ```
  32173. *
  32174. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32175. * @return {LoadingManager} A reference to this loading manager.
  32176. */
  32177. this.setURLModifier = function ( transform ) {
  32178. urlModifier = transform;
  32179. return this;
  32180. };
  32181. /**
  32182. * Registers a loader with the given regular expression. Can be used to
  32183. * define what loader should be used in order to load specific files. A
  32184. * typical use case is to overwrite the default loader for textures.
  32185. *
  32186. * ```js
  32187. * // add handler for TGA textures
  32188. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32189. * ```
  32190. *
  32191. * @param {string} regex - A regular expression.
  32192. * @param {Loader} loader - A loader that should handle matched cases.
  32193. * @return {LoadingManager} A reference to this loading manager.
  32194. */
  32195. this.addHandler = function ( regex, loader ) {
  32196. handlers.push( regex, loader );
  32197. return this;
  32198. };
  32199. /**
  32200. * Removes the loader for the given regular expression.
  32201. *
  32202. * @param {string} regex - A regular expression.
  32203. * @return {LoadingManager} A reference to this loading manager.
  32204. */
  32205. this.removeHandler = function ( regex ) {
  32206. const index = handlers.indexOf( regex );
  32207. if ( index !== -1 ) {
  32208. handlers.splice( index, 2 );
  32209. }
  32210. return this;
  32211. };
  32212. /**
  32213. * Can be used to retrieve the registered loader for the given file path.
  32214. *
  32215. * @param {string} file - The file path.
  32216. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32217. */
  32218. this.getHandler = function ( file ) {
  32219. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32220. const regex = handlers[ i ];
  32221. const loader = handlers[ i + 1 ];
  32222. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32223. if ( regex.test( file ) ) {
  32224. return loader;
  32225. }
  32226. }
  32227. return null;
  32228. };
  32229. /**
  32230. * Can be used to abort ongoing loading requests in loaders using this manager.
  32231. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32232. * is supported in the browser.
  32233. *
  32234. * @return {LoadingManager} A reference to this loading manager.
  32235. */
  32236. this.abort = function () {
  32237. this.abortController.abort();
  32238. this._abortController = null;
  32239. return this;
  32240. };
  32241. }
  32242. // TODO: Revert this back to a single member variable once this issue has been fixed
  32243. // https://github.com/cloudflare/workerd/issues/3657
  32244. /**
  32245. * Used for aborting ongoing requests in loaders using this manager.
  32246. *
  32247. * @type {AbortController}
  32248. */
  32249. get abortController() {
  32250. if ( ! this._abortController ) {
  32251. this._abortController = new AbortController();
  32252. }
  32253. return this._abortController;
  32254. }
  32255. }
  32256. /**
  32257. * The global default loading manager.
  32258. *
  32259. * @constant
  32260. * @type {LoadingManager}
  32261. */
  32262. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32263. /**
  32264. * Abstract base class for loaders.
  32265. *
  32266. * @abstract
  32267. */
  32268. class Loader {
  32269. /**
  32270. * Constructs a new loader.
  32271. *
  32272. * @param {LoadingManager} [manager] - The loading manager.
  32273. */
  32274. constructor( manager ) {
  32275. /**
  32276. * The loading manager.
  32277. *
  32278. * @type {LoadingManager}
  32279. * @default DefaultLoadingManager
  32280. */
  32281. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32282. /**
  32283. * The crossOrigin string to implement CORS for loading the url from a
  32284. * different domain that allows CORS.
  32285. *
  32286. * @type {string}
  32287. * @default 'anonymous'
  32288. */
  32289. this.crossOrigin = 'anonymous';
  32290. /**
  32291. * Whether the XMLHttpRequest uses credentials.
  32292. *
  32293. * @type {boolean}
  32294. * @default false
  32295. */
  32296. this.withCredentials = false;
  32297. /**
  32298. * The base path from which the asset will be loaded.
  32299. *
  32300. * @type {string}
  32301. */
  32302. this.path = '';
  32303. /**
  32304. * The base path from which additional resources like textures will be loaded.
  32305. *
  32306. * @type {string}
  32307. */
  32308. this.resourcePath = '';
  32309. /**
  32310. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32311. * used in HTTP request.
  32312. *
  32313. * @type {Object<string, any>}
  32314. */
  32315. this.requestHeader = {};
  32316. }
  32317. /**
  32318. * This method needs to be implemented by all concrete loaders. It holds the
  32319. * logic for loading assets from the backend.
  32320. *
  32321. * @abstract
  32322. * @param {string} url - The path/URL of the file to be loaded.
  32323. * @param {Function} onLoad - Executed when the loading process has been finished.
  32324. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32325. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32326. */
  32327. load( /* url, onLoad, onProgress, onError */ ) {}
  32328. /**
  32329. * A async version of {@link Loader#load}.
  32330. *
  32331. * @param {string} url - The path/URL of the file to be loaded.
  32332. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32333. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32334. */
  32335. loadAsync( url, onProgress ) {
  32336. const scope = this;
  32337. return new Promise( function ( resolve, reject ) {
  32338. scope.load( url, resolve, onProgress, reject );
  32339. } );
  32340. }
  32341. /**
  32342. * This method needs to be implemented by all concrete loaders. It holds the
  32343. * logic for parsing the asset into three.js entities.
  32344. *
  32345. * @abstract
  32346. * @param {any} data - The data to parse.
  32347. */
  32348. parse( /* data */ ) {}
  32349. /**
  32350. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32351. * from a different domain that allows CORS.
  32352. *
  32353. * @param {string} crossOrigin - The `crossOrigin` value.
  32354. * @return {Loader} A reference to this instance.
  32355. */
  32356. setCrossOrigin( crossOrigin ) {
  32357. this.crossOrigin = crossOrigin;
  32358. return this;
  32359. }
  32360. /**
  32361. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32362. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32363. *
  32364. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32365. *
  32366. * @param {boolean} value - The `withCredentials` value.
  32367. * @return {Loader} A reference to this instance.
  32368. */
  32369. setWithCredentials( value ) {
  32370. this.withCredentials = value;
  32371. return this;
  32372. }
  32373. /**
  32374. * Sets the base path for the asset.
  32375. *
  32376. * @param {string} path - The base path.
  32377. * @return {Loader} A reference to this instance.
  32378. */
  32379. setPath( path ) {
  32380. this.path = path;
  32381. return this;
  32382. }
  32383. /**
  32384. * Sets the base path for dependent resources like textures.
  32385. *
  32386. * @param {string} resourcePath - The resource path.
  32387. * @return {Loader} A reference to this instance.
  32388. */
  32389. setResourcePath( resourcePath ) {
  32390. this.resourcePath = resourcePath;
  32391. return this;
  32392. }
  32393. /**
  32394. * Sets the given request header.
  32395. *
  32396. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32397. * for configuring the HTTP request.
  32398. * @return {Loader} A reference to this instance.
  32399. */
  32400. setRequestHeader( requestHeader ) {
  32401. this.requestHeader = requestHeader;
  32402. return this;
  32403. }
  32404. /**
  32405. * This method can be implemented in loaders for aborting ongoing requests.
  32406. *
  32407. * @abstract
  32408. * @return {Loader} A reference to this instance.
  32409. */
  32410. abort() {
  32411. return this;
  32412. }
  32413. }
  32414. /**
  32415. * Callback for onProgress in loaders.
  32416. *
  32417. * @callback onProgressCallback
  32418. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32419. */
  32420. /**
  32421. * Callback for onError in loaders.
  32422. *
  32423. * @callback onErrorCallback
  32424. * @param {Error} error - The error which occurred during the loading process.
  32425. */
  32426. /**
  32427. * The default material name that is used by loaders
  32428. * when creating materials for loaded 3D objects.
  32429. *
  32430. * Note: Not all loaders might honor this setting.
  32431. *
  32432. * @static
  32433. * @type {string}
  32434. * @default '__DEFAULT'
  32435. */
  32436. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32437. const loading = {};
  32438. class HttpError extends Error {
  32439. constructor( message, response ) {
  32440. super( message );
  32441. this.response = response;
  32442. }
  32443. }
  32444. /**
  32445. * A low level class for loading resources with the Fetch API, used internally by
  32446. * most loaders. It can also be used directly to load any file type that does
  32447. * not have a loader.
  32448. *
  32449. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32450. * once to your application.
  32451. *
  32452. * ```js
  32453. * const loader = new THREE.FileLoader();
  32454. * const data = await loader.loadAsync( 'example.txt' );
  32455. * ```
  32456. *
  32457. * @augments Loader
  32458. */
  32459. class FileLoader extends Loader {
  32460. /**
  32461. * Constructs a new file loader.
  32462. *
  32463. * @param {LoadingManager} [manager] - The loading manager.
  32464. */
  32465. constructor( manager ) {
  32466. super( manager );
  32467. /**
  32468. * The expected mime type. Valid values can be found
  32469. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32470. *
  32471. * @type {string}
  32472. */
  32473. this.mimeType = '';
  32474. /**
  32475. * The expected response type.
  32476. *
  32477. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32478. * @default ''
  32479. */
  32480. this.responseType = '';
  32481. /**
  32482. * Used for aborting requests.
  32483. *
  32484. * @private
  32485. * @type {AbortController}
  32486. */
  32487. this._abortController = new AbortController();
  32488. }
  32489. /**
  32490. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32491. *
  32492. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32493. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32494. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32495. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32496. * @return {any|undefined} The cached resource if available.
  32497. */
  32498. load( url, onLoad, onProgress, onError ) {
  32499. if ( url === undefined ) url = '';
  32500. if ( this.path !== undefined ) url = this.path + url;
  32501. url = this.manager.resolveURL( url );
  32502. const cached = Cache.get( `file:${url}` );
  32503. if ( cached !== undefined ) {
  32504. this.manager.itemStart( url );
  32505. setTimeout( () => {
  32506. if ( onLoad ) onLoad( cached );
  32507. this.manager.itemEnd( url );
  32508. }, 0 );
  32509. return cached;
  32510. }
  32511. // Check if request is duplicate
  32512. if ( loading[ url ] !== undefined ) {
  32513. loading[ url ].push( {
  32514. onLoad: onLoad,
  32515. onProgress: onProgress,
  32516. onError: onError
  32517. } );
  32518. return;
  32519. }
  32520. // Initialise array for duplicate requests
  32521. loading[ url ] = [];
  32522. loading[ url ].push( {
  32523. onLoad: onLoad,
  32524. onProgress: onProgress,
  32525. onError: onError,
  32526. } );
  32527. // create request
  32528. const req = new Request( url, {
  32529. headers: new Headers( this.requestHeader ),
  32530. credentials: this.withCredentials ? 'include' : 'same-origin',
  32531. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32532. } );
  32533. // record states ( avoid data race )
  32534. const mimeType = this.mimeType;
  32535. const responseType = this.responseType;
  32536. // start the fetch
  32537. fetch( req )
  32538. .then( response => {
  32539. if ( response.status === 200 || response.status === 0 ) {
  32540. // Some browsers return HTTP Status 0 when using non-http protocol
  32541. // e.g. 'file://' or 'data://'. Handle as success.
  32542. if ( response.status === 0 ) {
  32543. warn( 'FileLoader: HTTP Status 0 received.' );
  32544. }
  32545. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32546. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32547. return response;
  32548. }
  32549. const callbacks = loading[ url ];
  32550. const reader = response.body.getReader();
  32551. // Nginx needs X-File-Size check
  32552. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32553. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32554. const total = contentLength ? parseInt( contentLength ) : 0;
  32555. const lengthComputable = total !== 0;
  32556. let loaded = 0;
  32557. // periodically read data into the new stream tracking while download progress
  32558. const stream = new ReadableStream( {
  32559. start( controller ) {
  32560. readData();
  32561. function readData() {
  32562. reader.read().then( ( { done, value } ) => {
  32563. if ( done ) {
  32564. controller.close();
  32565. } else {
  32566. loaded += value.byteLength;
  32567. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32568. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32569. const callback = callbacks[ i ];
  32570. if ( callback.onProgress ) callback.onProgress( event );
  32571. }
  32572. controller.enqueue( value );
  32573. readData();
  32574. }
  32575. }, ( e ) => {
  32576. controller.error( e );
  32577. } );
  32578. }
  32579. }
  32580. } );
  32581. return new Response( stream );
  32582. } else {
  32583. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32584. }
  32585. } )
  32586. .then( response => {
  32587. switch ( responseType ) {
  32588. case 'arraybuffer':
  32589. return response.arrayBuffer();
  32590. case 'blob':
  32591. return response.blob();
  32592. case 'document':
  32593. return response.text()
  32594. .then( text => {
  32595. const parser = new DOMParser();
  32596. return parser.parseFromString( text, mimeType );
  32597. } );
  32598. case 'json':
  32599. return response.json();
  32600. default:
  32601. if ( mimeType === '' ) {
  32602. return response.text();
  32603. } else {
  32604. // sniff encoding
  32605. const re = /charset="?([^;"\s]*)"?/i;
  32606. const exec = re.exec( mimeType );
  32607. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32608. const decoder = new TextDecoder( label );
  32609. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32610. }
  32611. }
  32612. } )
  32613. .then( data => {
  32614. // Add to cache only on HTTP success, so that we do not cache
  32615. // error response bodies as proper responses to requests.
  32616. Cache.add( `file:${url}`, data );
  32617. const callbacks = loading[ url ];
  32618. delete loading[ url ];
  32619. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32620. const callback = callbacks[ i ];
  32621. if ( callback.onLoad ) callback.onLoad( data );
  32622. }
  32623. } )
  32624. .catch( err => {
  32625. // Abort errors and other errors are handled the same
  32626. const callbacks = loading[ url ];
  32627. if ( callbacks === undefined ) {
  32628. // When onLoad was called and url was deleted in `loading`
  32629. this.manager.itemError( url );
  32630. throw err;
  32631. }
  32632. delete loading[ url ];
  32633. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32634. const callback = callbacks[ i ];
  32635. if ( callback.onError ) callback.onError( err );
  32636. }
  32637. this.manager.itemError( url );
  32638. } )
  32639. .finally( () => {
  32640. this.manager.itemEnd( url );
  32641. } );
  32642. this.manager.itemStart( url );
  32643. }
  32644. /**
  32645. * Sets the expected response type.
  32646. *
  32647. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32648. * @return {FileLoader} A reference to this file loader.
  32649. */
  32650. setResponseType( value ) {
  32651. this.responseType = value;
  32652. return this;
  32653. }
  32654. /**
  32655. * Sets the expected mime type of the loaded file.
  32656. *
  32657. * @param {string} value - The mime type.
  32658. * @return {FileLoader} A reference to this file loader.
  32659. */
  32660. setMimeType( value ) {
  32661. this.mimeType = value;
  32662. return this;
  32663. }
  32664. /**
  32665. * Aborts ongoing fetch requests.
  32666. *
  32667. * @return {FileLoader} A reference to this instance.
  32668. */
  32669. abort() {
  32670. this._abortController.abort();
  32671. this._abortController = new AbortController();
  32672. return this;
  32673. }
  32674. }
  32675. /**
  32676. * Class for loading animation clips in the JSON format. The files are internally
  32677. * loaded via {@link FileLoader}.
  32678. *
  32679. * ```js
  32680. * const loader = new THREE.AnimationLoader();
  32681. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32682. * ```
  32683. *
  32684. * @augments Loader
  32685. */
  32686. class AnimationLoader extends Loader {
  32687. /**
  32688. * Constructs a new animation loader.
  32689. *
  32690. * @param {LoadingManager} [manager] - The loading manager.
  32691. */
  32692. constructor( manager ) {
  32693. super( manager );
  32694. }
  32695. /**
  32696. * Starts loading from the given URL and pass the loaded animations as an array
  32697. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32698. *
  32699. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32700. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32701. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32702. * @param {onErrorCallback} onError - Executed when errors occur.
  32703. */
  32704. load( url, onLoad, onProgress, onError ) {
  32705. const scope = this;
  32706. const loader = new FileLoader( this.manager );
  32707. loader.setPath( this.path );
  32708. loader.setRequestHeader( this.requestHeader );
  32709. loader.setWithCredentials( this.withCredentials );
  32710. loader.load( url, function ( text ) {
  32711. try {
  32712. onLoad( scope.parse( JSON.parse( text ) ) );
  32713. } catch ( e ) {
  32714. if ( onError ) {
  32715. onError( e );
  32716. } else {
  32717. error( e );
  32718. }
  32719. scope.manager.itemError( url );
  32720. }
  32721. }, onProgress, onError );
  32722. }
  32723. /**
  32724. * Parses the given JSON object and returns an array of animation clips.
  32725. *
  32726. * @param {Object} json - The serialized animation clips.
  32727. * @return {Array<AnimationClip>} The parsed animation clips.
  32728. */
  32729. parse( json ) {
  32730. const animations = [];
  32731. for ( let i = 0; i < json.length; i ++ ) {
  32732. const clip = AnimationClip.parse( json[ i ] );
  32733. animations.push( clip );
  32734. }
  32735. return animations;
  32736. }
  32737. }
  32738. /**
  32739. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32740. * Textures are internally loaded via {@link FileLoader}.
  32741. *
  32742. * Derived classes have to implement the `parse()` method which holds the parsing
  32743. * for the respective format.
  32744. *
  32745. * @abstract
  32746. * @augments Loader
  32747. */
  32748. class CompressedTextureLoader extends Loader {
  32749. /**
  32750. * Constructs a new compressed texture loader.
  32751. *
  32752. * @param {LoadingManager} [manager] - The loading manager.
  32753. */
  32754. constructor( manager ) {
  32755. super( manager );
  32756. }
  32757. /**
  32758. * Starts loading from the given URL and passes the loaded compressed texture
  32759. * to the `onLoad()` callback. The method also returns a new texture object which can
  32760. * directly be used for material creation. If you do it this way, the texture
  32761. * may pop up in your scene once the respective loading process is finished.
  32762. *
  32763. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32764. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32765. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32766. * @param {onErrorCallback} onError - Executed when errors occur.
  32767. * @return {CompressedTexture} The compressed texture.
  32768. */
  32769. load( url, onLoad, onProgress, onError ) {
  32770. const scope = this;
  32771. const images = [];
  32772. const texture = new CompressedTexture();
  32773. const loader = new FileLoader( this.manager );
  32774. loader.setPath( this.path );
  32775. loader.setResponseType( 'arraybuffer' );
  32776. loader.setRequestHeader( this.requestHeader );
  32777. loader.setWithCredentials( scope.withCredentials );
  32778. let loaded = 0;
  32779. function loadTexture( i ) {
  32780. loader.load( url[ i ], function ( buffer ) {
  32781. const texDatas = scope.parse( buffer, true );
  32782. images[ i ] = {
  32783. width: texDatas.width,
  32784. height: texDatas.height,
  32785. format: texDatas.format,
  32786. mipmaps: texDatas.mipmaps
  32787. };
  32788. loaded += 1;
  32789. if ( loaded === 6 ) {
  32790. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32791. texture.image = images;
  32792. texture.format = texDatas.format;
  32793. texture.needsUpdate = true;
  32794. if ( onLoad ) onLoad( texture );
  32795. }
  32796. }, onProgress, onError );
  32797. }
  32798. if ( Array.isArray( url ) ) {
  32799. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32800. loadTexture( i );
  32801. }
  32802. } else {
  32803. // compressed cubemap texture stored in a single DDS file
  32804. loader.load( url, function ( buffer ) {
  32805. const texDatas = scope.parse( buffer, true );
  32806. if ( texDatas.isCubemap ) {
  32807. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32808. for ( let f = 0; f < faces; f ++ ) {
  32809. images[ f ] = { mipmaps: [] };
  32810. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32811. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32812. images[ f ].format = texDatas.format;
  32813. images[ f ].width = texDatas.width;
  32814. images[ f ].height = texDatas.height;
  32815. }
  32816. }
  32817. texture.image = images;
  32818. } else {
  32819. texture.image.width = texDatas.width;
  32820. texture.image.height = texDatas.height;
  32821. texture.mipmaps = texDatas.mipmaps;
  32822. }
  32823. if ( texDatas.mipmapCount === 1 ) {
  32824. texture.minFilter = LinearFilter;
  32825. }
  32826. texture.format = texDatas.format;
  32827. texture.needsUpdate = true;
  32828. if ( onLoad ) onLoad( texture );
  32829. }, onProgress, onError );
  32830. }
  32831. return texture;
  32832. }
  32833. }
  32834. const _loading = new WeakMap();
  32835. /**
  32836. * A loader for loading images. The class loads images with the HTML `Image` API.
  32837. *
  32838. * ```js
  32839. * const loader = new THREE.ImageLoader();
  32840. * const image = await loader.loadAsync( 'image.png' );
  32841. * ```
  32842. * Please note that `ImageLoader` has dropped support for progress
  32843. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32844. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32845. *
  32846. * @augments Loader
  32847. */
  32848. class ImageLoader extends Loader {
  32849. /**
  32850. * Constructs a new image loader.
  32851. *
  32852. * @param {LoadingManager} [manager] - The loading manager.
  32853. */
  32854. constructor( manager ) {
  32855. super( manager );
  32856. }
  32857. /**
  32858. * Starts loading from the given URL and passes the loaded image
  32859. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32860. * directly be used for texture creation. If you do it this way, the texture
  32861. * may pop up in your scene once the respective loading process is finished.
  32862. *
  32863. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32864. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32865. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32866. * @param {onErrorCallback} onError - Executed when errors occur.
  32867. * @return {Image} The image.
  32868. */
  32869. load( url, onLoad, onProgress, onError ) {
  32870. if ( this.path !== undefined ) url = this.path + url;
  32871. url = this.manager.resolveURL( url );
  32872. const scope = this;
  32873. const cached = Cache.get( `image:${url}` );
  32874. if ( cached !== undefined ) {
  32875. if ( cached.complete === true ) {
  32876. scope.manager.itemStart( url );
  32877. setTimeout( function () {
  32878. if ( onLoad ) onLoad( cached );
  32879. scope.manager.itemEnd( url );
  32880. }, 0 );
  32881. } else {
  32882. let arr = _loading.get( cached );
  32883. if ( arr === undefined ) {
  32884. arr = [];
  32885. _loading.set( cached, arr );
  32886. }
  32887. arr.push( { onLoad, onError } );
  32888. }
  32889. return cached;
  32890. }
  32891. const image = createElementNS( 'img' );
  32892. function onImageLoad() {
  32893. removeEventListeners();
  32894. if ( onLoad ) onLoad( this );
  32895. //
  32896. const callbacks = _loading.get( this ) || [];
  32897. for ( let i = 0; i < callbacks.length; i ++ ) {
  32898. const callback = callbacks[ i ];
  32899. if ( callback.onLoad ) callback.onLoad( this );
  32900. }
  32901. _loading.delete( this );
  32902. scope.manager.itemEnd( url );
  32903. }
  32904. function onImageError( event ) {
  32905. removeEventListeners();
  32906. if ( onError ) onError( event );
  32907. Cache.remove( `image:${url}` );
  32908. //
  32909. const callbacks = _loading.get( this ) || [];
  32910. for ( let i = 0; i < callbacks.length; i ++ ) {
  32911. const callback = callbacks[ i ];
  32912. if ( callback.onError ) callback.onError( event );
  32913. }
  32914. _loading.delete( this );
  32915. scope.manager.itemError( url );
  32916. scope.manager.itemEnd( url );
  32917. }
  32918. function removeEventListeners() {
  32919. image.removeEventListener( 'load', onImageLoad, false );
  32920. image.removeEventListener( 'error', onImageError, false );
  32921. }
  32922. image.addEventListener( 'load', onImageLoad, false );
  32923. image.addEventListener( 'error', onImageError, false );
  32924. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32925. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32926. }
  32927. Cache.add( `image:${url}`, image );
  32928. scope.manager.itemStart( url );
  32929. image.src = url;
  32930. return image;
  32931. }
  32932. }
  32933. /**
  32934. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32935. *
  32936. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32937. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32938. * like vertical and horizontal cross, column and row layouts are not supported.
  32939. *
  32940. * Note that, by convention, cube maps are specified in a coordinate system
  32941. * in which positive-x is to the right when looking up the positive-z axis --
  32942. * in other words, using a left-handed coordinate system. Since three.js uses
  32943. * a right-handed coordinate system, environment maps used in three.js will
  32944. * have pos-x and neg-x swapped.
  32945. *
  32946. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32947. * is set to `SRGBColorSpace` by default.
  32948. *
  32949. * ```js
  32950. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32951. * const cubeTexture = await loader.loadAsync( [
  32952. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32953. * ] );
  32954. * scene.background = cubeTexture;
  32955. * ```
  32956. *
  32957. * @augments Loader
  32958. */
  32959. class CubeTextureLoader extends Loader {
  32960. /**
  32961. * Constructs a new cube texture loader.
  32962. *
  32963. * @param {LoadingManager} [manager] - The loading manager.
  32964. */
  32965. constructor( manager ) {
  32966. super( manager );
  32967. }
  32968. /**
  32969. * Starts loading from the given URL and pass the fully loaded cube texture
  32970. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32971. * directly be used for material creation. If you do it this way, the cube texture
  32972. * may pop up in your scene once the respective loading process is finished.
  32973. *
  32974. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32975. * cube texture. The urls should be specified in the following order: pos-x,
  32976. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32977. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32978. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32979. * @param {onErrorCallback} onError - Executed when errors occur.
  32980. * @return {CubeTexture} The cube texture.
  32981. */
  32982. load( urls, onLoad, onProgress, onError ) {
  32983. const texture = new CubeTexture();
  32984. texture.colorSpace = SRGBColorSpace;
  32985. const loader = new ImageLoader( this.manager );
  32986. loader.setCrossOrigin( this.crossOrigin );
  32987. loader.setPath( this.path );
  32988. let loaded = 0;
  32989. function loadTexture( i ) {
  32990. loader.load( urls[ i ], function ( image ) {
  32991. texture.images[ i ] = image;
  32992. loaded ++;
  32993. if ( loaded === 6 ) {
  32994. texture.needsUpdate = true;
  32995. if ( onLoad ) onLoad( texture );
  32996. }
  32997. }, undefined, onError );
  32998. }
  32999. for ( let i = 0; i < urls.length; ++ i ) {
  33000. loadTexture( i );
  33001. }
  33002. return texture;
  33003. }
  33004. }
  33005. /**
  33006. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  33007. * Textures are internally loaded via {@link FileLoader}.
  33008. *
  33009. * Derived classes have to implement the `parse()` method which holds the parsing
  33010. * for the respective format.
  33011. *
  33012. * @abstract
  33013. * @augments Loader
  33014. */
  33015. class DataTextureLoader extends Loader {
  33016. /**
  33017. * Constructs a new data texture loader.
  33018. *
  33019. * @param {LoadingManager} [manager] - The loading manager.
  33020. */
  33021. constructor( manager ) {
  33022. super( manager );
  33023. }
  33024. /**
  33025. * Starts loading from the given URL and passes the loaded data texture
  33026. * to the `onLoad()` callback. The method also returns a new texture object which can
  33027. * directly be used for material creation. If you do it this way, the texture
  33028. * may pop up in your scene once the respective loading process is finished.
  33029. *
  33030. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33031. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  33032. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  33033. * @param {onErrorCallback} onError - Executed when errors occur.
  33034. * @return {DataTexture} The data texture.
  33035. */
  33036. load( url, onLoad, onProgress, onError ) {
  33037. const scope = this;
  33038. const texture = new DataTexture();
  33039. const loader = new FileLoader( this.manager );
  33040. loader.setResponseType( 'arraybuffer' );
  33041. loader.setRequestHeader( this.requestHeader );
  33042. loader.setPath( this.path );
  33043. loader.setWithCredentials( scope.withCredentials );
  33044. loader.load( url, function ( buffer ) {
  33045. let texData;
  33046. try {
  33047. texData = scope.parse( buffer );
  33048. } catch ( error ) {
  33049. if ( onError !== undefined ) {
  33050. onError( error );
  33051. } else {
  33052. error( error );
  33053. return;
  33054. }
  33055. }
  33056. if ( texData.image !== undefined ) {
  33057. texture.image = texData.image;
  33058. } else if ( texData.data !== undefined ) {
  33059. texture.image.width = texData.width;
  33060. texture.image.height = texData.height;
  33061. texture.image.data = texData.data;
  33062. }
  33063. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  33064. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  33065. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  33066. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  33067. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  33068. if ( texData.colorSpace !== undefined ) {
  33069. texture.colorSpace = texData.colorSpace;
  33070. }
  33071. if ( texData.flipY !== undefined ) {
  33072. texture.flipY = texData.flipY;
  33073. }
  33074. if ( texData.format !== undefined ) {
  33075. texture.format = texData.format;
  33076. }
  33077. if ( texData.type !== undefined ) {
  33078. texture.type = texData.type;
  33079. }
  33080. if ( texData.mipmaps !== undefined ) {
  33081. texture.mipmaps = texData.mipmaps;
  33082. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  33083. }
  33084. if ( texData.mipmapCount === 1 ) {
  33085. texture.minFilter = LinearFilter;
  33086. }
  33087. if ( texData.generateMipmaps !== undefined ) {
  33088. texture.generateMipmaps = texData.generateMipmaps;
  33089. }
  33090. texture.needsUpdate = true;
  33091. if ( onLoad ) onLoad( texture, texData );
  33092. }, onProgress, onError );
  33093. return texture;
  33094. }
  33095. }
  33096. /**
  33097. * Class for loading textures. Images are internally
  33098. * loaded via {@link ImageLoader}.
  33099. *
  33100. * ```js
  33101. * const loader = new THREE.TextureLoader();
  33102. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  33103. *
  33104. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  33105. * ```
  33106. * Please note that `TextureLoader` has dropped support for progress
  33107. * events in `r84`. For a `TextureLoader` that supports progress events, see
  33108. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  33109. *
  33110. * @augments Loader
  33111. */
  33112. class TextureLoader extends Loader {
  33113. /**
  33114. * Constructs a new texture loader.
  33115. *
  33116. * @param {LoadingManager} [manager] - The loading manager.
  33117. */
  33118. constructor( manager ) {
  33119. super( manager );
  33120. }
  33121. /**
  33122. * Starts loading from the given URL and pass the fully loaded texture
  33123. * to the `onLoad()` callback. The method also returns a new texture object which can
  33124. * directly be used for material creation. If you do it this way, the texture
  33125. * may pop up in your scene once the respective loading process is finished.
  33126. *
  33127. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33128. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  33129. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33130. * @param {onErrorCallback} onError - Executed when errors occur.
  33131. * @return {Texture} The texture.
  33132. */
  33133. load( url, onLoad, onProgress, onError ) {
  33134. const texture = new Texture();
  33135. const loader = new ImageLoader( this.manager );
  33136. loader.setCrossOrigin( this.crossOrigin );
  33137. loader.setPath( this.path );
  33138. loader.load( url, function ( image ) {
  33139. texture.image = image;
  33140. texture.needsUpdate = true;
  33141. if ( onLoad !== undefined ) {
  33142. onLoad( texture );
  33143. }
  33144. }, onProgress, onError );
  33145. return texture;
  33146. }
  33147. }
  33148. /**
  33149. * Abstract base class for lights - all other light types inherit the
  33150. * properties and methods described here.
  33151. *
  33152. * @abstract
  33153. * @augments Object3D
  33154. */
  33155. class Light extends Object3D {
  33156. /**
  33157. * Constructs a new light.
  33158. *
  33159. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33160. * @param {number} [intensity=1] - The light's strength/intensity.
  33161. */
  33162. constructor( color, intensity = 1 ) {
  33163. super();
  33164. /**
  33165. * This flag can be used for type testing.
  33166. *
  33167. * @type {boolean}
  33168. * @readonly
  33169. * @default true
  33170. */
  33171. this.isLight = true;
  33172. this.type = 'Light';
  33173. /**
  33174. * The light's color.
  33175. *
  33176. * @type {Color}
  33177. */
  33178. this.color = new Color( color );
  33179. /**
  33180. * The light's intensity.
  33181. *
  33182. * @type {number}
  33183. * @default 1
  33184. */
  33185. this.intensity = intensity;
  33186. }
  33187. /**
  33188. * Frees the GPU-related resources allocated by this instance. Call this
  33189. * method whenever this instance is no longer used in your app.
  33190. */
  33191. dispose() {
  33192. this.dispatchEvent( { type: 'dispose' } );
  33193. }
  33194. copy( source, recursive ) {
  33195. super.copy( source, recursive );
  33196. this.color.copy( source.color );
  33197. this.intensity = source.intensity;
  33198. return this;
  33199. }
  33200. toJSON( meta ) {
  33201. const data = super.toJSON( meta );
  33202. data.object.color = this.color.getHex();
  33203. data.object.intensity = this.intensity;
  33204. return data;
  33205. }
  33206. }
  33207. /**
  33208. * A light source positioned directly above the scene, with color fading from
  33209. * the sky color to the ground color.
  33210. *
  33211. * This light cannot be used to cast shadows.
  33212. *
  33213. * ```js
  33214. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33215. * scene.add( light );
  33216. * ```
  33217. *
  33218. * @augments Light
  33219. */
  33220. class HemisphereLight extends Light {
  33221. /**
  33222. * Constructs a new hemisphere light.
  33223. *
  33224. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33225. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33226. * @param {number} [intensity=1] - The light's strength/intensity.
  33227. */
  33228. constructor( skyColor, groundColor, intensity ) {
  33229. super( skyColor, intensity );
  33230. /**
  33231. * This flag can be used for type testing.
  33232. *
  33233. * @type {boolean}
  33234. * @readonly
  33235. * @default true
  33236. */
  33237. this.isHemisphereLight = true;
  33238. this.type = 'HemisphereLight';
  33239. this.position.copy( Object3D.DEFAULT_UP );
  33240. this.updateMatrix();
  33241. /**
  33242. * The light's ground color.
  33243. *
  33244. * @type {Color}
  33245. */
  33246. this.groundColor = new Color( groundColor );
  33247. }
  33248. copy( source, recursive ) {
  33249. super.copy( source, recursive );
  33250. this.groundColor.copy( source.groundColor );
  33251. return this;
  33252. }
  33253. toJSON( meta ) {
  33254. const data = super.toJSON( meta );
  33255. data.object.groundColor = this.groundColor.getHex();
  33256. return data;
  33257. }
  33258. }
  33259. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33260. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33261. const _lookTarget = /*@__PURE__*/ new Vector3();
  33262. /**
  33263. * Abstract base class for light shadow classes. These classes
  33264. * represent the shadow configuration for different light types.
  33265. *
  33266. * @abstract
  33267. */
  33268. class LightShadow {
  33269. /**
  33270. * Constructs a new light shadow.
  33271. *
  33272. * @param {Camera} camera - The light's view of the world.
  33273. */
  33274. constructor( camera ) {
  33275. /**
  33276. * The light's view of the world.
  33277. *
  33278. * @type {Camera}
  33279. */
  33280. this.camera = camera;
  33281. /**
  33282. * The intensity of the shadow. The default is `1`.
  33283. * Valid values are in the range `[0, 1]`.
  33284. *
  33285. * @type {number}
  33286. * @default 1
  33287. */
  33288. this.intensity = 1;
  33289. /**
  33290. * Shadow map bias, how much to add or subtract from the normalized depth
  33291. * when deciding whether a surface is in shadow.
  33292. *
  33293. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33294. * may help reduce artifacts in shadows.
  33295. *
  33296. * @type {number}
  33297. * @default 0
  33298. */
  33299. this.bias = 0;
  33300. /**
  33301. * Defines how much the position used to query the shadow map is offset along
  33302. * the object normal. The default is `0`. Increasing this value can be used to
  33303. * reduce shadow acne especially in large scenes where light shines onto
  33304. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33305. *
  33306. * @type {number}
  33307. * @default 0
  33308. */
  33309. this.normalBias = 0;
  33310. /**
  33311. * Setting this to values greater than 1 will blur the edges of the shadow.
  33312. * High values will cause unwanted banding effects in the shadows - a greater
  33313. * map size will allow for a higher value to be used here before these effects
  33314. * become visible.
  33315. *
  33316. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33317. *
  33318. * @type {number}
  33319. * @default 1
  33320. */
  33321. this.radius = 1;
  33322. /**
  33323. * The amount of samples to use when blurring a VSM shadow map.
  33324. *
  33325. * @type {number}
  33326. * @default 8
  33327. */
  33328. this.blurSamples = 8;
  33329. /**
  33330. * Defines the width and height of the shadow map. Higher values give better quality
  33331. * shadows at the cost of computation time. Values must be powers of two.
  33332. *
  33333. * @type {Vector2}
  33334. * @default (512,512)
  33335. */
  33336. this.mapSize = new Vector2( 512, 512 );
  33337. /**
  33338. * The type of shadow texture. The default is `UnsignedByteType`.
  33339. *
  33340. * @type {number}
  33341. * @default UnsignedByteType
  33342. */
  33343. this.mapType = UnsignedByteType;
  33344. /**
  33345. * The depth map generated using the internal camera; a location beyond a
  33346. * pixel's depth is in shadow. Computed internally during rendering.
  33347. *
  33348. * @type {?RenderTarget}
  33349. * @default null
  33350. */
  33351. this.map = null;
  33352. /**
  33353. * The distribution map generated using the internal camera; an occlusion is
  33354. * calculated based on the distribution of depths. Computed internally during
  33355. * rendering.
  33356. *
  33357. * @type {?RenderTarget}
  33358. * @default null
  33359. */
  33360. this.mapPass = null;
  33361. /**
  33362. * Model to shadow camera space, to compute location and depth in shadow map.
  33363. * This is computed internally during rendering.
  33364. *
  33365. * @type {Matrix4}
  33366. */
  33367. this.matrix = new Matrix4();
  33368. /**
  33369. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33370. * lighting / shadows, you may set this to `false`.
  33371. *
  33372. * @type {boolean}
  33373. * @default true
  33374. */
  33375. this.autoUpdate = true;
  33376. /**
  33377. * When set to `true`, shadow maps will be updated in the next `render` call.
  33378. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33379. * set this property to `true` and then make a render call to update the light's shadow.
  33380. *
  33381. * @type {boolean}
  33382. * @default false
  33383. */
  33384. this.needsUpdate = false;
  33385. this._frustum = new Frustum();
  33386. this._frameExtents = new Vector2( 1, 1 );
  33387. this._viewportCount = 1;
  33388. this._viewports = [
  33389. new Vector4( 0, 0, 1, 1 )
  33390. ];
  33391. }
  33392. /**
  33393. * Used internally by the renderer to get the number of viewports that need
  33394. * to be rendered for this shadow.
  33395. *
  33396. * @return {number} The viewport count.
  33397. */
  33398. getViewportCount() {
  33399. return this._viewportCount;
  33400. }
  33401. /**
  33402. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33403. *
  33404. * @return {Frustum} The shadow camera frustum.
  33405. */
  33406. getFrustum() {
  33407. return this._frustum;
  33408. }
  33409. /**
  33410. * Update the matrices for the camera and shadow, used internally by the renderer.
  33411. *
  33412. * @param {Light} light - The light for which the shadow is being rendered.
  33413. */
  33414. updateMatrices( light ) {
  33415. const shadowCamera = this.camera;
  33416. const shadowMatrix = this.matrix;
  33417. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33418. shadowCamera.position.copy( _lightPositionWorld );
  33419. _lookTarget.setFromMatrixPosition( light.target.matrixWorld );
  33420. shadowCamera.lookAt( _lookTarget );
  33421. shadowCamera.updateMatrixWorld();
  33422. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33423. this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33424. if ( shadowCamera.reversedDepth ) {
  33425. shadowMatrix.set(
  33426. 0.5, 0.0, 0.0, 0.5,
  33427. 0.0, 0.5, 0.0, 0.5,
  33428. 0.0, 0.0, 1.0, 0.0,
  33429. 0.0, 0.0, 0.0, 1.0
  33430. );
  33431. } else {
  33432. shadowMatrix.set(
  33433. 0.5, 0.0, 0.0, 0.5,
  33434. 0.0, 0.5, 0.0, 0.5,
  33435. 0.0, 0.0, 0.5, 0.5,
  33436. 0.0, 0.0, 0.0, 1.0
  33437. );
  33438. }
  33439. shadowMatrix.multiply( _projScreenMatrix );
  33440. }
  33441. /**
  33442. * Returns a viewport definition for the given viewport index.
  33443. *
  33444. * @param {number} viewportIndex - The viewport index.
  33445. * @return {Vector4} The viewport.
  33446. */
  33447. getViewport( viewportIndex ) {
  33448. return this._viewports[ viewportIndex ];
  33449. }
  33450. /**
  33451. * Returns the frame extends.
  33452. *
  33453. * @return {Vector2} The frame extends.
  33454. */
  33455. getFrameExtents() {
  33456. return this._frameExtents;
  33457. }
  33458. /**
  33459. * Frees the GPU-related resources allocated by this instance. Call this
  33460. * method whenever this instance is no longer used in your app.
  33461. */
  33462. dispose() {
  33463. if ( this.map ) {
  33464. this.map.dispose();
  33465. }
  33466. if ( this.mapPass ) {
  33467. this.mapPass.dispose();
  33468. }
  33469. }
  33470. /**
  33471. * Copies the values of the given light shadow instance to this instance.
  33472. *
  33473. * @param {LightShadow} source - The light shadow to copy.
  33474. * @return {LightShadow} A reference to this light shadow instance.
  33475. */
  33476. copy( source ) {
  33477. this.camera = source.camera.clone();
  33478. this.intensity = source.intensity;
  33479. this.bias = source.bias;
  33480. this.radius = source.radius;
  33481. this.autoUpdate = source.autoUpdate;
  33482. this.needsUpdate = source.needsUpdate;
  33483. this.normalBias = source.normalBias;
  33484. this.blurSamples = source.blurSamples;
  33485. this.mapSize.copy( source.mapSize );
  33486. return this;
  33487. }
  33488. /**
  33489. * Returns a new light shadow instance with copied values from this instance.
  33490. *
  33491. * @return {LightShadow} A clone of this instance.
  33492. */
  33493. clone() {
  33494. return new this.constructor().copy( this );
  33495. }
  33496. /**
  33497. * Serializes the light shadow into JSON.
  33498. *
  33499. * @return {Object} A JSON object representing the serialized light shadow.
  33500. * @see {@link ObjectLoader#parse}
  33501. */
  33502. toJSON() {
  33503. const object = {};
  33504. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33505. if ( this.bias !== 0 ) object.bias = this.bias;
  33506. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33507. if ( this.radius !== 1 ) object.radius = this.radius;
  33508. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33509. object.camera = this.camera.toJSON( false ).object;
  33510. delete object.camera.matrix;
  33511. return object;
  33512. }
  33513. }
  33514. /**
  33515. * Represents the shadow configuration of directional lights.
  33516. *
  33517. * @augments LightShadow
  33518. */
  33519. class SpotLightShadow extends LightShadow {
  33520. /**
  33521. * Constructs a new spot light shadow.
  33522. */
  33523. constructor() {
  33524. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33525. /**
  33526. * This flag can be used for type testing.
  33527. *
  33528. * @type {boolean}
  33529. * @readonly
  33530. * @default true
  33531. */
  33532. this.isSpotLightShadow = true;
  33533. /**
  33534. * Used to focus the shadow camera. The camera's field of view is set as a
  33535. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33536. *
  33537. * @type {number}
  33538. * @default 1
  33539. */
  33540. this.focus = 1;
  33541. /**
  33542. * Texture aspect ratio.
  33543. *
  33544. * @type {number}
  33545. * @default 1
  33546. */
  33547. this.aspect = 1;
  33548. }
  33549. updateMatrices( light ) {
  33550. const camera = this.camera;
  33551. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33552. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33553. const far = light.distance || camera.far;
  33554. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33555. camera.fov = fov;
  33556. camera.aspect = aspect;
  33557. camera.far = far;
  33558. camera.updateProjectionMatrix();
  33559. }
  33560. super.updateMatrices( light );
  33561. }
  33562. copy( source ) {
  33563. super.copy( source );
  33564. this.focus = source.focus;
  33565. return this;
  33566. }
  33567. }
  33568. /**
  33569. * This light gets emitted from a single point in one direction, along a cone
  33570. * that increases in size the further from the light it gets.
  33571. *
  33572. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33573. *
  33574. * ```js
  33575. * // white spotlight shining from the side, modulated by a texture
  33576. * const spotLight = new THREE.SpotLight( 0xffffff );
  33577. * spotLight.position.set( 100, 1000, 100 );
  33578. * spotLight.map = new THREE.TextureLoader().load( url );
  33579. *
  33580. * spotLight.castShadow = true;
  33581. * spotLight.shadow.mapSize.width = 1024;
  33582. * spotLight.shadow.mapSize.height = 1024;
  33583. * spotLight.shadow.camera.near = 500;
  33584. * spotLight.shadow.camera.far = 4000;
  33585. * spotLight.shadow.camera.fov = 30;s
  33586. * ```
  33587. *
  33588. * @augments Light
  33589. */
  33590. class SpotLight extends Light {
  33591. /**
  33592. * Constructs a new spot light.
  33593. *
  33594. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33595. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33596. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33597. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33598. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33599. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33600. */
  33601. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33602. super( color, intensity );
  33603. /**
  33604. * This flag can be used for type testing.
  33605. *
  33606. * @type {boolean}
  33607. * @readonly
  33608. * @default true
  33609. */
  33610. this.isSpotLight = true;
  33611. this.type = 'SpotLight';
  33612. this.position.copy( Object3D.DEFAULT_UP );
  33613. this.updateMatrix();
  33614. /**
  33615. * The spot light points from its position to the
  33616. * target's position.
  33617. *
  33618. * For the target's position to be changed to anything other
  33619. * than the default, it must be added to the scene.
  33620. *
  33621. * It is also possible to set the target to be another 3D object
  33622. * in the scene. The light will now track the target object.
  33623. *
  33624. * @type {Object3D}
  33625. */
  33626. this.target = new Object3D();
  33627. /**
  33628. * Maximum range of the light. `0` means no limit.
  33629. *
  33630. * @type {number}
  33631. * @default 0
  33632. */
  33633. this.distance = distance;
  33634. /**
  33635. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33636. *
  33637. * @type {number}
  33638. * @default Math.PI/3
  33639. */
  33640. this.angle = angle;
  33641. /**
  33642. * Percent of the spotlight cone that is attenuated due to penumbra.
  33643. * Value range is `[0,1]`.
  33644. *
  33645. * @type {number}
  33646. * @default 0
  33647. */
  33648. this.penumbra = penumbra;
  33649. /**
  33650. * The amount the light dims along the distance of the light. In context of
  33651. * physically-correct rendering the default value should not be changed.
  33652. *
  33653. * @type {number}
  33654. * @default 2
  33655. */
  33656. this.decay = decay;
  33657. /**
  33658. * A texture used to modulate the color of the light. The spot light
  33659. * color is mixed with the RGB value of this texture, with a ratio
  33660. * corresponding to its alpha value. The cookie-like masking effect is
  33661. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33662. *
  33663. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33664. *
  33665. * @type {?Texture}
  33666. * @default null
  33667. */
  33668. this.map = null;
  33669. /**
  33670. * This property holds the light's shadow configuration.
  33671. *
  33672. * @type {SpotLightShadow}
  33673. */
  33674. this.shadow = new SpotLightShadow();
  33675. }
  33676. /**
  33677. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33678. * Changing the power will also change the light's intensity.
  33679. *
  33680. * @type {number}
  33681. */
  33682. get power() {
  33683. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33684. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33685. return this.intensity * Math.PI;
  33686. }
  33687. set power( power ) {
  33688. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33689. this.intensity = power / Math.PI;
  33690. }
  33691. dispose() {
  33692. super.dispose();
  33693. this.shadow.dispose();
  33694. }
  33695. copy( source, recursive ) {
  33696. super.copy( source, recursive );
  33697. this.distance = source.distance;
  33698. this.angle = source.angle;
  33699. this.penumbra = source.penumbra;
  33700. this.decay = source.decay;
  33701. this.target = source.target.clone();
  33702. this.map = source.map;
  33703. this.shadow = source.shadow.clone();
  33704. return this;
  33705. }
  33706. toJSON( meta ) {
  33707. const data = super.toJSON( meta );
  33708. data.object.distance = this.distance;
  33709. data.object.angle = this.angle;
  33710. data.object.decay = this.decay;
  33711. data.object.penumbra = this.penumbra;
  33712. data.object.target = this.target.uuid;
  33713. if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid;
  33714. data.object.shadow = this.shadow.toJSON();
  33715. return data;
  33716. }
  33717. }
  33718. /**
  33719. * Represents the shadow configuration of point lights.
  33720. *
  33721. * @augments LightShadow
  33722. */
  33723. class PointLightShadow extends LightShadow {
  33724. /**
  33725. * Constructs a new point light shadow.
  33726. */
  33727. constructor() {
  33728. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33729. /**
  33730. * This flag can be used for type testing.
  33731. *
  33732. * @type {boolean}
  33733. * @readonly
  33734. * @default true
  33735. */
  33736. this.isPointLightShadow = true;
  33737. }
  33738. }
  33739. /**
  33740. * A light that gets emitted from a single point in all directions. A common
  33741. * use case for this is to replicate the light emitted from a bare
  33742. * lightbulb.
  33743. *
  33744. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33745. *
  33746. * ```js
  33747. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33748. * light.position.set( 50, 50, 50 );
  33749. * scene.add( light );
  33750. * ```
  33751. *
  33752. * @augments Light
  33753. */
  33754. class PointLight extends Light {
  33755. /**
  33756. * Constructs a new point light.
  33757. *
  33758. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33759. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33760. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33761. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33762. */
  33763. constructor( color, intensity, distance = 0, decay = 2 ) {
  33764. super( color, intensity );
  33765. /**
  33766. * This flag can be used for type testing.
  33767. *
  33768. * @type {boolean}
  33769. * @readonly
  33770. * @default true
  33771. */
  33772. this.isPointLight = true;
  33773. this.type = 'PointLight';
  33774. /**
  33775. * When distance is zero, light will attenuate according to inverse-square
  33776. * law to infinite distance. When distance is non-zero, light will attenuate
  33777. * according to inverse-square law until near the distance cutoff, where it
  33778. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33779. * physically correct.
  33780. *
  33781. * @type {number}
  33782. * @default 0
  33783. */
  33784. this.distance = distance;
  33785. /**
  33786. * The amount the light dims along the distance of the light. In context of
  33787. * physically-correct rendering the default value should not be changed.
  33788. *
  33789. * @type {number}
  33790. * @default 2
  33791. */
  33792. this.decay = decay;
  33793. /**
  33794. * This property holds the light's shadow configuration.
  33795. *
  33796. * @type {PointLightShadow}
  33797. */
  33798. this.shadow = new PointLightShadow();
  33799. }
  33800. /**
  33801. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33802. * Changing the power will also change the light's intensity.
  33803. *
  33804. * @type {number}
  33805. */
  33806. get power() {
  33807. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33808. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33809. return this.intensity * 4 * Math.PI;
  33810. }
  33811. set power( power ) {
  33812. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33813. this.intensity = power / ( 4 * Math.PI );
  33814. }
  33815. dispose() {
  33816. super.dispose();
  33817. this.shadow.dispose();
  33818. }
  33819. copy( source, recursive ) {
  33820. super.copy( source, recursive );
  33821. this.distance = source.distance;
  33822. this.decay = source.decay;
  33823. this.shadow = source.shadow.clone();
  33824. return this;
  33825. }
  33826. toJSON( meta ) {
  33827. const data = super.toJSON( meta );
  33828. data.object.distance = this.distance;
  33829. data.object.decay = this.decay;
  33830. data.object.shadow = this.shadow.toJSON();
  33831. return data;
  33832. }
  33833. }
  33834. /**
  33835. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33836. *
  33837. * In this projection mode, an object's size in the rendered image stays
  33838. * constant regardless of its distance from the camera. This can be useful
  33839. * for rendering 2D scenes and UI elements, amongst other things.
  33840. *
  33841. * ```js
  33842. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33843. * scene.add( camera );
  33844. * ```
  33845. *
  33846. * @augments Camera
  33847. */
  33848. class OrthographicCamera extends Camera {
  33849. /**
  33850. * Constructs a new orthographic camera.
  33851. *
  33852. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33853. * @param {number} [right=1] - The right plane of the camera's frustum.
  33854. * @param {number} [top=1] - The top plane of the camera's frustum.
  33855. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33856. * @param {number} [near=0.1] - The camera's near plane.
  33857. * @param {number} [far=2000] - The camera's far plane.
  33858. */
  33859. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33860. super();
  33861. /**
  33862. * This flag can be used for type testing.
  33863. *
  33864. * @type {boolean}
  33865. * @readonly
  33866. * @default true
  33867. */
  33868. this.isOrthographicCamera = true;
  33869. this.type = 'OrthographicCamera';
  33870. /**
  33871. * The zoom factor of the camera.
  33872. *
  33873. * @type {number}
  33874. * @default 1
  33875. */
  33876. this.zoom = 1;
  33877. /**
  33878. * Represents the frustum window specification. This property should not be edited
  33879. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33880. *
  33881. * @type {?Object}
  33882. * @default null
  33883. */
  33884. this.view = null;
  33885. /**
  33886. * The left plane of the camera's frustum.
  33887. *
  33888. * @type {number}
  33889. * @default -1
  33890. */
  33891. this.left = left;
  33892. /**
  33893. * The right plane of the camera's frustum.
  33894. *
  33895. * @type {number}
  33896. * @default 1
  33897. */
  33898. this.right = right;
  33899. /**
  33900. * The top plane of the camera's frustum.
  33901. *
  33902. * @type {number}
  33903. * @default 1
  33904. */
  33905. this.top = top;
  33906. /**
  33907. * The bottom plane of the camera's frustum.
  33908. *
  33909. * @type {number}
  33910. * @default -1
  33911. */
  33912. this.bottom = bottom;
  33913. /**
  33914. * The camera's near plane. The valid range is greater than `0`
  33915. * and less than the current value of {@link OrthographicCamera#far}.
  33916. *
  33917. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33918. * valid value for an orthographic camera's near plane.
  33919. *
  33920. * @type {number}
  33921. * @default 0.1
  33922. */
  33923. this.near = near;
  33924. /**
  33925. * The camera's far plane. Must be greater than the
  33926. * current value of {@link OrthographicCamera#near}.
  33927. *
  33928. * @type {number}
  33929. * @default 2000
  33930. */
  33931. this.far = far;
  33932. this.updateProjectionMatrix();
  33933. }
  33934. copy( source, recursive ) {
  33935. super.copy( source, recursive );
  33936. this.left = source.left;
  33937. this.right = source.right;
  33938. this.top = source.top;
  33939. this.bottom = source.bottom;
  33940. this.near = source.near;
  33941. this.far = source.far;
  33942. this.zoom = source.zoom;
  33943. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33944. return this;
  33945. }
  33946. /**
  33947. * Sets an offset in a larger frustum. This is useful for multi-window or
  33948. * multi-monitor/multi-machine setups.
  33949. *
  33950. * @param {number} fullWidth - The full width of multiview setup.
  33951. * @param {number} fullHeight - The full height of multiview setup.
  33952. * @param {number} x - The horizontal offset of the subcamera.
  33953. * @param {number} y - The vertical offset of the subcamera.
  33954. * @param {number} width - The width of subcamera.
  33955. * @param {number} height - The height of subcamera.
  33956. * @see {@link PerspectiveCamera#setViewOffset}
  33957. */
  33958. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33959. if ( this.view === null ) {
  33960. this.view = {
  33961. enabled: true,
  33962. fullWidth: 1,
  33963. fullHeight: 1,
  33964. offsetX: 0,
  33965. offsetY: 0,
  33966. width: 1,
  33967. height: 1
  33968. };
  33969. }
  33970. this.view.enabled = true;
  33971. this.view.fullWidth = fullWidth;
  33972. this.view.fullHeight = fullHeight;
  33973. this.view.offsetX = x;
  33974. this.view.offsetY = y;
  33975. this.view.width = width;
  33976. this.view.height = height;
  33977. this.updateProjectionMatrix();
  33978. }
  33979. /**
  33980. * Removes the view offset from the projection matrix.
  33981. */
  33982. clearViewOffset() {
  33983. if ( this.view !== null ) {
  33984. this.view.enabled = false;
  33985. }
  33986. this.updateProjectionMatrix();
  33987. }
  33988. /**
  33989. * Updates the camera's projection matrix. Must be called after any change of
  33990. * camera properties.
  33991. */
  33992. updateProjectionMatrix() {
  33993. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33994. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33995. const cx = ( this.right + this.left ) / 2;
  33996. const cy = ( this.top + this.bottom ) / 2;
  33997. let left = cx - dx;
  33998. let right = cx + dx;
  33999. let top = cy + dy;
  34000. let bottom = cy - dy;
  34001. if ( this.view !== null && this.view.enabled ) {
  34002. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34003. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34004. left += scaleW * this.view.offsetX;
  34005. right = left + scaleW * this.view.width;
  34006. top -= scaleH * this.view.offsetY;
  34007. bottom = top - scaleH * this.view.height;
  34008. }
  34009. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34010. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34011. }
  34012. toJSON( meta ) {
  34013. const data = super.toJSON( meta );
  34014. data.object.zoom = this.zoom;
  34015. data.object.left = this.left;
  34016. data.object.right = this.right;
  34017. data.object.top = this.top;
  34018. data.object.bottom = this.bottom;
  34019. data.object.near = this.near;
  34020. data.object.far = this.far;
  34021. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34022. return data;
  34023. }
  34024. }
  34025. /**
  34026. * Represents the shadow configuration of directional lights.
  34027. *
  34028. * @augments LightShadow
  34029. */
  34030. class DirectionalLightShadow extends LightShadow {
  34031. /**
  34032. * Constructs a new directional light shadow.
  34033. */
  34034. constructor() {
  34035. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34036. /**
  34037. * This flag can be used for type testing.
  34038. *
  34039. * @type {boolean}
  34040. * @readonly
  34041. * @default true
  34042. */
  34043. this.isDirectionalLightShadow = true;
  34044. }
  34045. }
  34046. /**
  34047. * A light that gets emitted in a specific direction. This light will behave
  34048. * as though it is infinitely far away and the rays produced from it are all
  34049. * parallel. The common use case for this is to simulate daylight; the sun is
  34050. * far enough away that its position can be considered to be infinite, and
  34051. * all light rays coming from it are parallel.
  34052. *
  34053. * A common point of confusion for directional lights is that setting the
  34054. * rotation has no effect. This is because three.js's DirectionalLight is the
  34055. * equivalent to what is often called a 'Target Direct Light' in other
  34056. * applications.
  34057. *
  34058. * This means that its direction is calculated as pointing from the light's
  34059. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34060. * (as opposed to a 'Free Direct Light' that just has a rotation
  34061. * component).
  34062. *
  34063. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34064. *
  34065. * ```js
  34066. * // White directional light at half intensity shining from the top.
  34067. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34068. * scene.add( directionalLight );
  34069. * ```
  34070. *
  34071. * @augments Light
  34072. */
  34073. class DirectionalLight extends Light {
  34074. /**
  34075. * Constructs a new directional light.
  34076. *
  34077. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34078. * @param {number} [intensity=1] - The light's strength/intensity.
  34079. */
  34080. constructor( color, intensity ) {
  34081. super( color, intensity );
  34082. /**
  34083. * This flag can be used for type testing.
  34084. *
  34085. * @type {boolean}
  34086. * @readonly
  34087. * @default true
  34088. */
  34089. this.isDirectionalLight = true;
  34090. this.type = 'DirectionalLight';
  34091. this.position.copy( Object3D.DEFAULT_UP );
  34092. this.updateMatrix();
  34093. /**
  34094. * The directional light points from its position to the
  34095. * target's position.
  34096. *
  34097. * For the target's position to be changed to anything other
  34098. * than the default, it must be added to the scene.
  34099. *
  34100. * It is also possible to set the target to be another 3D object
  34101. * in the scene. The light will now track the target object.
  34102. *
  34103. * @type {Object3D}
  34104. */
  34105. this.target = new Object3D();
  34106. /**
  34107. * This property holds the light's shadow configuration.
  34108. *
  34109. * @type {DirectionalLightShadow}
  34110. */
  34111. this.shadow = new DirectionalLightShadow();
  34112. }
  34113. dispose() {
  34114. super.dispose();
  34115. this.shadow.dispose();
  34116. }
  34117. copy( source ) {
  34118. super.copy( source );
  34119. this.target = source.target.clone();
  34120. this.shadow = source.shadow.clone();
  34121. return this;
  34122. }
  34123. toJSON( meta ) {
  34124. const data = super.toJSON( meta );
  34125. data.object.shadow = this.shadow.toJSON();
  34126. data.object.target = this.target.uuid;
  34127. return data;
  34128. }
  34129. }
  34130. /**
  34131. * This light globally illuminates all objects in the scene equally.
  34132. *
  34133. * It cannot be used to cast shadows as it does not have a direction.
  34134. *
  34135. * ```js
  34136. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34137. * scene.add( light );
  34138. * ```
  34139. *
  34140. * @augments Light
  34141. */
  34142. class AmbientLight extends Light {
  34143. /**
  34144. * Constructs a new ambient light.
  34145. *
  34146. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34147. * @param {number} [intensity=1] - The light's strength/intensity.
  34148. */
  34149. constructor( color, intensity ) {
  34150. super( color, intensity );
  34151. /**
  34152. * This flag can be used for type testing.
  34153. *
  34154. * @type {boolean}
  34155. * @readonly
  34156. * @default true
  34157. */
  34158. this.isAmbientLight = true;
  34159. this.type = 'AmbientLight';
  34160. }
  34161. }
  34162. /**
  34163. * This class emits light uniformly across the face a rectangular plane.
  34164. * This light type can be used to simulate light sources such as bright
  34165. * windows or strip lighting.
  34166. *
  34167. * Important Notes:
  34168. *
  34169. * - There is no shadow support.
  34170. * - Only PBR materials are supported.
  34171. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34172. * into your app and init the uniforms/textures.
  34173. *
  34174. * ```js
  34175. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34176. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34177. *
  34178. * const intensity = 1; const width = 10; const height = 10;
  34179. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34180. * rectLight.position.set( 5, 5, 0 );
  34181. * rectLight.lookAt( 0, 0, 0 );
  34182. * scene.add( rectLight )
  34183. * ```
  34184. *
  34185. * @augments Light
  34186. */
  34187. class RectAreaLight extends Light {
  34188. /**
  34189. * Constructs a new area light.
  34190. *
  34191. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34192. * @param {number} [intensity=1] - The light's strength/intensity.
  34193. * @param {number} [width=10] - The width of the light.
  34194. * @param {number} [height=10] - The height of the light.
  34195. */
  34196. constructor( color, intensity, width = 10, height = 10 ) {
  34197. super( color, intensity );
  34198. /**
  34199. * This flag can be used for type testing.
  34200. *
  34201. * @type {boolean}
  34202. * @readonly
  34203. * @default true
  34204. */
  34205. this.isRectAreaLight = true;
  34206. this.type = 'RectAreaLight';
  34207. /**
  34208. * The width of the light.
  34209. *
  34210. * @type {number}
  34211. * @default 10
  34212. */
  34213. this.width = width;
  34214. /**
  34215. * The height of the light.
  34216. *
  34217. * @type {number}
  34218. * @default 10
  34219. */
  34220. this.height = height;
  34221. }
  34222. /**
  34223. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34224. * Changing the power will also change the light's intensity.
  34225. *
  34226. * @type {number}
  34227. */
  34228. get power() {
  34229. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34230. return this.intensity * this.width * this.height * Math.PI;
  34231. }
  34232. set power( power ) {
  34233. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34234. this.intensity = power / ( this.width * this.height * Math.PI );
  34235. }
  34236. copy( source ) {
  34237. super.copy( source );
  34238. this.width = source.width;
  34239. this.height = source.height;
  34240. return this;
  34241. }
  34242. toJSON( meta ) {
  34243. const data = super.toJSON( meta );
  34244. data.object.width = this.width;
  34245. data.object.height = this.height;
  34246. return data;
  34247. }
  34248. }
  34249. /**
  34250. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34251. * to encode lighting information.
  34252. *
  34253. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34254. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34255. */
  34256. class SphericalHarmonics3 {
  34257. /**
  34258. * Constructs a new spherical harmonics.
  34259. */
  34260. constructor() {
  34261. /**
  34262. * This flag can be used for type testing.
  34263. *
  34264. * @type {boolean}
  34265. * @readonly
  34266. * @default true
  34267. */
  34268. this.isSphericalHarmonics3 = true;
  34269. /**
  34270. * An array holding the (9) SH coefficients.
  34271. *
  34272. * @type {Array<Vector3>}
  34273. */
  34274. this.coefficients = [];
  34275. for ( let i = 0; i < 9; i ++ ) {
  34276. this.coefficients.push( new Vector3() );
  34277. }
  34278. }
  34279. /**
  34280. * Sets the given SH coefficients to this instance by copying
  34281. * the values.
  34282. *
  34283. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34284. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34285. */
  34286. set( coefficients ) {
  34287. for ( let i = 0; i < 9; i ++ ) {
  34288. this.coefficients[ i ].copy( coefficients[ i ] );
  34289. }
  34290. return this;
  34291. }
  34292. /**
  34293. * Sets all SH coefficients to `0`.
  34294. *
  34295. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34296. */
  34297. zero() {
  34298. for ( let i = 0; i < 9; i ++ ) {
  34299. this.coefficients[ i ].set( 0, 0, 0 );
  34300. }
  34301. return this;
  34302. }
  34303. /**
  34304. * Returns the radiance in the direction of the given normal.
  34305. *
  34306. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34307. * @param {Vector3} target - The target vector that is used to store the method's result.
  34308. * @return {Vector3} The radiance.
  34309. */
  34310. getAt( normal, target ) {
  34311. // normal is assumed to be unit length
  34312. const x = normal.x, y = normal.y, z = normal.z;
  34313. const coeff = this.coefficients;
  34314. // band 0
  34315. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34316. // band 1
  34317. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34318. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34319. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34320. // band 2
  34321. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34322. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34323. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34324. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34325. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34326. return target;
  34327. }
  34328. /**
  34329. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34330. * direction of the given normal.
  34331. *
  34332. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34333. * @param {Vector3} target - The target vector that is used to store the method's result.
  34334. * @return {Vector3} The irradiance.
  34335. */
  34336. getIrradianceAt( normal, target ) {
  34337. // normal is assumed to be unit length
  34338. const x = normal.x, y = normal.y, z = normal.z;
  34339. const coeff = this.coefficients;
  34340. // band 0
  34341. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34342. // band 1
  34343. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34344. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34345. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34346. // band 2
  34347. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34348. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34349. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34350. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34351. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34352. return target;
  34353. }
  34354. /**
  34355. * Adds the given SH to this instance.
  34356. *
  34357. * @param {SphericalHarmonics3} sh - The SH to add.
  34358. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34359. */
  34360. add( sh ) {
  34361. for ( let i = 0; i < 9; i ++ ) {
  34362. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34363. }
  34364. return this;
  34365. }
  34366. /**
  34367. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34368. * {@link SphericalHarmonics3#scale} at once.
  34369. *
  34370. * @param {SphericalHarmonics3} sh - The SH to add.
  34371. * @param {number} s - The scale factor.
  34372. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34373. */
  34374. addScaledSH( sh, s ) {
  34375. for ( let i = 0; i < 9; i ++ ) {
  34376. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34377. }
  34378. return this;
  34379. }
  34380. /**
  34381. * Scales this SH by the given scale factor.
  34382. *
  34383. * @param {number} s - The scale factor.
  34384. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34385. */
  34386. scale( s ) {
  34387. for ( let i = 0; i < 9; i ++ ) {
  34388. this.coefficients[ i ].multiplyScalar( s );
  34389. }
  34390. return this;
  34391. }
  34392. /**
  34393. * Linear interpolates between the given SH and this instance by the given
  34394. * alpha factor.
  34395. *
  34396. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34397. * @param {number} alpha - The alpha factor.
  34398. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34399. */
  34400. lerp( sh, alpha ) {
  34401. for ( let i = 0; i < 9; i ++ ) {
  34402. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34403. }
  34404. return this;
  34405. }
  34406. /**
  34407. * Returns `true` if this spherical harmonics is equal with the given one.
  34408. *
  34409. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34410. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34411. */
  34412. equals( sh ) {
  34413. for ( let i = 0; i < 9; i ++ ) {
  34414. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34415. return false;
  34416. }
  34417. }
  34418. return true;
  34419. }
  34420. /**
  34421. * Copies the values of the given spherical harmonics to this instance.
  34422. *
  34423. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34424. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34425. */
  34426. copy( sh ) {
  34427. return this.set( sh.coefficients );
  34428. }
  34429. /**
  34430. * Returns a new spherical harmonics with copied values from this instance.
  34431. *
  34432. * @return {SphericalHarmonics3} A clone of this instance.
  34433. */
  34434. clone() {
  34435. return new this.constructor().copy( this );
  34436. }
  34437. /**
  34438. * Sets the SH coefficients of this instance from the given array.
  34439. *
  34440. * @param {Array<number>} array - An array holding the SH coefficients.
  34441. * @param {number} [offset=0] - The array offset where to start copying.
  34442. * @return {SphericalHarmonics3} A clone of this instance.
  34443. */
  34444. fromArray( array, offset = 0 ) {
  34445. const coefficients = this.coefficients;
  34446. for ( let i = 0; i < 9; i ++ ) {
  34447. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34448. }
  34449. return this;
  34450. }
  34451. /**
  34452. * Returns an array with the SH coefficients, or copies them into the provided
  34453. * array. The coefficients are represented as numbers.
  34454. *
  34455. * @param {Array<number>} [array=[]] - The target array.
  34456. * @param {number} [offset=0] - The array offset where to start copying.
  34457. * @return {Array<number>} An array with flat SH coefficients.
  34458. */
  34459. toArray( array = [], offset = 0 ) {
  34460. const coefficients = this.coefficients;
  34461. for ( let i = 0; i < 9; i ++ ) {
  34462. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34463. }
  34464. return array;
  34465. }
  34466. /**
  34467. * Computes the SH basis for the given normal vector.
  34468. *
  34469. * @param {Vector3} normal - The normal.
  34470. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34471. */
  34472. static getBasisAt( normal, shBasis ) {
  34473. // normal is assumed to be unit length
  34474. const x = normal.x, y = normal.y, z = normal.z;
  34475. // band 0
  34476. shBasis[ 0 ] = 0.282095;
  34477. // band 1
  34478. shBasis[ 1 ] = 0.488603 * y;
  34479. shBasis[ 2 ] = 0.488603 * z;
  34480. shBasis[ 3 ] = 0.488603 * x;
  34481. // band 2
  34482. shBasis[ 4 ] = 1.092548 * x * y;
  34483. shBasis[ 5 ] = 1.092548 * y * z;
  34484. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34485. shBasis[ 7 ] = 1.092548 * x * z;
  34486. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34487. }
  34488. }
  34489. /**
  34490. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34491. * classical light sources (e.g. directional, point or spot lights), light
  34492. * probes do not emit light. Instead they store information about light
  34493. * passing through 3D space. During rendering, the light that hits a 3D
  34494. * object is approximated by using the data from the light probe.
  34495. *
  34496. * Light probes are usually created from (radiance) environment maps. The
  34497. * class {@link LightProbeGenerator} can be used to create light probes from
  34498. * cube textures or render targets. However, light estimation data could also
  34499. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34500. * augmented reality content that reacts to real world lighting.
  34501. *
  34502. * The current probe implementation in three.js supports so-called diffuse
  34503. * light probes. This type of light probe is functionally equivalent to an
  34504. * irradiance environment map.
  34505. *
  34506. * @augments Light
  34507. */
  34508. class LightProbe extends Light {
  34509. /**
  34510. * Constructs a new light probe.
  34511. *
  34512. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34513. * @param {number} [intensity=1] - The light's strength/intensity.
  34514. */
  34515. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34516. super( undefined, intensity );
  34517. /**
  34518. * This flag can be used for type testing.
  34519. *
  34520. * @type {boolean}
  34521. * @readonly
  34522. * @default true
  34523. */
  34524. this.isLightProbe = true;
  34525. /**
  34526. * A light probe uses spherical harmonics to encode lighting information.
  34527. *
  34528. * @type {SphericalHarmonics3}
  34529. */
  34530. this.sh = sh;
  34531. }
  34532. copy( source ) {
  34533. super.copy( source );
  34534. this.sh.copy( source.sh );
  34535. return this;
  34536. }
  34537. toJSON( meta ) {
  34538. const data = super.toJSON( meta );
  34539. data.object.sh = this.sh.toArray();
  34540. return data;
  34541. }
  34542. }
  34543. /**
  34544. * Class for loading materials. The files are internally
  34545. * loaded via {@link FileLoader}.
  34546. *
  34547. * ```js
  34548. * const loader = new THREE.MaterialLoader();
  34549. * const material = await loader.loadAsync( 'material.json' );
  34550. * ```
  34551. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34552. *
  34553. * @augments Loader
  34554. */
  34555. class MaterialLoader extends Loader {
  34556. /**
  34557. * Constructs a new material loader.
  34558. *
  34559. * @param {LoadingManager} [manager] - The loading manager.
  34560. */
  34561. constructor( manager ) {
  34562. super( manager );
  34563. /**
  34564. * A dictionary holding textures used by the material.
  34565. *
  34566. * @type {Object<string,Texture>}
  34567. */
  34568. this.textures = {};
  34569. }
  34570. /**
  34571. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34572. *
  34573. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34574. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34575. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34576. * @param {onErrorCallback} onError - Executed when errors occur.
  34577. */
  34578. load( url, onLoad, onProgress, onError ) {
  34579. const scope = this;
  34580. const loader = new FileLoader( scope.manager );
  34581. loader.setPath( scope.path );
  34582. loader.setRequestHeader( scope.requestHeader );
  34583. loader.setWithCredentials( scope.withCredentials );
  34584. loader.load( url, function ( text ) {
  34585. try {
  34586. onLoad( scope.parse( JSON.parse( text ) ) );
  34587. } catch ( e ) {
  34588. if ( onError ) {
  34589. onError( e );
  34590. } else {
  34591. error( e );
  34592. }
  34593. scope.manager.itemError( url );
  34594. }
  34595. }, onProgress, onError );
  34596. }
  34597. /**
  34598. * Parses the given JSON object and returns a material.
  34599. *
  34600. * @param {Object} json - The serialized material.
  34601. * @return {Material} The parsed material.
  34602. */
  34603. parse( json ) {
  34604. const textures = this.textures;
  34605. function getTexture( name ) {
  34606. if ( textures[ name ] === undefined ) {
  34607. warn( 'MaterialLoader: Undefined texture', name );
  34608. }
  34609. return textures[ name ];
  34610. }
  34611. const material = this.createMaterialFromType( json.type );
  34612. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34613. if ( json.name !== undefined ) material.name = json.name;
  34614. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34615. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34616. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34617. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34618. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34619. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34620. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34621. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34622. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34623. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34624. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34625. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34626. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34627. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34628. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34629. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34630. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34631. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34632. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34633. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34634. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34635. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34636. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34637. if ( json.fog !== undefined ) material.fog = json.fog;
  34638. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34639. if ( json.blending !== undefined ) material.blending = json.blending;
  34640. if ( json.combine !== undefined ) material.combine = json.combine;
  34641. if ( json.side !== undefined ) material.side = json.side;
  34642. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34643. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34644. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34645. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34646. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34647. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34648. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34649. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34650. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34651. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34652. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34653. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34654. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34655. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34656. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34657. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34658. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34659. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34660. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34661. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34662. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34663. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34664. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34665. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34666. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34667. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34668. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34669. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34670. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34671. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34672. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34673. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34674. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34675. if ( json.scale !== undefined ) material.scale = json.scale;
  34676. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34677. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34678. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34679. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34680. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34681. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34682. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34683. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34684. if ( json.visible !== undefined ) material.visible = json.visible;
  34685. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34686. if ( json.userData !== undefined ) material.userData = json.userData;
  34687. if ( json.vertexColors !== undefined ) {
  34688. if ( typeof json.vertexColors === 'number' ) {
  34689. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34690. } else {
  34691. material.vertexColors = json.vertexColors;
  34692. }
  34693. }
  34694. // Shader Material
  34695. if ( json.uniforms !== undefined ) {
  34696. for ( const name in json.uniforms ) {
  34697. const uniform = json.uniforms[ name ];
  34698. material.uniforms[ name ] = {};
  34699. switch ( uniform.type ) {
  34700. case 't':
  34701. material.uniforms[ name ].value = getTexture( uniform.value );
  34702. break;
  34703. case 'c':
  34704. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34705. break;
  34706. case 'v2':
  34707. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34708. break;
  34709. case 'v3':
  34710. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34711. break;
  34712. case 'v4':
  34713. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34714. break;
  34715. case 'm3':
  34716. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34717. break;
  34718. case 'm4':
  34719. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34720. break;
  34721. default:
  34722. material.uniforms[ name ].value = uniform.value;
  34723. }
  34724. }
  34725. }
  34726. if ( json.defines !== undefined ) material.defines = json.defines;
  34727. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34728. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34729. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34730. if ( json.extensions !== undefined ) {
  34731. for ( const key in json.extensions ) {
  34732. material.extensions[ key ] = json.extensions[ key ];
  34733. }
  34734. }
  34735. if ( json.lights !== undefined ) material.lights = json.lights;
  34736. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34737. // for PointsMaterial
  34738. if ( json.size !== undefined ) material.size = json.size;
  34739. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34740. // maps
  34741. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34742. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34743. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34744. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34745. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34746. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34747. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34748. if ( json.normalScale !== undefined ) {
  34749. let normalScale = json.normalScale;
  34750. if ( Array.isArray( normalScale ) === false ) {
  34751. // Blender exporter used to export a scalar. See #7459
  34752. normalScale = [ normalScale, normalScale ];
  34753. }
  34754. material.normalScale = new Vector2().fromArray( normalScale );
  34755. }
  34756. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34757. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34758. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34759. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34760. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34761. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34762. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34763. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34764. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34765. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34766. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34767. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34768. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34769. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34770. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34771. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34772. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34773. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34774. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34775. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34776. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34777. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34778. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34779. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34780. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34781. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34782. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34783. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34784. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34785. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34786. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34787. return material;
  34788. }
  34789. /**
  34790. * Textures are not embedded in the material JSON so they have
  34791. * to be injected before the loading process starts.
  34792. *
  34793. * @param {Object} value - A dictionary holding textures for material properties.
  34794. * @return {MaterialLoader} A reference to this material loader.
  34795. */
  34796. setTextures( value ) {
  34797. this.textures = value;
  34798. return this;
  34799. }
  34800. /**
  34801. * Creates a material for the given type.
  34802. *
  34803. * @param {string} type - The material type.
  34804. * @return {Material} The new material.
  34805. */
  34806. createMaterialFromType( type ) {
  34807. return MaterialLoader.createMaterialFromType( type );
  34808. }
  34809. /**
  34810. * Creates a material for the given type.
  34811. *
  34812. * @static
  34813. * @param {string} type - The material type.
  34814. * @return {Material} The new material.
  34815. */
  34816. static createMaterialFromType( type ) {
  34817. const materialLib = {
  34818. ShadowMaterial,
  34819. SpriteMaterial,
  34820. RawShaderMaterial,
  34821. ShaderMaterial,
  34822. PointsMaterial,
  34823. MeshPhysicalMaterial,
  34824. MeshStandardMaterial,
  34825. MeshPhongMaterial,
  34826. MeshToonMaterial,
  34827. MeshNormalMaterial,
  34828. MeshLambertMaterial,
  34829. MeshDepthMaterial,
  34830. MeshDistanceMaterial,
  34831. MeshBasicMaterial,
  34832. MeshMatcapMaterial,
  34833. LineDashedMaterial,
  34834. LineBasicMaterial,
  34835. Material
  34836. };
  34837. return new materialLib[ type ]();
  34838. }
  34839. }
  34840. /**
  34841. * A class with loader utility functions.
  34842. */
  34843. class LoaderUtils {
  34844. /**
  34845. * Extracts the base URL from the given URL.
  34846. *
  34847. * @param {string} url -The URL to extract the base URL from.
  34848. * @return {string} The extracted base URL.
  34849. */
  34850. static extractUrlBase( url ) {
  34851. const index = url.lastIndexOf( '/' );
  34852. if ( index === -1 ) return './';
  34853. return url.slice( 0, index + 1 );
  34854. }
  34855. /**
  34856. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34857. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34858. * string.
  34859. *
  34860. * @param {string} url -The URL to resolve.
  34861. * @param {string} path - The base path for relative URLs to be resolved against.
  34862. * @return {string} The resolved URL.
  34863. */
  34864. static resolveURL( url, path ) {
  34865. // Invalid URL
  34866. if ( typeof url !== 'string' || url === '' ) return '';
  34867. // Host Relative URL
  34868. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34869. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34870. }
  34871. // Absolute URL http://,https://,//
  34872. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34873. // Data URI
  34874. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34875. // Blob URL
  34876. if ( /^blob:.*$/i.test( url ) ) return url;
  34877. // Relative URL
  34878. return path + url;
  34879. }
  34880. }
  34881. /**
  34882. * An instanced version of a geometry.
  34883. */
  34884. class InstancedBufferGeometry extends BufferGeometry {
  34885. /**
  34886. * Constructs a new instanced buffer geometry.
  34887. */
  34888. constructor() {
  34889. super();
  34890. /**
  34891. * This flag can be used for type testing.
  34892. *
  34893. * @type {boolean}
  34894. * @readonly
  34895. * @default true
  34896. */
  34897. this.isInstancedBufferGeometry = true;
  34898. this.type = 'InstancedBufferGeometry';
  34899. /**
  34900. * The instance count.
  34901. *
  34902. * @type {number}
  34903. * @default Infinity
  34904. */
  34905. this.instanceCount = Infinity;
  34906. }
  34907. copy( source ) {
  34908. super.copy( source );
  34909. this.instanceCount = source.instanceCount;
  34910. return this;
  34911. }
  34912. toJSON() {
  34913. const data = super.toJSON();
  34914. data.instanceCount = this.instanceCount;
  34915. data.isInstancedBufferGeometry = true;
  34916. return data;
  34917. }
  34918. }
  34919. /**
  34920. * Class for loading geometries. The files are internally
  34921. * loaded via {@link FileLoader}.
  34922. *
  34923. * ```js
  34924. * const loader = new THREE.BufferGeometryLoader();
  34925. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34926. *
  34927. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34928. * const object = new THREE.Mesh( geometry, material );
  34929. * scene.add( object );
  34930. * ```
  34931. *
  34932. * @augments Loader
  34933. */
  34934. class BufferGeometryLoader extends Loader {
  34935. /**
  34936. * Constructs a new geometry loader.
  34937. *
  34938. * @param {LoadingManager} [manager] - The loading manager.
  34939. */
  34940. constructor( manager ) {
  34941. super( manager );
  34942. }
  34943. /**
  34944. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34945. *
  34946. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34947. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34948. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34949. * @param {onErrorCallback} onError - Executed when errors occur.
  34950. */
  34951. load( url, onLoad, onProgress, onError ) {
  34952. const scope = this;
  34953. const loader = new FileLoader( scope.manager );
  34954. loader.setPath( scope.path );
  34955. loader.setRequestHeader( scope.requestHeader );
  34956. loader.setWithCredentials( scope.withCredentials );
  34957. loader.load( url, function ( text ) {
  34958. try {
  34959. onLoad( scope.parse( JSON.parse( text ) ) );
  34960. } catch ( e ) {
  34961. if ( onError ) {
  34962. onError( e );
  34963. } else {
  34964. error( e );
  34965. }
  34966. scope.manager.itemError( url );
  34967. }
  34968. }, onProgress, onError );
  34969. }
  34970. /**
  34971. * Parses the given JSON object and returns a geometry.
  34972. *
  34973. * @param {Object} json - The serialized geometry.
  34974. * @return {BufferGeometry} The parsed geometry.
  34975. */
  34976. parse( json ) {
  34977. const interleavedBufferMap = {};
  34978. const arrayBufferMap = {};
  34979. function getInterleavedBuffer( json, uuid ) {
  34980. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34981. const interleavedBuffers = json.interleavedBuffers;
  34982. const interleavedBuffer = interleavedBuffers[ uuid ];
  34983. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34984. const array = getTypedArray( interleavedBuffer.type, buffer );
  34985. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34986. ib.uuid = interleavedBuffer.uuid;
  34987. interleavedBufferMap[ uuid ] = ib;
  34988. return ib;
  34989. }
  34990. function getArrayBuffer( json, uuid ) {
  34991. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34992. const arrayBuffers = json.arrayBuffers;
  34993. const arrayBuffer = arrayBuffers[ uuid ];
  34994. const ab = new Uint32Array( arrayBuffer ).buffer;
  34995. arrayBufferMap[ uuid ] = ab;
  34996. return ab;
  34997. }
  34998. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34999. const index = json.data.index;
  35000. if ( index !== undefined ) {
  35001. const typedArray = getTypedArray( index.type, index.array );
  35002. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35003. }
  35004. const attributes = json.data.attributes;
  35005. for ( const key in attributes ) {
  35006. const attribute = attributes[ key ];
  35007. let bufferAttribute;
  35008. if ( attribute.isInterleavedBufferAttribute ) {
  35009. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35010. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35011. } else {
  35012. const typedArray = getTypedArray( attribute.type, attribute.array );
  35013. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35014. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35015. }
  35016. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35017. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35018. geometry.setAttribute( key, bufferAttribute );
  35019. }
  35020. const morphAttributes = json.data.morphAttributes;
  35021. if ( morphAttributes ) {
  35022. for ( const key in morphAttributes ) {
  35023. const attributeArray = morphAttributes[ key ];
  35024. const array = [];
  35025. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35026. const attribute = attributeArray[ i ];
  35027. let bufferAttribute;
  35028. if ( attribute.isInterleavedBufferAttribute ) {
  35029. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35030. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35031. } else {
  35032. const typedArray = getTypedArray( attribute.type, attribute.array );
  35033. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35034. }
  35035. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35036. array.push( bufferAttribute );
  35037. }
  35038. geometry.morphAttributes[ key ] = array;
  35039. }
  35040. }
  35041. const morphTargetsRelative = json.data.morphTargetsRelative;
  35042. if ( morphTargetsRelative ) {
  35043. geometry.morphTargetsRelative = true;
  35044. }
  35045. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35046. if ( groups !== undefined ) {
  35047. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35048. const group = groups[ i ];
  35049. geometry.addGroup( group.start, group.count, group.materialIndex );
  35050. }
  35051. }
  35052. const boundingSphere = json.data.boundingSphere;
  35053. if ( boundingSphere !== undefined ) {
  35054. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35055. }
  35056. if ( json.name ) geometry.name = json.name;
  35057. if ( json.userData ) geometry.userData = json.userData;
  35058. return geometry;
  35059. }
  35060. }
  35061. /**
  35062. * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4).
  35063. * The files are internally loaded via {@link FileLoader}.
  35064. *
  35065. * ```js
  35066. * const loader = new THREE.ObjectLoader();
  35067. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35068. * scene.add( obj );
  35069. *
  35070. * // Alternatively, to parse a previously loaded JSON structure
  35071. * const object = await loader.parseAsync( a_json_object );
  35072. * scene.add( object );
  35073. * ```
  35074. *
  35075. * @augments Loader
  35076. */
  35077. class ObjectLoader extends Loader {
  35078. /**
  35079. * Constructs a new object loader.
  35080. *
  35081. * @param {LoadingManager} [manager] - The loading manager.
  35082. */
  35083. constructor( manager ) {
  35084. super( manager );
  35085. }
  35086. /**
  35087. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35088. *
  35089. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35090. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35091. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35092. * @param {onErrorCallback} onError - Executed when errors occur.
  35093. */
  35094. load( url, onLoad, onProgress, onError ) {
  35095. const scope = this;
  35096. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35097. this.resourcePath = this.resourcePath || path;
  35098. const loader = new FileLoader( this.manager );
  35099. loader.setPath( this.path );
  35100. loader.setRequestHeader( this.requestHeader );
  35101. loader.setWithCredentials( this.withCredentials );
  35102. loader.load( url, function ( text ) {
  35103. let json = null;
  35104. try {
  35105. json = JSON.parse( text );
  35106. } catch ( error ) {
  35107. if ( onError !== undefined ) onError( error );
  35108. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35109. return;
  35110. }
  35111. const metadata = json.metadata;
  35112. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35113. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35114. error( 'ObjectLoader: Can\'t load ' + url );
  35115. return;
  35116. }
  35117. scope.parse( json, onLoad );
  35118. }, onProgress, onError );
  35119. }
  35120. /**
  35121. * Async version of {@link ObjectLoader#load}.
  35122. *
  35123. * @async
  35124. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35125. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35126. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35127. */
  35128. async loadAsync( url, onProgress ) {
  35129. const scope = this;
  35130. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35131. this.resourcePath = this.resourcePath || path;
  35132. const loader = new FileLoader( this.manager );
  35133. loader.setPath( this.path );
  35134. loader.setRequestHeader( this.requestHeader );
  35135. loader.setWithCredentials( this.withCredentials );
  35136. const text = await loader.loadAsync( url, onProgress );
  35137. const json = JSON.parse( text );
  35138. const metadata = json.metadata;
  35139. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35140. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35141. }
  35142. return await scope.parseAsync( json );
  35143. }
  35144. /**
  35145. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35146. * but can also be used directly to parse a previously loaded JSON structure.
  35147. *
  35148. * @param {Object} json - The serialized 3D object.
  35149. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35150. * @return {Object3D} The parsed 3D object.
  35151. */
  35152. parse( json, onLoad ) {
  35153. const animations = this.parseAnimations( json.animations );
  35154. const shapes = this.parseShapes( json.shapes );
  35155. const geometries = this.parseGeometries( json.geometries, shapes );
  35156. const images = this.parseImages( json.images, function () {
  35157. if ( onLoad !== undefined ) onLoad( object );
  35158. } );
  35159. const textures = this.parseTextures( json.textures, images );
  35160. const materials = this.parseMaterials( json.materials, textures );
  35161. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35162. const skeletons = this.parseSkeletons( json.skeletons, object );
  35163. this.bindSkeletons( object, skeletons );
  35164. this.bindLightTargets( object );
  35165. //
  35166. if ( onLoad !== undefined ) {
  35167. let hasImages = false;
  35168. for ( const uuid in images ) {
  35169. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35170. hasImages = true;
  35171. break;
  35172. }
  35173. }
  35174. if ( hasImages === false ) onLoad( object );
  35175. }
  35176. return object;
  35177. }
  35178. /**
  35179. * Async version of {@link ObjectLoader#parse}.
  35180. *
  35181. * @param {Object} json - The serialized 3D object.
  35182. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35183. */
  35184. async parseAsync( json ) {
  35185. const animations = this.parseAnimations( json.animations );
  35186. const shapes = this.parseShapes( json.shapes );
  35187. const geometries = this.parseGeometries( json.geometries, shapes );
  35188. const images = await this.parseImagesAsync( json.images );
  35189. const textures = this.parseTextures( json.textures, images );
  35190. const materials = this.parseMaterials( json.materials, textures );
  35191. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35192. const skeletons = this.parseSkeletons( json.skeletons, object );
  35193. this.bindSkeletons( object, skeletons );
  35194. this.bindLightTargets( object );
  35195. return object;
  35196. }
  35197. // internals
  35198. parseShapes( json ) {
  35199. const shapes = {};
  35200. if ( json !== undefined ) {
  35201. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35202. const shape = new Shape().fromJSON( json[ i ] );
  35203. shapes[ shape.uuid ] = shape;
  35204. }
  35205. }
  35206. return shapes;
  35207. }
  35208. parseSkeletons( json, object ) {
  35209. const skeletons = {};
  35210. const bones = {};
  35211. // generate bone lookup table
  35212. object.traverse( function ( child ) {
  35213. if ( child.isBone ) bones[ child.uuid ] = child;
  35214. } );
  35215. // create skeletons
  35216. if ( json !== undefined ) {
  35217. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35218. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35219. skeletons[ skeleton.uuid ] = skeleton;
  35220. }
  35221. }
  35222. return skeletons;
  35223. }
  35224. parseGeometries( json, shapes ) {
  35225. const geometries = {};
  35226. if ( json !== undefined ) {
  35227. const bufferGeometryLoader = new BufferGeometryLoader();
  35228. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35229. let geometry;
  35230. const data = json[ i ];
  35231. switch ( data.type ) {
  35232. case 'BufferGeometry':
  35233. case 'InstancedBufferGeometry':
  35234. geometry = bufferGeometryLoader.parse( data );
  35235. break;
  35236. default:
  35237. if ( data.type in Geometries ) {
  35238. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35239. } else {
  35240. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35241. }
  35242. }
  35243. geometry.uuid = data.uuid;
  35244. if ( data.name !== undefined ) geometry.name = data.name;
  35245. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35246. geometries[ data.uuid ] = geometry;
  35247. }
  35248. }
  35249. return geometries;
  35250. }
  35251. parseMaterials( json, textures ) {
  35252. const cache = {}; // MultiMaterial
  35253. const materials = {};
  35254. if ( json !== undefined ) {
  35255. const loader = new MaterialLoader();
  35256. loader.setTextures( textures );
  35257. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35258. const data = json[ i ];
  35259. if ( cache[ data.uuid ] === undefined ) {
  35260. cache[ data.uuid ] = loader.parse( data );
  35261. }
  35262. materials[ data.uuid ] = cache[ data.uuid ];
  35263. }
  35264. }
  35265. return materials;
  35266. }
  35267. parseAnimations( json ) {
  35268. const animations = {};
  35269. if ( json !== undefined ) {
  35270. for ( let i = 0; i < json.length; i ++ ) {
  35271. const data = json[ i ];
  35272. const clip = AnimationClip.parse( data );
  35273. animations[ clip.uuid ] = clip;
  35274. }
  35275. }
  35276. return animations;
  35277. }
  35278. parseImages( json, onLoad ) {
  35279. const scope = this;
  35280. const images = {};
  35281. let loader;
  35282. function loadImage( url ) {
  35283. scope.manager.itemStart( url );
  35284. return loader.load( url, function () {
  35285. scope.manager.itemEnd( url );
  35286. }, undefined, function () {
  35287. scope.manager.itemError( url );
  35288. scope.manager.itemEnd( url );
  35289. } );
  35290. }
  35291. function deserializeImage( image ) {
  35292. if ( typeof image === 'string' ) {
  35293. const url = image;
  35294. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35295. return loadImage( path );
  35296. } else {
  35297. if ( image.data ) {
  35298. return {
  35299. data: getTypedArray( image.type, image.data ),
  35300. width: image.width,
  35301. height: image.height
  35302. };
  35303. } else {
  35304. return null;
  35305. }
  35306. }
  35307. }
  35308. if ( json !== undefined && json.length > 0 ) {
  35309. const manager = new LoadingManager( onLoad );
  35310. loader = new ImageLoader( manager );
  35311. loader.setCrossOrigin( this.crossOrigin );
  35312. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35313. const image = json[ i ];
  35314. const url = image.url;
  35315. if ( Array.isArray( url ) ) {
  35316. // load array of images e.g CubeTexture
  35317. const imageArray = [];
  35318. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35319. const currentUrl = url[ j ];
  35320. const deserializedImage = deserializeImage( currentUrl );
  35321. if ( deserializedImage !== null ) {
  35322. if ( deserializedImage instanceof HTMLImageElement ) {
  35323. imageArray.push( deserializedImage );
  35324. } else {
  35325. // special case: handle array of data textures for cube textures
  35326. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35327. }
  35328. }
  35329. }
  35330. images[ image.uuid ] = new Source( imageArray );
  35331. } else {
  35332. // load single image
  35333. const deserializedImage = deserializeImage( image.url );
  35334. images[ image.uuid ] = new Source( deserializedImage );
  35335. }
  35336. }
  35337. }
  35338. return images;
  35339. }
  35340. async parseImagesAsync( json ) {
  35341. const scope = this;
  35342. const images = {};
  35343. let loader;
  35344. async function deserializeImage( image ) {
  35345. if ( typeof image === 'string' ) {
  35346. const url = image;
  35347. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35348. return await loader.loadAsync( path );
  35349. } else {
  35350. if ( image.data ) {
  35351. return {
  35352. data: getTypedArray( image.type, image.data ),
  35353. width: image.width,
  35354. height: image.height
  35355. };
  35356. } else {
  35357. return null;
  35358. }
  35359. }
  35360. }
  35361. if ( json !== undefined && json.length > 0 ) {
  35362. loader = new ImageLoader( this.manager );
  35363. loader.setCrossOrigin( this.crossOrigin );
  35364. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35365. const image = json[ i ];
  35366. const url = image.url;
  35367. if ( Array.isArray( url ) ) {
  35368. // load array of images e.g CubeTexture
  35369. const imageArray = [];
  35370. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35371. const currentUrl = url[ j ];
  35372. const deserializedImage = await deserializeImage( currentUrl );
  35373. if ( deserializedImage !== null ) {
  35374. if ( deserializedImage instanceof HTMLImageElement ) {
  35375. imageArray.push( deserializedImage );
  35376. } else {
  35377. // special case: handle array of data textures for cube textures
  35378. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35379. }
  35380. }
  35381. }
  35382. images[ image.uuid ] = new Source( imageArray );
  35383. } else {
  35384. // load single image
  35385. const deserializedImage = await deserializeImage( image.url );
  35386. images[ image.uuid ] = new Source( deserializedImage );
  35387. }
  35388. }
  35389. }
  35390. return images;
  35391. }
  35392. parseTextures( json, images ) {
  35393. function parseConstant( value, type ) {
  35394. if ( typeof value === 'number' ) return value;
  35395. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35396. return type[ value ];
  35397. }
  35398. const textures = {};
  35399. if ( json !== undefined ) {
  35400. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35401. const data = json[ i ];
  35402. if ( data.image === undefined ) {
  35403. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35404. }
  35405. if ( images[ data.image ] === undefined ) {
  35406. warn( 'ObjectLoader: Undefined image', data.image );
  35407. }
  35408. const source = images[ data.image ];
  35409. const image = source.data;
  35410. let texture;
  35411. if ( Array.isArray( image ) ) {
  35412. texture = new CubeTexture();
  35413. if ( image.length === 6 ) texture.needsUpdate = true;
  35414. } else {
  35415. if ( image && image.data ) {
  35416. texture = new DataTexture();
  35417. } else {
  35418. texture = new Texture();
  35419. }
  35420. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35421. }
  35422. texture.source = source;
  35423. texture.uuid = data.uuid;
  35424. if ( data.name !== undefined ) texture.name = data.name;
  35425. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35426. if ( data.channel !== undefined ) texture.channel = data.channel;
  35427. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35428. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35429. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35430. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35431. if ( data.wrap !== undefined ) {
  35432. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35433. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35434. }
  35435. if ( data.format !== undefined ) texture.format = data.format;
  35436. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35437. if ( data.type !== undefined ) texture.type = data.type;
  35438. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35439. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35440. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35441. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35442. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35443. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35444. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35445. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35446. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35447. if ( data.userData !== undefined ) texture.userData = data.userData;
  35448. textures[ data.uuid ] = texture;
  35449. }
  35450. }
  35451. return textures;
  35452. }
  35453. parseObject( data, geometries, materials, textures, animations ) {
  35454. let object;
  35455. function getGeometry( name ) {
  35456. if ( geometries[ name ] === undefined ) {
  35457. warn( 'ObjectLoader: Undefined geometry', name );
  35458. }
  35459. return geometries[ name ];
  35460. }
  35461. function getMaterial( name ) {
  35462. if ( name === undefined ) return undefined;
  35463. if ( Array.isArray( name ) ) {
  35464. const array = [];
  35465. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35466. const uuid = name[ i ];
  35467. if ( materials[ uuid ] === undefined ) {
  35468. warn( 'ObjectLoader: Undefined material', uuid );
  35469. }
  35470. array.push( materials[ uuid ] );
  35471. }
  35472. return array;
  35473. }
  35474. if ( materials[ name ] === undefined ) {
  35475. warn( 'ObjectLoader: Undefined material', name );
  35476. }
  35477. return materials[ name ];
  35478. }
  35479. function getTexture( uuid ) {
  35480. if ( textures[ uuid ] === undefined ) {
  35481. warn( 'ObjectLoader: Undefined texture', uuid );
  35482. }
  35483. return textures[ uuid ];
  35484. }
  35485. let geometry, material;
  35486. switch ( data.type ) {
  35487. case 'Scene':
  35488. object = new Scene();
  35489. if ( data.background !== undefined ) {
  35490. if ( Number.isInteger( data.background ) ) {
  35491. object.background = new Color( data.background );
  35492. } else {
  35493. object.background = getTexture( data.background );
  35494. }
  35495. }
  35496. if ( data.environment !== undefined ) {
  35497. object.environment = getTexture( data.environment );
  35498. }
  35499. if ( data.fog !== undefined ) {
  35500. if ( data.fog.type === 'Fog' ) {
  35501. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35502. } else if ( data.fog.type === 'FogExp2' ) {
  35503. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35504. }
  35505. if ( data.fog.name !== '' ) {
  35506. object.fog.name = data.fog.name;
  35507. }
  35508. }
  35509. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35510. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35511. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35512. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35513. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35514. break;
  35515. case 'PerspectiveCamera':
  35516. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35517. if ( data.focus !== undefined ) object.focus = data.focus;
  35518. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35519. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35520. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35521. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35522. break;
  35523. case 'OrthographicCamera':
  35524. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35525. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35526. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35527. break;
  35528. case 'AmbientLight':
  35529. object = new AmbientLight( data.color, data.intensity );
  35530. break;
  35531. case 'DirectionalLight':
  35532. object = new DirectionalLight( data.color, data.intensity );
  35533. object.target = data.target || '';
  35534. break;
  35535. case 'PointLight':
  35536. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35537. break;
  35538. case 'RectAreaLight':
  35539. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35540. break;
  35541. case 'SpotLight':
  35542. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35543. object.target = data.target || '';
  35544. break;
  35545. case 'HemisphereLight':
  35546. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35547. break;
  35548. case 'LightProbe':
  35549. const sh = new SphericalHarmonics3().fromArray( data.sh );
  35550. object = new LightProbe( sh, data.intensity );
  35551. break;
  35552. case 'SkinnedMesh':
  35553. geometry = getGeometry( data.geometry );
  35554. material = getMaterial( data.material );
  35555. object = new SkinnedMesh( geometry, material );
  35556. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35557. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35558. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35559. break;
  35560. case 'Mesh':
  35561. geometry = getGeometry( data.geometry );
  35562. material = getMaterial( data.material );
  35563. object = new Mesh( geometry, material );
  35564. break;
  35565. case 'InstancedMesh':
  35566. geometry = getGeometry( data.geometry );
  35567. material = getMaterial( data.material );
  35568. const count = data.count;
  35569. const instanceMatrix = data.instanceMatrix;
  35570. const instanceColor = data.instanceColor;
  35571. object = new InstancedMesh( geometry, material, count );
  35572. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35573. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35574. break;
  35575. case 'BatchedMesh':
  35576. geometry = getGeometry( data.geometry );
  35577. material = getMaterial( data.material );
  35578. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35579. object.geometry = geometry;
  35580. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35581. object.sortObjects = data.sortObjects;
  35582. object._drawRanges = data.drawRanges;
  35583. object._reservedRanges = data.reservedRanges;
  35584. object._geometryInfo = data.geometryInfo.map( info => {
  35585. let box = null;
  35586. let sphere = null;
  35587. if ( info.boundingBox !== undefined ) {
  35588. box = new Box3().fromJSON( info.boundingBox );
  35589. }
  35590. if ( info.boundingSphere !== undefined ) {
  35591. sphere = new Sphere().fromJSON( info.boundingSphere );
  35592. }
  35593. return {
  35594. ...info,
  35595. boundingBox: box,
  35596. boundingSphere: sphere
  35597. };
  35598. } );
  35599. object._instanceInfo = data.instanceInfo;
  35600. object._availableInstanceIds = data._availableInstanceIds;
  35601. object._availableGeometryIds = data._availableGeometryIds;
  35602. object._nextIndexStart = data.nextIndexStart;
  35603. object._nextVertexStart = data.nextVertexStart;
  35604. object._geometryCount = data.geometryCount;
  35605. object._maxInstanceCount = data.maxInstanceCount;
  35606. object._maxVertexCount = data.maxVertexCount;
  35607. object._maxIndexCount = data.maxIndexCount;
  35608. object._geometryInitialized = data.geometryInitialized;
  35609. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35610. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35611. if ( data.colorsTexture !== undefined ) {
  35612. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35613. }
  35614. if ( data.boundingSphere !== undefined ) {
  35615. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35616. }
  35617. if ( data.boundingBox !== undefined ) {
  35618. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35619. }
  35620. break;
  35621. case 'LOD':
  35622. object = new LOD();
  35623. break;
  35624. case 'Line':
  35625. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35626. break;
  35627. case 'LineLoop':
  35628. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35629. break;
  35630. case 'LineSegments':
  35631. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35632. break;
  35633. case 'PointCloud':
  35634. case 'Points':
  35635. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35636. break;
  35637. case 'Sprite':
  35638. object = new Sprite( getMaterial( data.material ) );
  35639. break;
  35640. case 'Group':
  35641. object = new Group();
  35642. break;
  35643. case 'Bone':
  35644. object = new Bone();
  35645. break;
  35646. default:
  35647. object = new Object3D();
  35648. }
  35649. object.uuid = data.uuid;
  35650. if ( data.name !== undefined ) object.name = data.name;
  35651. if ( data.matrix !== undefined ) {
  35652. object.matrix.fromArray( data.matrix );
  35653. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35654. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35655. } else {
  35656. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35657. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35658. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35659. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35660. }
  35661. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35662. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35663. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35664. if ( data.shadow ) {
  35665. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35666. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35667. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35668. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35669. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35670. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35671. }
  35672. if ( data.visible !== undefined ) object.visible = data.visible;
  35673. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35674. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35675. if ( data.userData !== undefined ) object.userData = data.userData;
  35676. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35677. if ( data.children !== undefined ) {
  35678. const children = data.children;
  35679. for ( let i = 0; i < children.length; i ++ ) {
  35680. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35681. }
  35682. }
  35683. if ( data.animations !== undefined ) {
  35684. const objectAnimations = data.animations;
  35685. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35686. const uuid = objectAnimations[ i ];
  35687. object.animations.push( animations[ uuid ] );
  35688. }
  35689. }
  35690. if ( data.type === 'LOD' ) {
  35691. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35692. const levels = data.levels;
  35693. for ( let l = 0; l < levels.length; l ++ ) {
  35694. const level = levels[ l ];
  35695. const child = object.getObjectByProperty( 'uuid', level.object );
  35696. if ( child !== undefined ) {
  35697. object.addLevel( child, level.distance, level.hysteresis );
  35698. }
  35699. }
  35700. }
  35701. return object;
  35702. }
  35703. bindSkeletons( object, skeletons ) {
  35704. if ( Object.keys( skeletons ).length === 0 ) return;
  35705. object.traverse( function ( child ) {
  35706. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35707. const skeleton = skeletons[ child.skeleton ];
  35708. if ( skeleton === undefined ) {
  35709. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35710. } else {
  35711. child.bind( skeleton, child.bindMatrix );
  35712. }
  35713. }
  35714. } );
  35715. }
  35716. bindLightTargets( object ) {
  35717. object.traverse( function ( child ) {
  35718. if ( child.isDirectionalLight || child.isSpotLight ) {
  35719. const uuid = child.target;
  35720. const target = object.getObjectByProperty( 'uuid', uuid );
  35721. if ( target !== undefined ) {
  35722. child.target = target;
  35723. } else {
  35724. child.target = new Object3D();
  35725. }
  35726. }
  35727. } );
  35728. }
  35729. }
  35730. const TEXTURE_MAPPING = {
  35731. UVMapping: UVMapping,
  35732. CubeReflectionMapping: CubeReflectionMapping,
  35733. CubeRefractionMapping: CubeRefractionMapping,
  35734. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35735. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35736. CubeUVReflectionMapping: CubeUVReflectionMapping
  35737. };
  35738. const TEXTURE_WRAPPING = {
  35739. RepeatWrapping: RepeatWrapping,
  35740. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35741. MirroredRepeatWrapping: MirroredRepeatWrapping
  35742. };
  35743. const TEXTURE_FILTER = {
  35744. NearestFilter: NearestFilter,
  35745. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35746. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35747. LinearFilter: LinearFilter,
  35748. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35749. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35750. };
  35751. const _errorMap = new WeakMap();
  35752. /**
  35753. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35754. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35755. * textures for rendering.
  35756. *
  35757. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35758. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35759. *
  35760. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35761. *
  35762. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35763. *
  35764. * ```js
  35765. * const loader = new THREE.ImageBitmapLoader();
  35766. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35767. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35768. *
  35769. * const texture = new THREE.Texture( imageBitmap );
  35770. * texture.needsUpdate = true;
  35771. * ```
  35772. *
  35773. * @augments Loader
  35774. */
  35775. class ImageBitmapLoader extends Loader {
  35776. /**
  35777. * Constructs a new image bitmap loader.
  35778. *
  35779. * @param {LoadingManager} [manager] - The loading manager.
  35780. */
  35781. constructor( manager ) {
  35782. super( manager );
  35783. /**
  35784. * This flag can be used for type testing.
  35785. *
  35786. * @type {boolean}
  35787. * @readonly
  35788. * @default true
  35789. */
  35790. this.isImageBitmapLoader = true;
  35791. if ( typeof createImageBitmap === 'undefined' ) {
  35792. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35793. }
  35794. if ( typeof fetch === 'undefined' ) {
  35795. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35796. }
  35797. /**
  35798. * Represents the loader options.
  35799. *
  35800. * @type {Object}
  35801. * @default {premultiplyAlpha:'none'}
  35802. */
  35803. this.options = { premultiplyAlpha: 'none' };
  35804. /**
  35805. * Used for aborting requests.
  35806. *
  35807. * @private
  35808. * @type {AbortController}
  35809. */
  35810. this._abortController = new AbortController();
  35811. }
  35812. /**
  35813. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35814. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35815. *
  35816. * @param {Object} options - The loader options to set.
  35817. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35818. */
  35819. setOptions( options ) {
  35820. this.options = options;
  35821. return this;
  35822. }
  35823. /**
  35824. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35825. *
  35826. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35827. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35828. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35829. * @param {onErrorCallback} onError - Executed when errors occur.
  35830. * @return {ImageBitmap|undefined} The image bitmap.
  35831. */
  35832. load( url, onLoad, onProgress, onError ) {
  35833. if ( url === undefined ) url = '';
  35834. if ( this.path !== undefined ) url = this.path + url;
  35835. url = this.manager.resolveURL( url );
  35836. const scope = this;
  35837. const cached = Cache.get( `image-bitmap:${url}` );
  35838. if ( cached !== undefined ) {
  35839. scope.manager.itemStart( url );
  35840. // If cached is a promise, wait for it to resolve
  35841. if ( cached.then ) {
  35842. cached.then( imageBitmap => {
  35843. // check if there is an error for the cached promise
  35844. if ( _errorMap.has( cached ) === true ) {
  35845. if ( onError ) onError( _errorMap.get( cached ) );
  35846. scope.manager.itemError( url );
  35847. scope.manager.itemEnd( url );
  35848. } else {
  35849. if ( onLoad ) onLoad( imageBitmap );
  35850. scope.manager.itemEnd( url );
  35851. return imageBitmap;
  35852. }
  35853. } );
  35854. return;
  35855. }
  35856. // If cached is not a promise (i.e., it's already an imageBitmap)
  35857. setTimeout( function () {
  35858. if ( onLoad ) onLoad( cached );
  35859. scope.manager.itemEnd( url );
  35860. }, 0 );
  35861. return cached;
  35862. }
  35863. const fetchOptions = {};
  35864. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35865. fetchOptions.headers = this.requestHeader;
  35866. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35867. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35868. return res.blob();
  35869. } ).then( function ( blob ) {
  35870. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35871. } ).then( function ( imageBitmap ) {
  35872. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35873. if ( onLoad ) onLoad( imageBitmap );
  35874. scope.manager.itemEnd( url );
  35875. return imageBitmap;
  35876. } ).catch( function ( e ) {
  35877. if ( onError ) onError( e );
  35878. _errorMap.set( promise, e );
  35879. Cache.remove( `image-bitmap:${url}` );
  35880. scope.manager.itemError( url );
  35881. scope.manager.itemEnd( url );
  35882. } );
  35883. Cache.add( `image-bitmap:${url}`, promise );
  35884. scope.manager.itemStart( url );
  35885. }
  35886. /**
  35887. * Aborts ongoing fetch requests.
  35888. *
  35889. * @return {ImageBitmapLoader} A reference to this instance.
  35890. */
  35891. abort() {
  35892. this._abortController.abort();
  35893. this._abortController = new AbortController();
  35894. return this;
  35895. }
  35896. }
  35897. let _context;
  35898. /**
  35899. * Manages the global audio context in the engine.
  35900. *
  35901. * @hideconstructor
  35902. */
  35903. class AudioContext {
  35904. /**
  35905. * Returns the global native audio context.
  35906. *
  35907. * @return {AudioContext} The native audio context.
  35908. */
  35909. static getContext() {
  35910. if ( _context === undefined ) {
  35911. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35912. }
  35913. return _context;
  35914. }
  35915. /**
  35916. * Allows to set the global native audio context from outside.
  35917. *
  35918. * @param {AudioContext} value - The native context to set.
  35919. */
  35920. static setContext( value ) {
  35921. _context = value;
  35922. }
  35923. }
  35924. /**
  35925. * Class for loading audio buffers. Audios are internally
  35926. * loaded via {@link FileLoader}.
  35927. *
  35928. * ```js
  35929. * const audioListener = new THREE.AudioListener();
  35930. * const ambientSound = new THREE.Audio( audioListener );
  35931. *
  35932. * const loader = new THREE.AudioLoader();
  35933. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35934. *
  35935. * ambientSound.setBuffer( audioBuffer );
  35936. * ambientSound.play();
  35937. * ```
  35938. *
  35939. * @augments Loader
  35940. */
  35941. class AudioLoader extends Loader {
  35942. /**
  35943. * Constructs a new audio loader.
  35944. *
  35945. * @param {LoadingManager} [manager] - The loading manager.
  35946. */
  35947. constructor( manager ) {
  35948. super( manager );
  35949. }
  35950. /**
  35951. * Starts loading from the given URL and passes the loaded audio buffer
  35952. * to the `onLoad()` callback.
  35953. *
  35954. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35955. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35956. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35957. * @param {onErrorCallback} onError - Executed when errors occur.
  35958. */
  35959. load( url, onLoad, onProgress, onError ) {
  35960. const scope = this;
  35961. const loader = new FileLoader( this.manager );
  35962. loader.setResponseType( 'arraybuffer' );
  35963. loader.setPath( this.path );
  35964. loader.setRequestHeader( this.requestHeader );
  35965. loader.setWithCredentials( this.withCredentials );
  35966. loader.load( url, function ( buffer ) {
  35967. try {
  35968. // Create a copy of the buffer. The `decodeAudioData` method
  35969. // detaches the buffer when complete, preventing reuse.
  35970. const bufferCopy = buffer.slice( 0 );
  35971. const context = AudioContext.getContext();
  35972. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35973. onLoad( audioBuffer );
  35974. } ).catch( handleError );
  35975. } catch ( e ) {
  35976. handleError( e );
  35977. }
  35978. }, onProgress, onError );
  35979. function handleError( e ) {
  35980. if ( onError ) {
  35981. onError( e );
  35982. } else {
  35983. error( e );
  35984. }
  35985. scope.manager.itemError( url );
  35986. }
  35987. }
  35988. }
  35989. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35990. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35991. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35992. /**
  35993. * A special type of camera that uses two perspective cameras with
  35994. * stereoscopic projection. Can be used for rendering stereo effects
  35995. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  35996. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  35997. */
  35998. class StereoCamera {
  35999. /**
  36000. * Constructs a new stereo camera.
  36001. */
  36002. constructor() {
  36003. /**
  36004. * The type property is used for detecting the object type
  36005. * in context of serialization/deserialization.
  36006. *
  36007. * @type {string}
  36008. * @readonly
  36009. */
  36010. this.type = 'StereoCamera';
  36011. /**
  36012. * The aspect.
  36013. *
  36014. * @type {number}
  36015. * @default 1
  36016. */
  36017. this.aspect = 1;
  36018. /**
  36019. * The eye separation which represents the distance
  36020. * between the left and right camera.
  36021. *
  36022. * @type {number}
  36023. * @default 0.064
  36024. */
  36025. this.eyeSep = 0.064;
  36026. /**
  36027. * The camera representing the left eye. This is added to layer `1` so objects to be
  36028. * rendered by the left camera must also be added to this layer.
  36029. *
  36030. * @type {PerspectiveCamera}
  36031. */
  36032. this.cameraL = new PerspectiveCamera();
  36033. this.cameraL.layers.enable( 1 );
  36034. this.cameraL.matrixAutoUpdate = false;
  36035. /**
  36036. * The camera representing the right eye. This is added to layer `2` so objects to be
  36037. * rendered by the right camera must also be added to this layer.
  36038. *
  36039. * @type {PerspectiveCamera}
  36040. */
  36041. this.cameraR = new PerspectiveCamera();
  36042. this.cameraR.layers.enable( 2 );
  36043. this.cameraR.matrixAutoUpdate = false;
  36044. this._cache = {
  36045. focus: null,
  36046. fov: null,
  36047. aspect: null,
  36048. near: null,
  36049. far: null,
  36050. zoom: null,
  36051. eyeSep: null
  36052. };
  36053. }
  36054. /**
  36055. * Updates the stereo camera based on the given perspective camera.
  36056. *
  36057. * @param {PerspectiveCamera} camera - The perspective camera.
  36058. */
  36059. update( camera ) {
  36060. const cache = this._cache;
  36061. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36062. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36063. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36064. if ( needsUpdate ) {
  36065. cache.focus = camera.focus;
  36066. cache.fov = camera.fov;
  36067. cache.aspect = camera.aspect * this.aspect;
  36068. cache.near = camera.near;
  36069. cache.far = camera.far;
  36070. cache.zoom = camera.zoom;
  36071. cache.eyeSep = this.eyeSep;
  36072. // Off-axis stereoscopic effect based on
  36073. // http://paulbourke.net/stereographics/stereorender/
  36074. _projectionMatrix.copy( camera.projectionMatrix );
  36075. const eyeSepHalf = cache.eyeSep / 2;
  36076. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36077. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36078. let xmin, xmax;
  36079. // translate xOffset
  36080. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36081. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36082. // for left eye
  36083. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36084. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36085. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36086. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36087. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36088. // for right eye
  36089. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36090. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36091. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36092. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36093. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36094. }
  36095. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36096. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36097. }
  36098. }
  36099. /**
  36100. * This type of camera can be used in order to efficiently render a scene with a
  36101. * predefined set of cameras. This is an important performance aspect for
  36102. * rendering VR scenes.
  36103. *
  36104. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36105. * to define for each sub camera the `viewport` property which determines the
  36106. * part of the viewport that is rendered with this camera.
  36107. *
  36108. * @augments PerspectiveCamera
  36109. */
  36110. class ArrayCamera extends PerspectiveCamera {
  36111. /**
  36112. * Constructs a new array camera.
  36113. *
  36114. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36115. */
  36116. constructor( array = [] ) {
  36117. super();
  36118. /**
  36119. * This flag can be used for type testing.
  36120. *
  36121. * @type {boolean}
  36122. * @readonly
  36123. * @default true
  36124. */
  36125. this.isArrayCamera = true;
  36126. /**
  36127. * Whether this camera is used with multiview rendering or not.
  36128. *
  36129. * @type {boolean}
  36130. * @readonly
  36131. * @default false
  36132. */
  36133. this.isMultiViewCamera = false;
  36134. /**
  36135. * An array of perspective sub cameras.
  36136. *
  36137. * @type {Array<PerspectiveCamera>}
  36138. */
  36139. this.cameras = array;
  36140. }
  36141. }
  36142. /**
  36143. * Class for keeping track of time.
  36144. */
  36145. class Clock {
  36146. /**
  36147. * Constructs a new clock.
  36148. *
  36149. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36150. * `getDelta()` is called for the first time.
  36151. */
  36152. constructor( autoStart = true ) {
  36153. /**
  36154. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36155. * for the first time.
  36156. *
  36157. * @type {boolean}
  36158. * @default true
  36159. */
  36160. this.autoStart = autoStart;
  36161. /**
  36162. * Holds the time at which the clock's `start()` method was last called.
  36163. *
  36164. * @type {number}
  36165. * @default 0
  36166. */
  36167. this.startTime = 0;
  36168. /**
  36169. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36170. * `getDelta()` methods were last called.
  36171. *
  36172. * @type {number}
  36173. * @default 0
  36174. */
  36175. this.oldTime = 0;
  36176. /**
  36177. * Keeps track of the total time that the clock has been running.
  36178. *
  36179. * @type {number}
  36180. * @default 0
  36181. */
  36182. this.elapsedTime = 0;
  36183. /**
  36184. * Whether the clock is running or not.
  36185. *
  36186. * @type {boolean}
  36187. * @default true
  36188. */
  36189. this.running = false;
  36190. }
  36191. /**
  36192. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36193. * called by the class.
  36194. */
  36195. start() {
  36196. this.startTime = performance.now();
  36197. this.oldTime = this.startTime;
  36198. this.elapsedTime = 0;
  36199. this.running = true;
  36200. }
  36201. /**
  36202. * Stops the clock.
  36203. */
  36204. stop() {
  36205. this.getElapsedTime();
  36206. this.running = false;
  36207. this.autoStart = false;
  36208. }
  36209. /**
  36210. * Returns the elapsed time in seconds.
  36211. *
  36212. * @return {number} The elapsed time.
  36213. */
  36214. getElapsedTime() {
  36215. this.getDelta();
  36216. return this.elapsedTime;
  36217. }
  36218. /**
  36219. * Returns the delta time in seconds.
  36220. *
  36221. * @return {number} The delta time.
  36222. */
  36223. getDelta() {
  36224. let diff = 0;
  36225. if ( this.autoStart && ! this.running ) {
  36226. this.start();
  36227. return 0;
  36228. }
  36229. if ( this.running ) {
  36230. const newTime = performance.now();
  36231. diff = ( newTime - this.oldTime ) / 1000;
  36232. this.oldTime = newTime;
  36233. this.elapsedTime += diff;
  36234. }
  36235. return diff;
  36236. }
  36237. }
  36238. const _position$1 = /*@__PURE__*/ new Vector3();
  36239. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36240. const _scale$1 = /*@__PURE__*/ new Vector3();
  36241. const _forward = /*@__PURE__*/ new Vector3();
  36242. const _up = /*@__PURE__*/ new Vector3();
  36243. /**
  36244. * The class represents a virtual listener of the all positional and non-positional audio effects
  36245. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36246. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36247. *
  36248. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36249. * camera represents the 3D transformation of the listener.
  36250. *
  36251. * @augments Object3D
  36252. */
  36253. class AudioListener extends Object3D {
  36254. /**
  36255. * Constructs a new audio listener.
  36256. */
  36257. constructor() {
  36258. super();
  36259. this.type = 'AudioListener';
  36260. /**
  36261. * The native audio context.
  36262. *
  36263. * @type {AudioContext}
  36264. * @readonly
  36265. */
  36266. this.context = AudioContext.getContext();
  36267. /**
  36268. * The gain node used for volume control.
  36269. *
  36270. * @type {GainNode}
  36271. * @readonly
  36272. */
  36273. this.gain = this.context.createGain();
  36274. this.gain.connect( this.context.destination );
  36275. /**
  36276. * An optional filter.
  36277. *
  36278. * Defined via {@link AudioListener#setFilter}.
  36279. *
  36280. * @type {?AudioNode}
  36281. * @default null
  36282. * @readonly
  36283. */
  36284. this.filter = null;
  36285. /**
  36286. * Time delta values required for `linearRampToValueAtTime()` usage.
  36287. *
  36288. * @type {number}
  36289. * @default 0
  36290. * @readonly
  36291. */
  36292. this.timeDelta = 0;
  36293. // private
  36294. this._clock = new Clock();
  36295. }
  36296. /**
  36297. * Returns the listener's input node.
  36298. *
  36299. * This method is used by other audio nodes to connect to this listener.
  36300. *
  36301. * @return {GainNode} The input node.
  36302. */
  36303. getInput() {
  36304. return this.gain;
  36305. }
  36306. /**
  36307. * Removes the current filter from this listener.
  36308. *
  36309. * @return {AudioListener} A reference to this listener.
  36310. */
  36311. removeFilter() {
  36312. if ( this.filter !== null ) {
  36313. this.gain.disconnect( this.filter );
  36314. this.filter.disconnect( this.context.destination );
  36315. this.gain.connect( this.context.destination );
  36316. this.filter = null;
  36317. }
  36318. return this;
  36319. }
  36320. /**
  36321. * Returns the current set filter.
  36322. *
  36323. * @return {?AudioNode} The filter.
  36324. */
  36325. getFilter() {
  36326. return this.filter;
  36327. }
  36328. /**
  36329. * Sets the given filter to this listener.
  36330. *
  36331. * @param {AudioNode} value - The filter to set.
  36332. * @return {AudioListener} A reference to this listener.
  36333. */
  36334. setFilter( value ) {
  36335. if ( this.filter !== null ) {
  36336. this.gain.disconnect( this.filter );
  36337. this.filter.disconnect( this.context.destination );
  36338. } else {
  36339. this.gain.disconnect( this.context.destination );
  36340. }
  36341. this.filter = value;
  36342. this.gain.connect( this.filter );
  36343. this.filter.connect( this.context.destination );
  36344. return this;
  36345. }
  36346. /**
  36347. * Returns the applications master volume.
  36348. *
  36349. * @return {number} The master volume.
  36350. */
  36351. getMasterVolume() {
  36352. return this.gain.gain.value;
  36353. }
  36354. /**
  36355. * Sets the applications master volume. This volume setting affects
  36356. * all audio nodes in the scene.
  36357. *
  36358. * @param {number} value - The master volume to set.
  36359. * @return {AudioListener} A reference to this listener.
  36360. */
  36361. setMasterVolume( value ) {
  36362. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36363. return this;
  36364. }
  36365. updateMatrixWorld( force ) {
  36366. super.updateMatrixWorld( force );
  36367. const listener = this.context.listener;
  36368. this.timeDelta = this._clock.getDelta();
  36369. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36370. // the initial forward and up directions must be orthogonal
  36371. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36372. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36373. if ( listener.positionX ) {
  36374. // code path for Chrome (see #14393)
  36375. const endTime = this.context.currentTime + this.timeDelta;
  36376. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36377. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36378. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36379. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36380. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36381. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36382. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36383. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36384. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36385. } else {
  36386. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36387. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36388. }
  36389. }
  36390. }
  36391. /**
  36392. * Represents a non-positional ( global ) audio object.
  36393. *
  36394. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36395. *
  36396. * ```js
  36397. * // create an AudioListener and add it to the camera
  36398. * const listener = new THREE.AudioListener();
  36399. * camera.add( listener );
  36400. *
  36401. * // create a global audio source
  36402. * const sound = new THREE.Audio( listener );
  36403. *
  36404. * // load a sound and set it as the Audio object's buffer
  36405. * const audioLoader = new THREE.AudioLoader();
  36406. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36407. * sound.setBuffer( buffer );
  36408. * sound.setLoop( true );
  36409. * sound.setVolume( 0.5 );
  36410. * sound.play();
  36411. * });
  36412. * ```
  36413. *
  36414. * @augments Object3D
  36415. */
  36416. class Audio extends Object3D {
  36417. /**
  36418. * Constructs a new audio.
  36419. *
  36420. * @param {AudioListener} listener - The global audio listener.
  36421. */
  36422. constructor( listener ) {
  36423. super();
  36424. this.type = 'Audio';
  36425. /**
  36426. * The global audio listener.
  36427. *
  36428. * @type {AudioListener}
  36429. * @readonly
  36430. */
  36431. this.listener = listener;
  36432. /**
  36433. * The audio context.
  36434. *
  36435. * @type {AudioContext}
  36436. * @readonly
  36437. */
  36438. this.context = listener.context;
  36439. /**
  36440. * The gain node used for volume control.
  36441. *
  36442. * @type {GainNode}
  36443. * @readonly
  36444. */
  36445. this.gain = this.context.createGain();
  36446. this.gain.connect( listener.getInput() );
  36447. /**
  36448. * Whether to start playback automatically or not.
  36449. *
  36450. * @type {boolean}
  36451. * @default false
  36452. */
  36453. this.autoplay = false;
  36454. /**
  36455. * A reference to an audio buffer.
  36456. *
  36457. * Defined via {@link Audio#setBuffer}.
  36458. *
  36459. * @type {?AudioBuffer}
  36460. * @default null
  36461. * @readonly
  36462. */
  36463. this.buffer = null;
  36464. /**
  36465. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36466. * +/- 1200 is an octave.
  36467. *
  36468. * Defined via {@link Audio#setDetune}.
  36469. *
  36470. * @type {number}
  36471. * @default 0
  36472. * @readonly
  36473. */
  36474. this.detune = 0;
  36475. /**
  36476. * Whether the audio should loop or not.
  36477. *
  36478. * Defined via {@link Audio#setLoop}.
  36479. *
  36480. * @type {boolean}
  36481. * @default false
  36482. * @readonly
  36483. */
  36484. this.loop = false;
  36485. /**
  36486. * Defines where in the audio buffer the replay should
  36487. * start, in seconds.
  36488. *
  36489. * @type {number}
  36490. * @default 0
  36491. */
  36492. this.loopStart = 0;
  36493. /**
  36494. * Defines where in the audio buffer the replay should
  36495. * stop, in seconds.
  36496. *
  36497. * @type {number}
  36498. * @default 0
  36499. */
  36500. this.loopEnd = 0;
  36501. /**
  36502. * An offset to the time within the audio buffer the playback
  36503. * should begin, in seconds.
  36504. *
  36505. * @type {number}
  36506. * @default 0
  36507. */
  36508. this.offset = 0;
  36509. /**
  36510. * Overrides the default duration of the audio.
  36511. *
  36512. * @type {undefined|number}
  36513. * @default undefined
  36514. */
  36515. this.duration = undefined;
  36516. /**
  36517. * The playback speed.
  36518. *
  36519. * Defined via {@link Audio#setPlaybackRate}.
  36520. *
  36521. * @type {number}
  36522. * @readonly
  36523. * @default 1
  36524. */
  36525. this.playbackRate = 1;
  36526. /**
  36527. * Indicates whether the audio is playing or not.
  36528. *
  36529. * This flag will be automatically set when using {@link Audio#play},
  36530. * {@link Audio#pause}, {@link Audio#stop}.
  36531. *
  36532. * @type {boolean}
  36533. * @readonly
  36534. * @default false
  36535. */
  36536. this.isPlaying = false;
  36537. /**
  36538. * Indicates whether the audio playback can be controlled
  36539. * with method like {@link Audio#play} or {@link Audio#pause}.
  36540. *
  36541. * This flag will be automatically set when audio sources are
  36542. * defined.
  36543. *
  36544. * @type {boolean}
  36545. * @readonly
  36546. * @default true
  36547. */
  36548. this.hasPlaybackControl = true;
  36549. /**
  36550. * Holds a reference to the current audio source.
  36551. *
  36552. * The property is automatically by one of the `set*()` methods.
  36553. *
  36554. * @type {?AudioNode}
  36555. * @readonly
  36556. * @default null
  36557. */
  36558. this.source = null;
  36559. /**
  36560. * Defines the source type.
  36561. *
  36562. * The property is automatically by one of the `set*()` methods.
  36563. *
  36564. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36565. * @readonly
  36566. * @default 'empty'
  36567. */
  36568. this.sourceType = 'empty';
  36569. this._startedAt = 0;
  36570. this._progress = 0;
  36571. this._connected = false;
  36572. /**
  36573. * Can be used to apply a variety of low-order filters to create
  36574. * more complex sound effects e.g. via `BiquadFilterNode`.
  36575. *
  36576. * The property is automatically set by {@link Audio#setFilters}.
  36577. *
  36578. * @type {Array<AudioNode>}
  36579. * @readonly
  36580. */
  36581. this.filters = [];
  36582. }
  36583. /**
  36584. * Returns the output audio node.
  36585. *
  36586. * @return {GainNode} The output node.
  36587. */
  36588. getOutput() {
  36589. return this.gain;
  36590. }
  36591. /**
  36592. * Sets the given audio node as the source of this instance.
  36593. *
  36594. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36595. *
  36596. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36597. * @return {Audio} A reference to this instance.
  36598. */
  36599. setNodeSource( audioNode ) {
  36600. this.hasPlaybackControl = false;
  36601. this.sourceType = 'audioNode';
  36602. this.source = audioNode;
  36603. this.connect();
  36604. return this;
  36605. }
  36606. /**
  36607. * Sets the given media element as the source of this instance.
  36608. *
  36609. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36610. *
  36611. * @param {HTMLMediaElement} mediaElement - The media element.
  36612. * @return {Audio} A reference to this instance.
  36613. */
  36614. setMediaElementSource( mediaElement ) {
  36615. this.hasPlaybackControl = false;
  36616. this.sourceType = 'mediaNode';
  36617. this.source = this.context.createMediaElementSource( mediaElement );
  36618. this.connect();
  36619. return this;
  36620. }
  36621. /**
  36622. * Sets the given media stream as the source of this instance.
  36623. *
  36624. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36625. *
  36626. * @param {MediaStream} mediaStream - The media stream.
  36627. * @return {Audio} A reference to this instance.
  36628. */
  36629. setMediaStreamSource( mediaStream ) {
  36630. this.hasPlaybackControl = false;
  36631. this.sourceType = 'mediaStreamNode';
  36632. this.source = this.context.createMediaStreamSource( mediaStream );
  36633. this.connect();
  36634. return this;
  36635. }
  36636. /**
  36637. * Sets the given audio buffer as the source of this instance.
  36638. *
  36639. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36640. *
  36641. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36642. * @return {Audio} A reference to this instance.
  36643. */
  36644. setBuffer( audioBuffer ) {
  36645. this.buffer = audioBuffer;
  36646. this.sourceType = 'buffer';
  36647. if ( this.autoplay ) this.play();
  36648. return this;
  36649. }
  36650. /**
  36651. * Starts the playback of the audio.
  36652. *
  36653. * Can only be used with compatible audio sources that allow playback control.
  36654. *
  36655. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36656. * @return {Audio|undefined} A reference to this instance.
  36657. */
  36658. play( delay = 0 ) {
  36659. if ( this.isPlaying === true ) {
  36660. warn( 'Audio: Audio is already playing.' );
  36661. return;
  36662. }
  36663. if ( this.hasPlaybackControl === false ) {
  36664. warn( 'Audio: this Audio has no playback control.' );
  36665. return;
  36666. }
  36667. this._startedAt = this.context.currentTime + delay;
  36668. const source = this.context.createBufferSource();
  36669. source.buffer = this.buffer;
  36670. source.loop = this.loop;
  36671. source.loopStart = this.loopStart;
  36672. source.loopEnd = this.loopEnd;
  36673. source.onended = this.onEnded.bind( this );
  36674. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36675. this.isPlaying = true;
  36676. this.source = source;
  36677. this.setDetune( this.detune );
  36678. this.setPlaybackRate( this.playbackRate );
  36679. return this.connect();
  36680. }
  36681. /**
  36682. * Pauses the playback of the audio.
  36683. *
  36684. * Can only be used with compatible audio sources that allow playback control.
  36685. *
  36686. * @return {Audio|undefined} A reference to this instance.
  36687. */
  36688. pause() {
  36689. if ( this.hasPlaybackControl === false ) {
  36690. warn( 'Audio: this Audio has no playback control.' );
  36691. return;
  36692. }
  36693. if ( this.isPlaying === true ) {
  36694. // update current progress
  36695. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36696. if ( this.loop === true ) {
  36697. // ensure _progress does not exceed duration with looped audios
  36698. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36699. }
  36700. this.source.stop();
  36701. this.source.onended = null;
  36702. this.isPlaying = false;
  36703. }
  36704. return this;
  36705. }
  36706. /**
  36707. * Stops the playback of the audio.
  36708. *
  36709. * Can only be used with compatible audio sources that allow playback control.
  36710. *
  36711. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36712. * @return {Audio|undefined} A reference to this instance.
  36713. */
  36714. stop( delay = 0 ) {
  36715. if ( this.hasPlaybackControl === false ) {
  36716. warn( 'Audio: this Audio has no playback control.' );
  36717. return;
  36718. }
  36719. this._progress = 0;
  36720. if ( this.source !== null ) {
  36721. this.source.stop( this.context.currentTime + delay );
  36722. this.source.onended = null;
  36723. }
  36724. this.isPlaying = false;
  36725. return this;
  36726. }
  36727. /**
  36728. * Connects to the audio source. This is used internally on
  36729. * initialisation and when setting / removing filters.
  36730. *
  36731. * @return {Audio} A reference to this instance.
  36732. */
  36733. connect() {
  36734. if ( this.filters.length > 0 ) {
  36735. this.source.connect( this.filters[ 0 ] );
  36736. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36737. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36738. }
  36739. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36740. } else {
  36741. this.source.connect( this.getOutput() );
  36742. }
  36743. this._connected = true;
  36744. return this;
  36745. }
  36746. /**
  36747. * Disconnects to the audio source. This is used internally on
  36748. * initialisation and when setting / removing filters.
  36749. *
  36750. * @return {Audio|undefined} A reference to this instance.
  36751. */
  36752. disconnect() {
  36753. if ( this._connected === false ) {
  36754. return;
  36755. }
  36756. if ( this.filters.length > 0 ) {
  36757. this.source.disconnect( this.filters[ 0 ] );
  36758. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36759. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36760. }
  36761. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36762. } else {
  36763. this.source.disconnect( this.getOutput() );
  36764. }
  36765. this._connected = false;
  36766. return this;
  36767. }
  36768. /**
  36769. * Returns the current set filters.
  36770. *
  36771. * @return {Array<AudioNode>} The list of filters.
  36772. */
  36773. getFilters() {
  36774. return this.filters;
  36775. }
  36776. /**
  36777. * Sets an array of filters and connects them with the audio source.
  36778. *
  36779. * @param {Array<AudioNode>} [value] - A list of filters.
  36780. * @return {Audio} A reference to this instance.
  36781. */
  36782. setFilters( value ) {
  36783. if ( ! value ) value = [];
  36784. if ( this._connected === true ) {
  36785. this.disconnect();
  36786. this.filters = value.slice();
  36787. this.connect();
  36788. } else {
  36789. this.filters = value.slice();
  36790. }
  36791. return this;
  36792. }
  36793. /**
  36794. * Defines the detuning of oscillation in cents.
  36795. *
  36796. * @param {number} value - The detuning of oscillation in cents.
  36797. * @return {Audio} A reference to this instance.
  36798. */
  36799. setDetune( value ) {
  36800. this.detune = value;
  36801. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36802. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36803. }
  36804. return this;
  36805. }
  36806. /**
  36807. * Returns the detuning of oscillation in cents.
  36808. *
  36809. * @return {number} The detuning of oscillation in cents.
  36810. */
  36811. getDetune() {
  36812. return this.detune;
  36813. }
  36814. /**
  36815. * Returns the first filter in the list of filters.
  36816. *
  36817. * @return {AudioNode|undefined} The first filter in the list of filters.
  36818. */
  36819. getFilter() {
  36820. return this.getFilters()[ 0 ];
  36821. }
  36822. /**
  36823. * Applies a single filter node to the audio.
  36824. *
  36825. * @param {AudioNode} [filter] - The filter to set.
  36826. * @return {Audio} A reference to this instance.
  36827. */
  36828. setFilter( filter ) {
  36829. return this.setFilters( filter ? [ filter ] : [] );
  36830. }
  36831. /**
  36832. * Sets the playback rate.
  36833. *
  36834. * Can only be used with compatible audio sources that allow playback control.
  36835. *
  36836. * @param {number} [value] - The playback rate to set.
  36837. * @return {Audio|undefined} A reference to this instance.
  36838. */
  36839. setPlaybackRate( value ) {
  36840. if ( this.hasPlaybackControl === false ) {
  36841. warn( 'Audio: this Audio has no playback control.' );
  36842. return;
  36843. }
  36844. this.playbackRate = value;
  36845. if ( this.isPlaying === true ) {
  36846. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36847. }
  36848. return this;
  36849. }
  36850. /**
  36851. * Returns the current playback rate.
  36852. * @return {number} The playback rate.
  36853. */
  36854. getPlaybackRate() {
  36855. return this.playbackRate;
  36856. }
  36857. /**
  36858. * Automatically called when playback finished.
  36859. */
  36860. onEnded() {
  36861. this.isPlaying = false;
  36862. this._progress = 0;
  36863. }
  36864. /**
  36865. * Returns the loop flag.
  36866. *
  36867. * Can only be used with compatible audio sources that allow playback control.
  36868. *
  36869. * @return {boolean} Whether the audio should loop or not.
  36870. */
  36871. getLoop() {
  36872. if ( this.hasPlaybackControl === false ) {
  36873. warn( 'Audio: this Audio has no playback control.' );
  36874. return false;
  36875. }
  36876. return this.loop;
  36877. }
  36878. /**
  36879. * Sets the loop flag.
  36880. *
  36881. * Can only be used with compatible audio sources that allow playback control.
  36882. *
  36883. * @param {boolean} value - Whether the audio should loop or not.
  36884. * @return {Audio|undefined} A reference to this instance.
  36885. */
  36886. setLoop( value ) {
  36887. if ( this.hasPlaybackControl === false ) {
  36888. warn( 'Audio: this Audio has no playback control.' );
  36889. return;
  36890. }
  36891. this.loop = value;
  36892. if ( this.isPlaying === true ) {
  36893. this.source.loop = this.loop;
  36894. }
  36895. return this;
  36896. }
  36897. /**
  36898. * Sets the loop start value which defines where in the audio buffer the replay should
  36899. * start, in seconds.
  36900. *
  36901. * @param {number} value - The loop start value.
  36902. * @return {Audio} A reference to this instance.
  36903. */
  36904. setLoopStart( value ) {
  36905. this.loopStart = value;
  36906. return this;
  36907. }
  36908. /**
  36909. * Sets the loop end value which defines where in the audio buffer the replay should
  36910. * stop, in seconds.
  36911. *
  36912. * @param {number} value - The loop end value.
  36913. * @return {Audio} A reference to this instance.
  36914. */
  36915. setLoopEnd( value ) {
  36916. this.loopEnd = value;
  36917. return this;
  36918. }
  36919. /**
  36920. * Returns the volume.
  36921. *
  36922. * @return {number} The volume.
  36923. */
  36924. getVolume() {
  36925. return this.gain.gain.value;
  36926. }
  36927. /**
  36928. * Sets the volume.
  36929. *
  36930. * @param {number} value - The volume to set.
  36931. * @return {Audio} A reference to this instance.
  36932. */
  36933. setVolume( value ) {
  36934. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36935. return this;
  36936. }
  36937. copy( source, recursive ) {
  36938. super.copy( source, recursive );
  36939. if ( source.sourceType !== 'buffer' ) {
  36940. warn( 'Audio: Audio source type cannot be copied.' );
  36941. return this;
  36942. }
  36943. this.autoplay = source.autoplay;
  36944. this.buffer = source.buffer;
  36945. this.detune = source.detune;
  36946. this.loop = source.loop;
  36947. this.loopStart = source.loopStart;
  36948. this.loopEnd = source.loopEnd;
  36949. this.offset = source.offset;
  36950. this.duration = source.duration;
  36951. this.playbackRate = source.playbackRate;
  36952. this.hasPlaybackControl = source.hasPlaybackControl;
  36953. this.sourceType = source.sourceType;
  36954. this.filters = source.filters.slice();
  36955. return this;
  36956. }
  36957. clone( recursive ) {
  36958. return new this.constructor( this.listener ).copy( this, recursive );
  36959. }
  36960. }
  36961. const _position = /*@__PURE__*/ new Vector3();
  36962. const _quaternion = /*@__PURE__*/ new Quaternion();
  36963. const _scale = /*@__PURE__*/ new Vector3();
  36964. const _orientation = /*@__PURE__*/ new Vector3();
  36965. /**
  36966. * Represents a positional audio object.
  36967. *
  36968. * ```js
  36969. * // create an AudioListener and add it to the camera
  36970. * const listener = new THREE.AudioListener();
  36971. * camera.add( listener );
  36972. *
  36973. * // create the PositionalAudio object (passing in the listener)
  36974. * const sound = new THREE.PositionalAudio( listener );
  36975. *
  36976. * // load a sound and set it as the PositionalAudio object's buffer
  36977. * const audioLoader = new THREE.AudioLoader();
  36978. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36979. * sound.setBuffer( buffer );
  36980. * sound.setRefDistance( 20 );
  36981. * sound.play();
  36982. * });
  36983. *
  36984. * // create an object for the sound to play from
  36985. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36986. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36987. * const mesh = new THREE.Mesh( sphere, material );
  36988. * scene.add( mesh );
  36989. *
  36990. * // finally add the sound to the mesh
  36991. * mesh.add( sound );
  36992. *
  36993. * @augments Audio
  36994. */
  36995. class PositionalAudio extends Audio {
  36996. /**
  36997. * Constructs a positional audio.
  36998. *
  36999. * @param {AudioListener} listener - The global audio listener.
  37000. */
  37001. constructor( listener ) {
  37002. super( listener );
  37003. /**
  37004. * The panner node represents the location, direction, and behavior of an audio
  37005. * source in 3D space.
  37006. *
  37007. * @type {PannerNode}
  37008. * @readonly
  37009. */
  37010. this.panner = this.context.createPanner();
  37011. this.panner.panningModel = 'HRTF';
  37012. this.panner.connect( this.gain );
  37013. }
  37014. connect() {
  37015. super.connect();
  37016. this.panner.connect( this.gain );
  37017. return this;
  37018. }
  37019. disconnect() {
  37020. super.disconnect();
  37021. this.panner.disconnect( this.gain );
  37022. return this;
  37023. }
  37024. getOutput() {
  37025. return this.panner;
  37026. }
  37027. /**
  37028. * Returns the current reference distance.
  37029. *
  37030. * @return {number} The reference distance.
  37031. */
  37032. getRefDistance() {
  37033. return this.panner.refDistance;
  37034. }
  37035. /**
  37036. * Defines the reference distance for reducing volume as the audio source moves
  37037. * further from the listener – i.e. the distance at which the volume reduction
  37038. * starts taking effect.
  37039. *
  37040. * @param {number} value - The reference distance to set.
  37041. * @return {PositionalAudio} A reference to this instance.
  37042. */
  37043. setRefDistance( value ) {
  37044. this.panner.refDistance = value;
  37045. return this;
  37046. }
  37047. /**
  37048. * Returns the current rolloff factor.
  37049. *
  37050. * @return {number} The rolloff factor.
  37051. */
  37052. getRolloffFactor() {
  37053. return this.panner.rolloffFactor;
  37054. }
  37055. /**
  37056. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37057. *
  37058. * @param {number} value - The rolloff factor.
  37059. * @return {PositionalAudio} A reference to this instance.
  37060. */
  37061. setRolloffFactor( value ) {
  37062. this.panner.rolloffFactor = value;
  37063. return this;
  37064. }
  37065. /**
  37066. * Returns the current distance model.
  37067. *
  37068. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37069. */
  37070. getDistanceModel() {
  37071. return this.panner.distanceModel;
  37072. }
  37073. /**
  37074. * Defines which algorithm to use to reduce the volume of the audio source
  37075. * as it moves away from the listener.
  37076. *
  37077. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37078. * for more details.
  37079. *
  37080. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37081. * @return {PositionalAudio} A reference to this instance.
  37082. */
  37083. setDistanceModel( value ) {
  37084. this.panner.distanceModel = value;
  37085. return this;
  37086. }
  37087. /**
  37088. * Returns the current max distance.
  37089. *
  37090. * @return {number} The max distance.
  37091. */
  37092. getMaxDistance() {
  37093. return this.panner.maxDistance;
  37094. }
  37095. /**
  37096. * Defines the maximum distance between the audio source and the listener,
  37097. * after which the volume is not reduced any further.
  37098. *
  37099. * This value is used only by the `linear` distance model.
  37100. *
  37101. * @param {number} value - The max distance.
  37102. * @return {PositionalAudio} A reference to this instance.
  37103. */
  37104. setMaxDistance( value ) {
  37105. this.panner.maxDistance = value;
  37106. return this;
  37107. }
  37108. /**
  37109. * Sets the directional cone in which the audio can be listened.
  37110. *
  37111. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37112. * @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.
  37113. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37114. * @return {PositionalAudio} A reference to this instance.
  37115. */
  37116. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37117. this.panner.coneInnerAngle = coneInnerAngle;
  37118. this.panner.coneOuterAngle = coneOuterAngle;
  37119. this.panner.coneOuterGain = coneOuterGain;
  37120. return this;
  37121. }
  37122. updateMatrixWorld( force ) {
  37123. super.updateMatrixWorld( force );
  37124. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37125. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37126. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37127. const panner = this.panner;
  37128. if ( panner.positionX ) {
  37129. // code path for Chrome and Firefox (see #14393)
  37130. const endTime = this.context.currentTime + this.listener.timeDelta;
  37131. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37132. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37133. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37134. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37135. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37136. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37137. } else {
  37138. panner.setPosition( _position.x, _position.y, _position.z );
  37139. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37140. }
  37141. }
  37142. }
  37143. /**
  37144. * This class can be used to analyse audio data.
  37145. *
  37146. * ```js
  37147. * // create an AudioListener and add it to the camera
  37148. * const listener = new THREE.AudioListener();
  37149. * camera.add( listener );
  37150. *
  37151. * // create an Audio source
  37152. * const sound = new THREE.Audio( listener );
  37153. *
  37154. * // load a sound and set it as the Audio object's buffer
  37155. * const audioLoader = new THREE.AudioLoader();
  37156. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37157. * sound.setBuffer( buffer );
  37158. * sound.setLoop(true);
  37159. * sound.setVolume(0.5);
  37160. * sound.play();
  37161. * });
  37162. *
  37163. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37164. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37165. *
  37166. * // get the average frequency of the sound
  37167. * const data = analyser.getAverageFrequency();
  37168. * ```
  37169. */
  37170. class AudioAnalyser {
  37171. /**
  37172. * Constructs a new audio analyzer.
  37173. *
  37174. * @param {Audio} audio - The audio to analyze.
  37175. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37176. */
  37177. constructor( audio, fftSize = 2048 ) {
  37178. /**
  37179. * The global audio listener.
  37180. *
  37181. * @type {AnalyserNode}
  37182. */
  37183. this.analyser = audio.context.createAnalyser();
  37184. this.analyser.fftSize = fftSize;
  37185. /**
  37186. * Holds the analyzed data.
  37187. *
  37188. * @type {Uint8Array}
  37189. */
  37190. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37191. audio.getOutput().connect( this.analyser );
  37192. }
  37193. /**
  37194. * Returns an array with frequency data of the audio.
  37195. *
  37196. * Each item in the array represents the decibel value for a specific frequency.
  37197. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37198. * For example, for 48000 sample rate, the last item of the array will represent
  37199. * the decibel value for 24000 Hz.
  37200. *
  37201. * @return {Uint8Array} The frequency data.
  37202. */
  37203. getFrequencyData() {
  37204. this.analyser.getByteFrequencyData( this.data );
  37205. return this.data;
  37206. }
  37207. /**
  37208. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37209. *
  37210. * @return {number} The average frequency.
  37211. */
  37212. getAverageFrequency() {
  37213. let value = 0;
  37214. const data = this.getFrequencyData();
  37215. for ( let i = 0; i < data.length; i ++ ) {
  37216. value += data[ i ];
  37217. }
  37218. return value / data.length;
  37219. }
  37220. }
  37221. /**
  37222. * Buffered scene graph property that allows weighted accumulation; used internally.
  37223. */
  37224. class PropertyMixer {
  37225. /**
  37226. * Constructs a new property mixer.
  37227. *
  37228. * @param {PropertyBinding} binding - The property binding.
  37229. * @param {string} typeName - The keyframe track type name.
  37230. * @param {number} valueSize - The keyframe track value size.
  37231. */
  37232. constructor( binding, typeName, valueSize ) {
  37233. /**
  37234. * The property binding.
  37235. *
  37236. * @type {PropertyBinding}
  37237. */
  37238. this.binding = binding;
  37239. /**
  37240. * The keyframe track value size.
  37241. *
  37242. * @type {number}
  37243. */
  37244. this.valueSize = valueSize;
  37245. let mixFunction,
  37246. mixFunctionAdditive,
  37247. setIdentity;
  37248. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37249. //
  37250. // interpolators can use .buffer as their .result
  37251. // the data then goes to 'incoming'
  37252. //
  37253. // 'accu0' and 'accu1' are used frame-interleaved for
  37254. // the cumulative result and are compared to detect
  37255. // changes
  37256. //
  37257. // 'orig' stores the original state of the property
  37258. //
  37259. // 'add' is used for additive cumulative results
  37260. //
  37261. // 'work' is optional and is only present for quaternion types. It is used
  37262. // to store intermediate quaternion multiplication results
  37263. switch ( typeName ) {
  37264. case 'quaternion':
  37265. mixFunction = this._slerp;
  37266. mixFunctionAdditive = this._slerpAdditive;
  37267. setIdentity = this._setAdditiveIdentityQuaternion;
  37268. this.buffer = new Float64Array( valueSize * 6 );
  37269. this._workIndex = 5;
  37270. break;
  37271. case 'string':
  37272. case 'bool':
  37273. mixFunction = this._select;
  37274. // Use the regular mix function and for additive on these types,
  37275. // additive is not relevant for non-numeric types
  37276. mixFunctionAdditive = this._select;
  37277. setIdentity = this._setAdditiveIdentityOther;
  37278. this.buffer = new Array( valueSize * 5 );
  37279. break;
  37280. default:
  37281. mixFunction = this._lerp;
  37282. mixFunctionAdditive = this._lerpAdditive;
  37283. setIdentity = this._setAdditiveIdentityNumeric;
  37284. this.buffer = new Float64Array( valueSize * 5 );
  37285. }
  37286. this._mixBufferRegion = mixFunction;
  37287. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37288. this._setIdentity = setIdentity;
  37289. this._origIndex = 3;
  37290. this._addIndex = 4;
  37291. /**
  37292. * TODO
  37293. *
  37294. * @type {number}
  37295. * @default 0
  37296. */
  37297. this.cumulativeWeight = 0;
  37298. /**
  37299. * TODO
  37300. *
  37301. * @type {number}
  37302. * @default 0
  37303. */
  37304. this.cumulativeWeightAdditive = 0;
  37305. /**
  37306. * TODO
  37307. *
  37308. * @type {number}
  37309. * @default 0
  37310. */
  37311. this.useCount = 0;
  37312. /**
  37313. * TODO
  37314. *
  37315. * @type {number}
  37316. * @default 0
  37317. */
  37318. this.referenceCount = 0;
  37319. }
  37320. /**
  37321. * Accumulates data in the `incoming` region into `accu<i>`.
  37322. *
  37323. * @param {number} accuIndex - The accumulation index.
  37324. * @param {number} weight - The weight.
  37325. */
  37326. accumulate( accuIndex, weight ) {
  37327. // note: happily accumulating nothing when weight = 0, the caller knows
  37328. // the weight and shouldn't have made the call in the first place
  37329. const buffer = this.buffer,
  37330. stride = this.valueSize,
  37331. offset = accuIndex * stride + stride;
  37332. let currentWeight = this.cumulativeWeight;
  37333. if ( currentWeight === 0 ) {
  37334. // accuN := incoming * weight
  37335. for ( let i = 0; i !== stride; ++ i ) {
  37336. buffer[ offset + i ] = buffer[ i ];
  37337. }
  37338. currentWeight = weight;
  37339. } else {
  37340. // accuN := accuN + incoming * weight
  37341. currentWeight += weight;
  37342. const mix = weight / currentWeight;
  37343. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37344. }
  37345. this.cumulativeWeight = currentWeight;
  37346. }
  37347. /**
  37348. * Accumulates data in the `incoming` region into `add`.
  37349. *
  37350. * @param {number} weight - The weight.
  37351. */
  37352. accumulateAdditive( weight ) {
  37353. const buffer = this.buffer,
  37354. stride = this.valueSize,
  37355. offset = stride * this._addIndex;
  37356. if ( this.cumulativeWeightAdditive === 0 ) {
  37357. // add = identity
  37358. this._setIdentity();
  37359. }
  37360. // add := add + incoming * weight
  37361. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37362. this.cumulativeWeightAdditive += weight;
  37363. }
  37364. /**
  37365. * Applies the state of `accu<i>` to the binding when accus differ.
  37366. *
  37367. * @param {number} accuIndex - The accumulation index.
  37368. */
  37369. apply( accuIndex ) {
  37370. const stride = this.valueSize,
  37371. buffer = this.buffer,
  37372. offset = accuIndex * stride + stride,
  37373. weight = this.cumulativeWeight,
  37374. weightAdditive = this.cumulativeWeightAdditive,
  37375. binding = this.binding;
  37376. this.cumulativeWeight = 0;
  37377. this.cumulativeWeightAdditive = 0;
  37378. if ( weight < 1 ) {
  37379. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37380. const originalValueOffset = stride * this._origIndex;
  37381. this._mixBufferRegion(
  37382. buffer, offset, originalValueOffset, 1 - weight, stride );
  37383. }
  37384. if ( weightAdditive > 0 ) {
  37385. // accuN := accuN + additive accuN
  37386. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37387. }
  37388. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37389. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37390. // value has changed -> update scene graph
  37391. binding.setValue( buffer, offset );
  37392. break;
  37393. }
  37394. }
  37395. }
  37396. /**
  37397. * Remembers the state of the bound property and copy it to both accus.
  37398. */
  37399. saveOriginalState() {
  37400. const binding = this.binding;
  37401. const buffer = this.buffer,
  37402. stride = this.valueSize,
  37403. originalValueOffset = stride * this._origIndex;
  37404. binding.getValue( buffer, originalValueOffset );
  37405. // accu[0..1] := orig -- initially detect changes against the original
  37406. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37407. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37408. }
  37409. // Add to identity for additive
  37410. this._setIdentity();
  37411. this.cumulativeWeight = 0;
  37412. this.cumulativeWeightAdditive = 0;
  37413. }
  37414. /**
  37415. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37416. */
  37417. restoreOriginalState() {
  37418. const originalValueOffset = this.valueSize * 3;
  37419. this.binding.setValue( this.buffer, originalValueOffset );
  37420. }
  37421. // internals
  37422. _setAdditiveIdentityNumeric() {
  37423. const startIndex = this._addIndex * this.valueSize;
  37424. const endIndex = startIndex + this.valueSize;
  37425. for ( let i = startIndex; i < endIndex; i ++ ) {
  37426. this.buffer[ i ] = 0;
  37427. }
  37428. }
  37429. _setAdditiveIdentityQuaternion() {
  37430. this._setAdditiveIdentityNumeric();
  37431. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37432. }
  37433. _setAdditiveIdentityOther() {
  37434. const startIndex = this._origIndex * this.valueSize;
  37435. const targetIndex = this._addIndex * this.valueSize;
  37436. for ( let i = 0; i < this.valueSize; i ++ ) {
  37437. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37438. }
  37439. }
  37440. // mix functions
  37441. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37442. if ( t >= 0.5 ) {
  37443. for ( let i = 0; i !== stride; ++ i ) {
  37444. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37445. }
  37446. }
  37447. }
  37448. _slerp( buffer, dstOffset, srcOffset, t ) {
  37449. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37450. }
  37451. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37452. const workOffset = this._workIndex * stride;
  37453. // Store result in intermediate buffer offset
  37454. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37455. // Slerp to the intermediate result
  37456. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37457. }
  37458. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37459. const s = 1 - t;
  37460. for ( let i = 0; i !== stride; ++ i ) {
  37461. const j = dstOffset + i;
  37462. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37463. }
  37464. }
  37465. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37466. for ( let i = 0; i !== stride; ++ i ) {
  37467. const j = dstOffset + i;
  37468. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37469. }
  37470. }
  37471. }
  37472. // Characters [].:/ are reserved for track binding syntax.
  37473. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37474. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37475. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37476. // only latin characters, and the unicode \p{L} is not yet supported. So
  37477. // instead, we exclude reserved characters and match everything else.
  37478. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37479. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37480. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37481. // be matched to parse the rest of the track name.
  37482. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37483. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37484. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37485. // Object on target node, and accessor. May not contain reserved
  37486. // characters. Accessor may contain any character except closing bracket.
  37487. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37488. // Property and accessor. May not contain reserved characters. Accessor may
  37489. // contain any non-bracket characters.
  37490. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37491. const _trackRe = new RegExp( ''
  37492. + '^'
  37493. + _directoryRe
  37494. + _nodeRe
  37495. + _objectRe
  37496. + _propertyRe
  37497. + '$'
  37498. );
  37499. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37500. class Composite {
  37501. constructor( targetGroup, path, optionalParsedPath ) {
  37502. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37503. this._targetGroup = targetGroup;
  37504. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37505. }
  37506. getValue( array, offset ) {
  37507. this.bind(); // bind all binding
  37508. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37509. binding = this._bindings[ firstValidIndex ];
  37510. // and only call .getValue on the first
  37511. if ( binding !== undefined ) binding.getValue( array, offset );
  37512. }
  37513. setValue( array, offset ) {
  37514. const bindings = this._bindings;
  37515. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37516. bindings[ i ].setValue( array, offset );
  37517. }
  37518. }
  37519. bind() {
  37520. const bindings = this._bindings;
  37521. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37522. bindings[ i ].bind();
  37523. }
  37524. }
  37525. unbind() {
  37526. const bindings = this._bindings;
  37527. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37528. bindings[ i ].unbind();
  37529. }
  37530. }
  37531. }
  37532. // Note: This class uses a State pattern on a per-method basis:
  37533. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37534. // prototype version of these methods with one that represents
  37535. // the bound state. When the property is not found, the methods
  37536. // become no-ops.
  37537. /**
  37538. * This holds a reference to a real property in the scene graph; used internally.
  37539. */
  37540. class PropertyBinding {
  37541. /**
  37542. * Constructs a new property binding.
  37543. *
  37544. * @param {Object} rootNode - The root node.
  37545. * @param {string} path - The path.
  37546. * @param {?Object} [parsedPath] - The parsed path.
  37547. */
  37548. constructor( rootNode, path, parsedPath ) {
  37549. /**
  37550. * The object path to the animated property.
  37551. *
  37552. * @type {string}
  37553. */
  37554. this.path = path;
  37555. /**
  37556. * An object holding information about the path.
  37557. *
  37558. * @type {Object}
  37559. */
  37560. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37561. /**
  37562. * The object owns the animated property.
  37563. *
  37564. * @type {?Object}
  37565. */
  37566. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37567. /**
  37568. * The root node.
  37569. *
  37570. * @type {Object3D|Skeleton}
  37571. */
  37572. this.rootNode = rootNode;
  37573. // initial state of these methods that calls 'bind'
  37574. this.getValue = this._getValue_unbound;
  37575. this.setValue = this._setValue_unbound;
  37576. }
  37577. /**
  37578. * Factory method for creating a property binding from the given parameters.
  37579. *
  37580. * @static
  37581. * @param {Object} root - The root node.
  37582. * @param {string} path - The path.
  37583. * @param {?Object} [parsedPath] - The parsed path.
  37584. * @return {PropertyBinding|Composite} The created property binding or composite.
  37585. */
  37586. static create( root, path, parsedPath ) {
  37587. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37588. return new PropertyBinding( root, path, parsedPath );
  37589. } else {
  37590. return new PropertyBinding.Composite( root, path, parsedPath );
  37591. }
  37592. }
  37593. /**
  37594. * Replaces spaces with underscores and removes unsupported characters from
  37595. * node names, to ensure compatibility with parseTrackName().
  37596. *
  37597. * @param {string} name - Node name to be sanitized.
  37598. * @return {string} The sanitized node name.
  37599. */
  37600. static sanitizeNodeName( name ) {
  37601. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37602. }
  37603. /**
  37604. * Parses the given track name (an object path to an animated property) and
  37605. * returns an object with information about the path. Matches strings in the following forms:
  37606. *
  37607. * - nodeName.property
  37608. * - nodeName.property[accessor]
  37609. * - nodeName.material.property[accessor]
  37610. * - uuid.property[accessor]
  37611. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37612. * - parentName/nodeName.property
  37613. * - parentName/parentName/nodeName.property[index]
  37614. * - .bone[Armature.DEF_cog].position
  37615. * - scene:helium_balloon_model:helium_balloon_model.position
  37616. *
  37617. * @static
  37618. * @param {string} trackName - The track name to parse.
  37619. * @return {Object} The parsed track name as an object.
  37620. */
  37621. static parseTrackName( trackName ) {
  37622. const matches = _trackRe.exec( trackName );
  37623. if ( matches === null ) {
  37624. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37625. }
  37626. const results = {
  37627. // directoryName: matches[ 1 ], // (tschw) currently unused
  37628. nodeName: matches[ 2 ],
  37629. objectName: matches[ 3 ],
  37630. objectIndex: matches[ 4 ],
  37631. propertyName: matches[ 5 ], // required
  37632. propertyIndex: matches[ 6 ]
  37633. };
  37634. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37635. if ( lastDot !== undefined && lastDot !== -1 ) {
  37636. const objectName = results.nodeName.substring( lastDot + 1 );
  37637. // Object names must be checked against an allowlist. Otherwise, there
  37638. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37639. // 'bar' could be the objectName, or part of a nodeName (which can
  37640. // include '.' characters).
  37641. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37642. results.nodeName = results.nodeName.substring( 0, lastDot );
  37643. results.objectName = objectName;
  37644. }
  37645. }
  37646. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37647. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37648. }
  37649. return results;
  37650. }
  37651. /**
  37652. * Searches for a node in the hierarchy of the given root object by the given
  37653. * node name.
  37654. *
  37655. * @static
  37656. * @param {Object} root - The root object.
  37657. * @param {string|number} nodeName - The name of the node.
  37658. * @return {?Object} The found node. Returns `null` if no object was found.
  37659. */
  37660. static findNode( root, nodeName ) {
  37661. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37662. return root;
  37663. }
  37664. // search into skeleton bones.
  37665. if ( root.skeleton ) {
  37666. const bone = root.skeleton.getBoneByName( nodeName );
  37667. if ( bone !== undefined ) {
  37668. return bone;
  37669. }
  37670. }
  37671. // search into node subtree.
  37672. if ( root.children ) {
  37673. const searchNodeSubtree = function ( children ) {
  37674. for ( let i = 0; i < children.length; i ++ ) {
  37675. const childNode = children[ i ];
  37676. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37677. return childNode;
  37678. }
  37679. const result = searchNodeSubtree( childNode.children );
  37680. if ( result ) return result;
  37681. }
  37682. return null;
  37683. };
  37684. const subTreeNode = searchNodeSubtree( root.children );
  37685. if ( subTreeNode ) {
  37686. return subTreeNode;
  37687. }
  37688. }
  37689. return null;
  37690. }
  37691. // these are used to "bind" a nonexistent property
  37692. _getValue_unavailable() {}
  37693. _setValue_unavailable() {}
  37694. // Getters
  37695. _getValue_direct( buffer, offset ) {
  37696. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37697. }
  37698. _getValue_array( buffer, offset ) {
  37699. const source = this.resolvedProperty;
  37700. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37701. buffer[ offset ++ ] = source[ i ];
  37702. }
  37703. }
  37704. _getValue_arrayElement( buffer, offset ) {
  37705. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37706. }
  37707. _getValue_toArray( buffer, offset ) {
  37708. this.resolvedProperty.toArray( buffer, offset );
  37709. }
  37710. // Direct
  37711. _setValue_direct( buffer, offset ) {
  37712. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37713. }
  37714. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37715. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37716. this.targetObject.needsUpdate = true;
  37717. }
  37718. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37719. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37720. this.targetObject.matrixWorldNeedsUpdate = true;
  37721. }
  37722. // EntireArray
  37723. _setValue_array( buffer, offset ) {
  37724. const dest = this.resolvedProperty;
  37725. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37726. dest[ i ] = buffer[ offset ++ ];
  37727. }
  37728. }
  37729. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37730. const dest = this.resolvedProperty;
  37731. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37732. dest[ i ] = buffer[ offset ++ ];
  37733. }
  37734. this.targetObject.needsUpdate = true;
  37735. }
  37736. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37737. const dest = this.resolvedProperty;
  37738. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37739. dest[ i ] = buffer[ offset ++ ];
  37740. }
  37741. this.targetObject.matrixWorldNeedsUpdate = true;
  37742. }
  37743. // ArrayElement
  37744. _setValue_arrayElement( buffer, offset ) {
  37745. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37746. }
  37747. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37748. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37749. this.targetObject.needsUpdate = true;
  37750. }
  37751. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37752. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37753. this.targetObject.matrixWorldNeedsUpdate = true;
  37754. }
  37755. // HasToFromArray
  37756. _setValue_fromArray( buffer, offset ) {
  37757. this.resolvedProperty.fromArray( buffer, offset );
  37758. }
  37759. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37760. this.resolvedProperty.fromArray( buffer, offset );
  37761. this.targetObject.needsUpdate = true;
  37762. }
  37763. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37764. this.resolvedProperty.fromArray( buffer, offset );
  37765. this.targetObject.matrixWorldNeedsUpdate = true;
  37766. }
  37767. _getValue_unbound( targetArray, offset ) {
  37768. this.bind();
  37769. this.getValue( targetArray, offset );
  37770. }
  37771. _setValue_unbound( sourceArray, offset ) {
  37772. this.bind();
  37773. this.setValue( sourceArray, offset );
  37774. }
  37775. /**
  37776. * Creates a getter / setter pair for the property tracked by this binding.
  37777. */
  37778. bind() {
  37779. let targetObject = this.node;
  37780. const parsedPath = this.parsedPath;
  37781. const objectName = parsedPath.objectName;
  37782. const propertyName = parsedPath.propertyName;
  37783. let propertyIndex = parsedPath.propertyIndex;
  37784. if ( ! targetObject ) {
  37785. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37786. this.node = targetObject;
  37787. }
  37788. // set fail state so we can just 'return' on error
  37789. this.getValue = this._getValue_unavailable;
  37790. this.setValue = this._setValue_unavailable;
  37791. // ensure there is a value node
  37792. if ( ! targetObject ) {
  37793. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37794. return;
  37795. }
  37796. if ( objectName ) {
  37797. let objectIndex = parsedPath.objectIndex;
  37798. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37799. switch ( objectName ) {
  37800. case 'materials':
  37801. if ( ! targetObject.material ) {
  37802. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37803. return;
  37804. }
  37805. if ( ! targetObject.material.materials ) {
  37806. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37807. return;
  37808. }
  37809. targetObject = targetObject.material.materials;
  37810. break;
  37811. case 'bones':
  37812. if ( ! targetObject.skeleton ) {
  37813. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37814. return;
  37815. }
  37816. // potential future optimization: skip this if propertyIndex is already an integer
  37817. // and convert the integer string to a true integer.
  37818. targetObject = targetObject.skeleton.bones;
  37819. // support resolving morphTarget names into indices.
  37820. for ( let i = 0; i < targetObject.length; i ++ ) {
  37821. if ( targetObject[ i ].name === objectIndex ) {
  37822. objectIndex = i;
  37823. break;
  37824. }
  37825. }
  37826. break;
  37827. case 'map':
  37828. if ( 'map' in targetObject ) {
  37829. targetObject = targetObject.map;
  37830. break;
  37831. }
  37832. if ( ! targetObject.material ) {
  37833. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37834. return;
  37835. }
  37836. if ( ! targetObject.material.map ) {
  37837. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37838. return;
  37839. }
  37840. targetObject = targetObject.material.map;
  37841. break;
  37842. default:
  37843. if ( targetObject[ objectName ] === undefined ) {
  37844. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37845. return;
  37846. }
  37847. targetObject = targetObject[ objectName ];
  37848. }
  37849. if ( objectIndex !== undefined ) {
  37850. if ( targetObject[ objectIndex ] === undefined ) {
  37851. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37852. return;
  37853. }
  37854. targetObject = targetObject[ objectIndex ];
  37855. }
  37856. }
  37857. // resolve property
  37858. const nodeProperty = targetObject[ propertyName ];
  37859. if ( nodeProperty === undefined ) {
  37860. const nodeName = parsedPath.nodeName;
  37861. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37862. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37863. return;
  37864. }
  37865. // determine versioning scheme
  37866. let versioning = this.Versioning.None;
  37867. this.targetObject = targetObject;
  37868. if ( targetObject.isMaterial === true ) {
  37869. versioning = this.Versioning.NeedsUpdate;
  37870. } else if ( targetObject.isObject3D === true ) {
  37871. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37872. }
  37873. // determine how the property gets bound
  37874. let bindingType = this.BindingType.Direct;
  37875. if ( propertyIndex !== undefined ) {
  37876. // access a sub element of the property array (only primitives are supported right now)
  37877. if ( propertyName === 'morphTargetInfluences' ) {
  37878. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37879. // support resolving morphTarget names into indices.
  37880. if ( ! targetObject.geometry ) {
  37881. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37882. return;
  37883. }
  37884. if ( ! targetObject.geometry.morphAttributes ) {
  37885. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37886. return;
  37887. }
  37888. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37889. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37890. }
  37891. }
  37892. bindingType = this.BindingType.ArrayElement;
  37893. this.resolvedProperty = nodeProperty;
  37894. this.propertyIndex = propertyIndex;
  37895. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37896. // must use copy for Object3D.Euler/Quaternion
  37897. bindingType = this.BindingType.HasFromToArray;
  37898. this.resolvedProperty = nodeProperty;
  37899. } else if ( Array.isArray( nodeProperty ) ) {
  37900. bindingType = this.BindingType.EntireArray;
  37901. this.resolvedProperty = nodeProperty;
  37902. } else {
  37903. this.propertyName = propertyName;
  37904. }
  37905. // select getter / setter
  37906. this.getValue = this.GetterByBindingType[ bindingType ];
  37907. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37908. }
  37909. /**
  37910. * Unbinds the property.
  37911. */
  37912. unbind() {
  37913. this.node = null;
  37914. // back to the prototype version of getValue / setValue
  37915. // note: avoiding to mutate the shape of 'this' via 'delete'
  37916. this.getValue = this._getValue_unbound;
  37917. this.setValue = this._setValue_unbound;
  37918. }
  37919. }
  37920. PropertyBinding.Composite = Composite;
  37921. PropertyBinding.prototype.BindingType = {
  37922. Direct: 0,
  37923. EntireArray: 1,
  37924. ArrayElement: 2,
  37925. HasFromToArray: 3
  37926. };
  37927. PropertyBinding.prototype.Versioning = {
  37928. None: 0,
  37929. NeedsUpdate: 1,
  37930. MatrixWorldNeedsUpdate: 2
  37931. };
  37932. PropertyBinding.prototype.GetterByBindingType = [
  37933. PropertyBinding.prototype._getValue_direct,
  37934. PropertyBinding.prototype._getValue_array,
  37935. PropertyBinding.prototype._getValue_arrayElement,
  37936. PropertyBinding.prototype._getValue_toArray,
  37937. ];
  37938. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37939. [
  37940. // Direct
  37941. PropertyBinding.prototype._setValue_direct,
  37942. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37943. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37944. ], [
  37945. // EntireArray
  37946. PropertyBinding.prototype._setValue_array,
  37947. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37948. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37949. ], [
  37950. // ArrayElement
  37951. PropertyBinding.prototype._setValue_arrayElement,
  37952. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37953. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37954. ], [
  37955. // HasToFromArray
  37956. PropertyBinding.prototype._setValue_fromArray,
  37957. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37958. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37959. ]
  37960. ];
  37961. /**
  37962. * A group of objects that receives a shared animation state.
  37963. *
  37964. * Usage:
  37965. *
  37966. * - Add objects you would otherwise pass as 'root' to the
  37967. * constructor or the .clipAction method of AnimationMixer.
  37968. * - Instead pass this object as 'root'.
  37969. * - You can also add and remove objects later when the mixer is running.
  37970. *
  37971. * Note:
  37972. *
  37973. * - Objects of this class appear as one object to the mixer,
  37974. * so cache control of the individual objects must be done on the group.
  37975. *
  37976. * Limitation:
  37977. *
  37978. * - The animated properties must be compatible among the all objects in the group.
  37979. * - A single property can either be controlled through a target group or directly, but not both.
  37980. */
  37981. class AnimationObjectGroup {
  37982. /**
  37983. * Constructs a new animation group.
  37984. *
  37985. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37986. */
  37987. constructor() {
  37988. /**
  37989. * This flag can be used for type testing.
  37990. *
  37991. * @type {boolean}
  37992. * @readonly
  37993. * @default true
  37994. */
  37995. this.isAnimationObjectGroup = true;
  37996. /**
  37997. * The UUID of the 3D object.
  37998. *
  37999. * @type {string}
  38000. * @readonly
  38001. */
  38002. this.uuid = generateUUID();
  38003. // cached objects followed by the active ones
  38004. this._objects = Array.prototype.slice.call( arguments );
  38005. this.nCachedObjects_ = 0; // threshold
  38006. // note: read by PropertyBinding.Composite
  38007. const indices = {};
  38008. this._indicesByUUID = indices; // for bookkeeping
  38009. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38010. indices[ arguments[ i ].uuid ] = i;
  38011. }
  38012. this._paths = []; // inside: string
  38013. this._parsedPaths = []; // inside: { we don't care, here }
  38014. this._bindings = []; // inside: Array< PropertyBinding >
  38015. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38016. const scope = this;
  38017. this.stats = {
  38018. objects: {
  38019. get total() {
  38020. return scope._objects.length;
  38021. },
  38022. get inUse() {
  38023. return this.total - scope.nCachedObjects_;
  38024. }
  38025. },
  38026. get bindingsPerObject() {
  38027. return scope._bindings.length;
  38028. }
  38029. };
  38030. }
  38031. /**
  38032. * Adds an arbitrary number of objects to this animation group.
  38033. *
  38034. * @param {...Object3D} arguments - The 3D objects to add.
  38035. */
  38036. add() {
  38037. const objects = this._objects,
  38038. indicesByUUID = this._indicesByUUID,
  38039. paths = this._paths,
  38040. parsedPaths = this._parsedPaths,
  38041. bindings = this._bindings,
  38042. nBindings = bindings.length;
  38043. let knownObject = undefined,
  38044. nObjects = objects.length,
  38045. nCachedObjects = this.nCachedObjects_;
  38046. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38047. const object = arguments[ i ],
  38048. uuid = object.uuid;
  38049. let index = indicesByUUID[ uuid ];
  38050. if ( index === undefined ) {
  38051. // unknown object -> add it to the ACTIVE region
  38052. index = nObjects ++;
  38053. indicesByUUID[ uuid ] = index;
  38054. objects.push( object );
  38055. // accounting is done, now do the same for all bindings
  38056. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38057. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38058. }
  38059. } else if ( index < nCachedObjects ) {
  38060. knownObject = objects[ index ];
  38061. // move existing object to the ACTIVE region
  38062. const firstActiveIndex = -- nCachedObjects,
  38063. lastCachedObject = objects[ firstActiveIndex ];
  38064. indicesByUUID[ lastCachedObject.uuid ] = index;
  38065. objects[ index ] = lastCachedObject;
  38066. indicesByUUID[ uuid ] = firstActiveIndex;
  38067. objects[ firstActiveIndex ] = object;
  38068. // accounting is done, now do the same for all bindings
  38069. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38070. const bindingsForPath = bindings[ j ],
  38071. lastCached = bindingsForPath[ firstActiveIndex ];
  38072. let binding = bindingsForPath[ index ];
  38073. bindingsForPath[ index ] = lastCached;
  38074. if ( binding === undefined ) {
  38075. // since we do not bother to create new bindings
  38076. // for objects that are cached, the binding may
  38077. // or may not exist
  38078. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38079. }
  38080. bindingsForPath[ firstActiveIndex ] = binding;
  38081. }
  38082. } else if ( objects[ index ] !== knownObject ) {
  38083. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38084. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38085. } // else the object is already where we want it to be
  38086. } // for arguments
  38087. this.nCachedObjects_ = nCachedObjects;
  38088. }
  38089. /**
  38090. * Removes an arbitrary number of objects to this animation group
  38091. *
  38092. * @param {...Object3D} arguments - The 3D objects to remove.
  38093. */
  38094. remove() {
  38095. const objects = this._objects,
  38096. indicesByUUID = this._indicesByUUID,
  38097. bindings = this._bindings,
  38098. nBindings = bindings.length;
  38099. let nCachedObjects = this.nCachedObjects_;
  38100. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38101. const object = arguments[ i ],
  38102. uuid = object.uuid,
  38103. index = indicesByUUID[ uuid ];
  38104. if ( index !== undefined && index >= nCachedObjects ) {
  38105. // move existing object into the CACHED region
  38106. const lastCachedIndex = nCachedObjects ++,
  38107. firstActiveObject = objects[ lastCachedIndex ];
  38108. indicesByUUID[ firstActiveObject.uuid ] = index;
  38109. objects[ index ] = firstActiveObject;
  38110. indicesByUUID[ uuid ] = lastCachedIndex;
  38111. objects[ lastCachedIndex ] = object;
  38112. // accounting is done, now do the same for all bindings
  38113. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38114. const bindingsForPath = bindings[ j ],
  38115. firstActive = bindingsForPath[ lastCachedIndex ],
  38116. binding = bindingsForPath[ index ];
  38117. bindingsForPath[ index ] = firstActive;
  38118. bindingsForPath[ lastCachedIndex ] = binding;
  38119. }
  38120. }
  38121. } // for arguments
  38122. this.nCachedObjects_ = nCachedObjects;
  38123. }
  38124. /**
  38125. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38126. *
  38127. * @param {...Object3D} arguments - The 3D objects to uncache.
  38128. */
  38129. uncache() {
  38130. const objects = this._objects,
  38131. indicesByUUID = this._indicesByUUID,
  38132. bindings = this._bindings,
  38133. nBindings = bindings.length;
  38134. let nCachedObjects = this.nCachedObjects_,
  38135. nObjects = objects.length;
  38136. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38137. const object = arguments[ i ],
  38138. uuid = object.uuid,
  38139. index = indicesByUUID[ uuid ];
  38140. if ( index !== undefined ) {
  38141. delete indicesByUUID[ uuid ];
  38142. if ( index < nCachedObjects ) {
  38143. // object is cached, shrink the CACHED region
  38144. const firstActiveIndex = -- nCachedObjects,
  38145. lastCachedObject = objects[ firstActiveIndex ],
  38146. lastIndex = -- nObjects,
  38147. lastObject = objects[ lastIndex ];
  38148. // last cached object takes this object's place
  38149. indicesByUUID[ lastCachedObject.uuid ] = index;
  38150. objects[ index ] = lastCachedObject;
  38151. // last object goes to the activated slot and pop
  38152. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38153. objects[ firstActiveIndex ] = lastObject;
  38154. objects.pop();
  38155. // accounting is done, now do the same for all bindings
  38156. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38157. const bindingsForPath = bindings[ j ],
  38158. lastCached = bindingsForPath[ firstActiveIndex ],
  38159. last = bindingsForPath[ lastIndex ];
  38160. bindingsForPath[ index ] = lastCached;
  38161. bindingsForPath[ firstActiveIndex ] = last;
  38162. bindingsForPath.pop();
  38163. }
  38164. } else {
  38165. // object is active, just swap with the last and pop
  38166. const lastIndex = -- nObjects,
  38167. lastObject = objects[ lastIndex ];
  38168. if ( lastIndex > 0 ) {
  38169. indicesByUUID[ lastObject.uuid ] = index;
  38170. }
  38171. objects[ index ] = lastObject;
  38172. objects.pop();
  38173. // accounting is done, now do the same for all bindings
  38174. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38175. const bindingsForPath = bindings[ j ];
  38176. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38177. bindingsForPath.pop();
  38178. }
  38179. } // cached or active
  38180. } // if object is known
  38181. } // for arguments
  38182. this.nCachedObjects_ = nCachedObjects;
  38183. }
  38184. // Internal interface used by befriended PropertyBinding.Composite:
  38185. subscribe_( path, parsedPath ) {
  38186. // returns an array of bindings for the given path that is changed
  38187. // according to the contained objects in the group
  38188. const indicesByPath = this._bindingsIndicesByPath;
  38189. let index = indicesByPath[ path ];
  38190. const bindings = this._bindings;
  38191. if ( index !== undefined ) return bindings[ index ];
  38192. const paths = this._paths,
  38193. parsedPaths = this._parsedPaths,
  38194. objects = this._objects,
  38195. nObjects = objects.length,
  38196. nCachedObjects = this.nCachedObjects_,
  38197. bindingsForPath = new Array( nObjects );
  38198. index = bindings.length;
  38199. indicesByPath[ path ] = index;
  38200. paths.push( path );
  38201. parsedPaths.push( parsedPath );
  38202. bindings.push( bindingsForPath );
  38203. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38204. const object = objects[ i ];
  38205. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38206. }
  38207. return bindingsForPath;
  38208. }
  38209. unsubscribe_( path ) {
  38210. // tells the group to forget about a property path and no longer
  38211. // update the array previously obtained with 'subscribe_'
  38212. const indicesByPath = this._bindingsIndicesByPath,
  38213. index = indicesByPath[ path ];
  38214. if ( index !== undefined ) {
  38215. const paths = this._paths,
  38216. parsedPaths = this._parsedPaths,
  38217. bindings = this._bindings,
  38218. lastBindingsIndex = bindings.length - 1,
  38219. lastBindings = bindings[ lastBindingsIndex ],
  38220. lastBindingsPath = path[ lastBindingsIndex ];
  38221. indicesByPath[ lastBindingsPath ] = index;
  38222. bindings[ index ] = lastBindings;
  38223. bindings.pop();
  38224. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38225. parsedPaths.pop();
  38226. paths[ index ] = paths[ lastBindingsIndex ];
  38227. paths.pop();
  38228. }
  38229. }
  38230. }
  38231. /**
  38232. * An instance of `AnimationAction` schedules the playback of an animation which is
  38233. * stored in {@link AnimationClip}.
  38234. */
  38235. class AnimationAction {
  38236. /**
  38237. * Constructs a new animation action.
  38238. *
  38239. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38240. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38241. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38242. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38243. */
  38244. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38245. this._mixer = mixer;
  38246. this._clip = clip;
  38247. this._localRoot = localRoot;
  38248. /**
  38249. * Defines how the animation is blended/combined when two or more animations
  38250. * are simultaneously played.
  38251. *
  38252. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38253. */
  38254. this.blendMode = blendMode;
  38255. const tracks = clip.tracks,
  38256. nTracks = tracks.length,
  38257. interpolants = new Array( nTracks );
  38258. const interpolantSettings = {
  38259. endingStart: ZeroCurvatureEnding,
  38260. endingEnd: ZeroCurvatureEnding
  38261. };
  38262. for ( let i = 0; i !== nTracks; ++ i ) {
  38263. const interpolant = tracks[ i ].createInterpolant( null );
  38264. interpolants[ i ] = interpolant;
  38265. interpolant.settings = interpolantSettings;
  38266. }
  38267. this._interpolantSettings = interpolantSettings;
  38268. this._interpolants = interpolants; // bound by the mixer
  38269. // inside: PropertyMixer (managed by the mixer)
  38270. this._propertyBindings = new Array( nTracks );
  38271. this._cacheIndex = null; // for the memory manager
  38272. this._byClipCacheIndex = null; // for the memory manager
  38273. this._timeScaleInterpolant = null;
  38274. this._weightInterpolant = null;
  38275. /**
  38276. * The loop mode, set via {@link AnimationAction#setLoop}.
  38277. *
  38278. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38279. * @default LoopRepeat
  38280. */
  38281. this.loop = LoopRepeat;
  38282. this._loopCount = -1;
  38283. // global mixer time when the action is to be started
  38284. // it's set back to 'null' upon start of the action
  38285. this._startTime = null;
  38286. /**
  38287. * The local time of this action (in seconds, starting with `0`).
  38288. *
  38289. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38290. * loop state).
  38291. *
  38292. * @type {number}
  38293. * @default Infinity
  38294. */
  38295. this.time = 0;
  38296. /**
  38297. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38298. * animation to pause. Negative values cause the animation to play backwards.
  38299. *
  38300. * @type {number}
  38301. * @default 1
  38302. */
  38303. this.timeScale = 1;
  38304. this._effectiveTimeScale = 1;
  38305. /**
  38306. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38307. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38308. * several actions.
  38309. *
  38310. * @type {number}
  38311. * @default 1
  38312. */
  38313. this.weight = 1;
  38314. this._effectiveWeight = 1;
  38315. /**
  38316. * The number of repetitions of the performed clip over the course of this action.
  38317. * Can be set via {@link AnimationAction#setLoop}.
  38318. *
  38319. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38320. * `THREE:LoopOnce`.
  38321. *
  38322. * @type {number}
  38323. * @default Infinity
  38324. */
  38325. this.repetitions = Infinity;
  38326. /**
  38327. * If set to `true`, the playback of the action is paused.
  38328. *
  38329. * @type {boolean}
  38330. * @default false
  38331. */
  38332. this.paused = false;
  38333. /**
  38334. * If set to `false`, the action is disabled so it has no impact.
  38335. *
  38336. * When the action is re-enabled, the animation continues from its current
  38337. * time (setting `enabled` to `false` doesn't reset the action).
  38338. *
  38339. * @type {boolean}
  38340. * @default true
  38341. */
  38342. this.enabled = true;
  38343. /**
  38344. * If set to true the animation will automatically be paused on its last frame.
  38345. *
  38346. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38347. * to `false` when the last loop of the action has finished, so that this action has
  38348. * no further impact.
  38349. *
  38350. * Note: This member has no impact if the action is interrupted (it
  38351. * has only an effect if its last loop has really finished).
  38352. *
  38353. * @type {boolean}
  38354. * @default false
  38355. */
  38356. this.clampWhenFinished = false;
  38357. /**
  38358. * Enables smooth interpolation without separate clips for start, loop and end.
  38359. *
  38360. * @type {boolean}
  38361. * @default true
  38362. */
  38363. this.zeroSlopeAtStart = true;
  38364. /**
  38365. * Enables smooth interpolation without separate clips for start, loop and end.
  38366. *
  38367. * @type {boolean}
  38368. * @default true
  38369. */
  38370. this.zeroSlopeAtEnd = true;
  38371. }
  38372. /**
  38373. * Starts the playback of the animation.
  38374. *
  38375. * @return {AnimationAction} A reference to this animation action.
  38376. */
  38377. play() {
  38378. this._mixer._activateAction( this );
  38379. return this;
  38380. }
  38381. /**
  38382. * Stops the playback of the animation.
  38383. *
  38384. * @return {AnimationAction} A reference to this animation action.
  38385. */
  38386. stop() {
  38387. this._mixer._deactivateAction( this );
  38388. return this.reset();
  38389. }
  38390. /**
  38391. * Resets the playback of the animation.
  38392. *
  38393. * @return {AnimationAction} A reference to this animation action.
  38394. */
  38395. reset() {
  38396. this.paused = false;
  38397. this.enabled = true;
  38398. this.time = 0; // restart clip
  38399. this._loopCount = -1;// forget previous loops
  38400. this._startTime = null;// forget scheduling
  38401. return this.stopFading().stopWarping();
  38402. }
  38403. /**
  38404. * Returns `true` if the animation is running.
  38405. *
  38406. * @return {boolean} Whether the animation is running or not.
  38407. */
  38408. isRunning() {
  38409. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38410. this._startTime === null && this._mixer._isActiveAction( this );
  38411. }
  38412. /**
  38413. * Returns `true` when {@link AnimationAction#play} has been called.
  38414. *
  38415. * @return {boolean} Whether the animation is scheduled or not.
  38416. */
  38417. isScheduled() {
  38418. return this._mixer._isActiveAction( this );
  38419. }
  38420. /**
  38421. * Defines the time when the animation should start.
  38422. *
  38423. * @param {number} time - The start time in seconds.
  38424. * @return {AnimationAction} A reference to this animation action.
  38425. */
  38426. startAt( time ) {
  38427. this._startTime = time;
  38428. return this;
  38429. }
  38430. /**
  38431. * Configures the loop settings for this action.
  38432. *
  38433. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38434. * @param {number} repetitions - The number of repetitions.
  38435. * @return {AnimationAction} A reference to this animation action.
  38436. */
  38437. setLoop( mode, repetitions ) {
  38438. this.loop = mode;
  38439. this.repetitions = repetitions;
  38440. return this;
  38441. }
  38442. /**
  38443. * Sets the effective weight of this action.
  38444. *
  38445. * An action has no effect and thus an effective weight of zero when the
  38446. * action is disabled.
  38447. *
  38448. * @param {number} weight - The weight to set.
  38449. * @return {AnimationAction} A reference to this animation action.
  38450. */
  38451. setEffectiveWeight( weight ) {
  38452. this.weight = weight;
  38453. // note: same logic as when updated at runtime
  38454. this._effectiveWeight = this.enabled ? weight : 0;
  38455. return this.stopFading();
  38456. }
  38457. /**
  38458. * Returns the effective weight of this action.
  38459. *
  38460. * @return {number} The effective weight.
  38461. */
  38462. getEffectiveWeight() {
  38463. return this._effectiveWeight;
  38464. }
  38465. /**
  38466. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38467. * within the passed time interval.
  38468. *
  38469. * @param {number} duration - The duration of the fade.
  38470. * @return {AnimationAction} A reference to this animation action.
  38471. */
  38472. fadeIn( duration ) {
  38473. return this._scheduleFading( duration, 0, 1 );
  38474. }
  38475. /**
  38476. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38477. * within the passed time interval.
  38478. *
  38479. * @param {number} duration - The duration of the fade.
  38480. * @return {AnimationAction} A reference to this animation action.
  38481. */
  38482. fadeOut( duration ) {
  38483. return this._scheduleFading( duration, 1, 0 );
  38484. }
  38485. /**
  38486. * Causes this action to fade in and the given action to fade out,
  38487. * within the passed time interval.
  38488. *
  38489. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38490. * @param {number} duration - The duration of the fade.
  38491. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38492. * @return {AnimationAction} A reference to this animation action.
  38493. */
  38494. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38495. fadeOutAction.fadeOut( duration );
  38496. this.fadeIn( duration );
  38497. if ( warp === true ) {
  38498. const fadeInDuration = this._clip.duration,
  38499. fadeOutDuration = fadeOutAction._clip.duration,
  38500. startEndRatio = fadeOutDuration / fadeInDuration,
  38501. endStartRatio = fadeInDuration / fadeOutDuration;
  38502. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38503. this.warp( endStartRatio, 1.0, duration );
  38504. }
  38505. return this;
  38506. }
  38507. /**
  38508. * Causes this action to fade out and the given action to fade in,
  38509. * within the passed time interval.
  38510. *
  38511. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38512. * @param {number} duration - The duration of the fade.
  38513. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38514. * @return {AnimationAction} A reference to this animation action.
  38515. */
  38516. crossFadeTo( fadeInAction, duration, warp = false ) {
  38517. return fadeInAction.crossFadeFrom( this, duration, warp );
  38518. }
  38519. /**
  38520. * Stops any fading which is applied to this action.
  38521. *
  38522. * @return {AnimationAction} A reference to this animation action.
  38523. */
  38524. stopFading() {
  38525. const weightInterpolant = this._weightInterpolant;
  38526. if ( weightInterpolant !== null ) {
  38527. this._weightInterpolant = null;
  38528. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38529. }
  38530. return this;
  38531. }
  38532. /**
  38533. * Sets the effective time scale of this action.
  38534. *
  38535. * An action has no effect and thus an effective time scale of zero when the
  38536. * action is paused.
  38537. *
  38538. * @param {number} timeScale - The time scale to set.
  38539. * @return {AnimationAction} A reference to this animation action.
  38540. */
  38541. setEffectiveTimeScale( timeScale ) {
  38542. this.timeScale = timeScale;
  38543. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38544. return this.stopWarping();
  38545. }
  38546. /**
  38547. * Returns the effective time scale of this action.
  38548. *
  38549. * @return {number} The effective time scale.
  38550. */
  38551. getEffectiveTimeScale() {
  38552. return this._effectiveTimeScale;
  38553. }
  38554. /**
  38555. * Sets the duration for a single loop of this action.
  38556. *
  38557. * @param {number} duration - The duration to set.
  38558. * @return {AnimationAction} A reference to this animation action.
  38559. */
  38560. setDuration( duration ) {
  38561. this.timeScale = this._clip.duration / duration;
  38562. return this.stopWarping();
  38563. }
  38564. /**
  38565. * Synchronizes this action with the passed other action.
  38566. *
  38567. * @param {AnimationAction} action - The action to sync with.
  38568. * @return {AnimationAction} A reference to this animation action.
  38569. */
  38570. syncWith( action ) {
  38571. this.time = action.time;
  38572. this.timeScale = action.timeScale;
  38573. return this.stopWarping();
  38574. }
  38575. /**
  38576. * Decelerates this animation's speed to `0` within the passed time interval.
  38577. *
  38578. * @param {number} duration - The duration.
  38579. * @return {AnimationAction} A reference to this animation action.
  38580. */
  38581. halt( duration ) {
  38582. return this.warp( this._effectiveTimeScale, 0, duration );
  38583. }
  38584. /**
  38585. * Changes the playback speed, within the passed time interval, by modifying
  38586. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38587. * `endTimeScale`.
  38588. *
  38589. * @param {number} startTimeScale - The start time scale.
  38590. * @param {number} endTimeScale - The end time scale.
  38591. * @param {number} duration - The duration.
  38592. * @return {AnimationAction} A reference to this animation action.
  38593. */
  38594. warp( startTimeScale, endTimeScale, duration ) {
  38595. const mixer = this._mixer,
  38596. now = mixer.time,
  38597. timeScale = this.timeScale;
  38598. let interpolant = this._timeScaleInterpolant;
  38599. if ( interpolant === null ) {
  38600. interpolant = mixer._lendControlInterpolant();
  38601. this._timeScaleInterpolant = interpolant;
  38602. }
  38603. const times = interpolant.parameterPositions,
  38604. values = interpolant.sampleValues;
  38605. times[ 0 ] = now;
  38606. times[ 1 ] = now + duration;
  38607. values[ 0 ] = startTimeScale / timeScale;
  38608. values[ 1 ] = endTimeScale / timeScale;
  38609. return this;
  38610. }
  38611. /**
  38612. * Stops any scheduled warping which is applied to this action.
  38613. *
  38614. * @return {AnimationAction} A reference to this animation action.
  38615. */
  38616. stopWarping() {
  38617. const timeScaleInterpolant = this._timeScaleInterpolant;
  38618. if ( timeScaleInterpolant !== null ) {
  38619. this._timeScaleInterpolant = null;
  38620. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38621. }
  38622. return this;
  38623. }
  38624. /**
  38625. * Returns the animation mixer of this animation action.
  38626. *
  38627. * @return {AnimationMixer} The animation mixer.
  38628. */
  38629. getMixer() {
  38630. return this._mixer;
  38631. }
  38632. /**
  38633. * Returns the animation clip of this animation action.
  38634. *
  38635. * @return {AnimationClip} The animation clip.
  38636. */
  38637. getClip() {
  38638. return this._clip;
  38639. }
  38640. /**
  38641. * Returns the root object of this animation action.
  38642. *
  38643. * @return {Object3D} The root object.
  38644. */
  38645. getRoot() {
  38646. return this._localRoot || this._mixer._root;
  38647. }
  38648. // Interna
  38649. _update( time, deltaTime, timeDirection, accuIndex ) {
  38650. // called by the mixer
  38651. if ( ! this.enabled ) {
  38652. // call ._updateWeight() to update ._effectiveWeight
  38653. this._updateWeight( time );
  38654. return;
  38655. }
  38656. const startTime = this._startTime;
  38657. if ( startTime !== null ) {
  38658. // check for scheduled start of action
  38659. const timeRunning = ( time - startTime ) * timeDirection;
  38660. if ( timeRunning < 0 || timeDirection === 0 ) {
  38661. deltaTime = 0;
  38662. } else {
  38663. this._startTime = null; // unschedule
  38664. deltaTime = timeDirection * timeRunning;
  38665. }
  38666. }
  38667. // apply time scale and advance time
  38668. deltaTime *= this._updateTimeScale( time );
  38669. const clipTime = this._updateTime( deltaTime );
  38670. // note: _updateTime may disable the action resulting in
  38671. // an effective weight of 0
  38672. const weight = this._updateWeight( time );
  38673. if ( weight > 0 ) {
  38674. const interpolants = this._interpolants;
  38675. const propertyMixers = this._propertyBindings;
  38676. switch ( this.blendMode ) {
  38677. case AdditiveAnimationBlendMode:
  38678. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38679. interpolants[ j ].evaluate( clipTime );
  38680. propertyMixers[ j ].accumulateAdditive( weight );
  38681. }
  38682. break;
  38683. case NormalAnimationBlendMode:
  38684. default:
  38685. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38686. interpolants[ j ].evaluate( clipTime );
  38687. propertyMixers[ j ].accumulate( accuIndex, weight );
  38688. }
  38689. }
  38690. }
  38691. }
  38692. _updateWeight( time ) {
  38693. let weight = 0;
  38694. if ( this.enabled ) {
  38695. weight = this.weight;
  38696. const interpolant = this._weightInterpolant;
  38697. if ( interpolant !== null ) {
  38698. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38699. weight *= interpolantValue;
  38700. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38701. this.stopFading();
  38702. if ( interpolantValue === 0 ) {
  38703. // faded out, disable
  38704. this.enabled = false;
  38705. }
  38706. }
  38707. }
  38708. }
  38709. this._effectiveWeight = weight;
  38710. return weight;
  38711. }
  38712. _updateTimeScale( time ) {
  38713. let timeScale = 0;
  38714. if ( ! this.paused ) {
  38715. timeScale = this.timeScale;
  38716. const interpolant = this._timeScaleInterpolant;
  38717. if ( interpolant !== null ) {
  38718. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38719. timeScale *= interpolantValue;
  38720. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38721. this.stopWarping();
  38722. if ( timeScale === 0 ) {
  38723. // motion has halted, pause
  38724. this.paused = true;
  38725. } else {
  38726. // warp done - apply final time scale
  38727. this.timeScale = timeScale;
  38728. }
  38729. }
  38730. }
  38731. }
  38732. this._effectiveTimeScale = timeScale;
  38733. return timeScale;
  38734. }
  38735. _updateTime( deltaTime ) {
  38736. const duration = this._clip.duration;
  38737. const loop = this.loop;
  38738. let time = this.time + deltaTime;
  38739. let loopCount = this._loopCount;
  38740. const pingPong = ( loop === LoopPingPong );
  38741. if ( deltaTime === 0 ) {
  38742. if ( loopCount === -1 ) return time;
  38743. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38744. }
  38745. if ( loop === LoopOnce ) {
  38746. if ( loopCount === -1 ) {
  38747. // just started
  38748. this._loopCount = 0;
  38749. this._setEndings( true, true, false );
  38750. }
  38751. handle_stop: {
  38752. if ( time >= duration ) {
  38753. time = duration;
  38754. } else if ( time < 0 ) {
  38755. time = 0;
  38756. } else {
  38757. this.time = time;
  38758. break handle_stop;
  38759. }
  38760. if ( this.clampWhenFinished ) this.paused = true;
  38761. else this.enabled = false;
  38762. this.time = time;
  38763. this._mixer.dispatchEvent( {
  38764. type: 'finished', action: this,
  38765. direction: deltaTime < 0 ? -1 : 1
  38766. } );
  38767. }
  38768. } else { // repetitive Repeat or PingPong
  38769. if ( loopCount === -1 ) {
  38770. // just started
  38771. if ( deltaTime >= 0 ) {
  38772. loopCount = 0;
  38773. this._setEndings( true, this.repetitions === 0, pingPong );
  38774. } else {
  38775. // when looping in reverse direction, the initial
  38776. // transition through zero counts as a repetition,
  38777. // so leave loopCount at -1
  38778. this._setEndings( this.repetitions === 0, true, pingPong );
  38779. }
  38780. }
  38781. if ( time >= duration || time < 0 ) {
  38782. // wrap around
  38783. const loopDelta = Math.floor( time / duration ); // signed
  38784. time -= duration * loopDelta;
  38785. loopCount += Math.abs( loopDelta );
  38786. const pending = this.repetitions - loopCount;
  38787. if ( pending <= 0 ) {
  38788. // have to stop (switch state, clamp time, fire event)
  38789. if ( this.clampWhenFinished ) this.paused = true;
  38790. else this.enabled = false;
  38791. time = deltaTime > 0 ? duration : 0;
  38792. this.time = time;
  38793. this._mixer.dispatchEvent( {
  38794. type: 'finished', action: this,
  38795. direction: deltaTime > 0 ? 1 : -1
  38796. } );
  38797. } else {
  38798. // keep running
  38799. if ( pending === 1 ) {
  38800. // entering the last round
  38801. const atStart = deltaTime < 0;
  38802. this._setEndings( atStart, ! atStart, pingPong );
  38803. } else {
  38804. this._setEndings( false, false, pingPong );
  38805. }
  38806. this._loopCount = loopCount;
  38807. this.time = time;
  38808. this._mixer.dispatchEvent( {
  38809. type: 'loop', action: this, loopDelta: loopDelta
  38810. } );
  38811. }
  38812. } else {
  38813. this.time = time;
  38814. }
  38815. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38816. // invert time for the "pong round"
  38817. return duration - time;
  38818. }
  38819. }
  38820. return time;
  38821. }
  38822. _setEndings( atStart, atEnd, pingPong ) {
  38823. const settings = this._interpolantSettings;
  38824. if ( pingPong ) {
  38825. settings.endingStart = ZeroSlopeEnding;
  38826. settings.endingEnd = ZeroSlopeEnding;
  38827. } else {
  38828. // assuming for LoopOnce atStart == atEnd == true
  38829. if ( atStart ) {
  38830. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38831. } else {
  38832. settings.endingStart = WrapAroundEnding;
  38833. }
  38834. if ( atEnd ) {
  38835. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38836. } else {
  38837. settings.endingEnd = WrapAroundEnding;
  38838. }
  38839. }
  38840. }
  38841. _scheduleFading( duration, weightNow, weightThen ) {
  38842. const mixer = this._mixer, now = mixer.time;
  38843. let interpolant = this._weightInterpolant;
  38844. if ( interpolant === null ) {
  38845. interpolant = mixer._lendControlInterpolant();
  38846. this._weightInterpolant = interpolant;
  38847. }
  38848. const times = interpolant.parameterPositions,
  38849. values = interpolant.sampleValues;
  38850. times[ 0 ] = now;
  38851. values[ 0 ] = weightNow;
  38852. times[ 1 ] = now + duration;
  38853. values[ 1 ] = weightThen;
  38854. return this;
  38855. }
  38856. }
  38857. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38858. /**
  38859. * `AnimationMixer` is a player for animations on a particular object in
  38860. * the scene. When multiple objects in the scene are animated independently,
  38861. * one `AnimationMixer` may be used for each object.
  38862. */
  38863. class AnimationMixer extends EventDispatcher {
  38864. /**
  38865. * Constructs a new animation mixer.
  38866. *
  38867. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38868. */
  38869. constructor( root ) {
  38870. super();
  38871. this._root = root;
  38872. this._initMemoryManager();
  38873. this._accuIndex = 0;
  38874. /**
  38875. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38876. *
  38877. * @type {number}
  38878. * @default 0
  38879. */
  38880. this.time = 0;
  38881. /**
  38882. * A scaling factor for the global time.
  38883. *
  38884. * Note: Setting this member to `0` and later back to `1` is a
  38885. * possibility to pause/unpause all actions that are controlled by this
  38886. * mixer.
  38887. *
  38888. * @type {number}
  38889. * @default 1
  38890. */
  38891. this.timeScale = 1.0;
  38892. }
  38893. _bindAction( action, prototypeAction ) {
  38894. const root = action._localRoot || this._root,
  38895. tracks = action._clip.tracks,
  38896. nTracks = tracks.length,
  38897. bindings = action._propertyBindings,
  38898. interpolants = action._interpolants,
  38899. rootUuid = root.uuid,
  38900. bindingsByRoot = this._bindingsByRootAndName;
  38901. let bindingsByName = bindingsByRoot[ rootUuid ];
  38902. if ( bindingsByName === undefined ) {
  38903. bindingsByName = {};
  38904. bindingsByRoot[ rootUuid ] = bindingsByName;
  38905. }
  38906. for ( let i = 0; i !== nTracks; ++ i ) {
  38907. const track = tracks[ i ],
  38908. trackName = track.name;
  38909. let binding = bindingsByName[ trackName ];
  38910. if ( binding !== undefined ) {
  38911. ++ binding.referenceCount;
  38912. bindings[ i ] = binding;
  38913. } else {
  38914. binding = bindings[ i ];
  38915. if ( binding !== undefined ) {
  38916. // existing binding, make sure the cache knows
  38917. if ( binding._cacheIndex === null ) {
  38918. ++ binding.referenceCount;
  38919. this._addInactiveBinding( binding, rootUuid, trackName );
  38920. }
  38921. continue;
  38922. }
  38923. const path = prototypeAction && prototypeAction.
  38924. _propertyBindings[ i ].binding.parsedPath;
  38925. binding = new PropertyMixer(
  38926. PropertyBinding.create( root, trackName, path ),
  38927. track.ValueTypeName, track.getValueSize() );
  38928. ++ binding.referenceCount;
  38929. this._addInactiveBinding( binding, rootUuid, trackName );
  38930. bindings[ i ] = binding;
  38931. }
  38932. interpolants[ i ].resultBuffer = binding.buffer;
  38933. }
  38934. }
  38935. _activateAction( action ) {
  38936. if ( ! this._isActiveAction( action ) ) {
  38937. if ( action._cacheIndex === null ) {
  38938. // this action has been forgotten by the cache, but the user
  38939. // appears to be still using it -> rebind
  38940. const rootUuid = ( action._localRoot || this._root ).uuid,
  38941. clipUuid = action._clip.uuid,
  38942. actionsForClip = this._actionsByClip[ clipUuid ];
  38943. this._bindAction( action,
  38944. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38945. this._addInactiveAction( action, clipUuid, rootUuid );
  38946. }
  38947. const bindings = action._propertyBindings;
  38948. // increment reference counts / sort out state
  38949. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38950. const binding = bindings[ i ];
  38951. if ( binding.useCount ++ === 0 ) {
  38952. this._lendBinding( binding );
  38953. binding.saveOriginalState();
  38954. }
  38955. }
  38956. this._lendAction( action );
  38957. }
  38958. }
  38959. _deactivateAction( action ) {
  38960. if ( this._isActiveAction( action ) ) {
  38961. const bindings = action._propertyBindings;
  38962. // decrement reference counts / sort out state
  38963. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38964. const binding = bindings[ i ];
  38965. if ( -- binding.useCount === 0 ) {
  38966. binding.restoreOriginalState();
  38967. this._takeBackBinding( binding );
  38968. }
  38969. }
  38970. this._takeBackAction( action );
  38971. }
  38972. }
  38973. // Memory manager
  38974. _initMemoryManager() {
  38975. this._actions = []; // 'nActiveActions' followed by inactive ones
  38976. this._nActiveActions = 0;
  38977. this._actionsByClip = {};
  38978. // inside:
  38979. // {
  38980. // knownActions: Array< AnimationAction > - used as prototypes
  38981. // actionByRoot: AnimationAction - lookup
  38982. // }
  38983. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38984. this._nActiveBindings = 0;
  38985. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38986. this._controlInterpolants = []; // same game as above
  38987. this._nActiveControlInterpolants = 0;
  38988. const scope = this;
  38989. this.stats = {
  38990. actions: {
  38991. get total() {
  38992. return scope._actions.length;
  38993. },
  38994. get inUse() {
  38995. return scope._nActiveActions;
  38996. }
  38997. },
  38998. bindings: {
  38999. get total() {
  39000. return scope._bindings.length;
  39001. },
  39002. get inUse() {
  39003. return scope._nActiveBindings;
  39004. }
  39005. },
  39006. controlInterpolants: {
  39007. get total() {
  39008. return scope._controlInterpolants.length;
  39009. },
  39010. get inUse() {
  39011. return scope._nActiveControlInterpolants;
  39012. }
  39013. }
  39014. };
  39015. }
  39016. // Memory management for AnimationAction objects
  39017. _isActiveAction( action ) {
  39018. const index = action._cacheIndex;
  39019. return index !== null && index < this._nActiveActions;
  39020. }
  39021. _addInactiveAction( action, clipUuid, rootUuid ) {
  39022. const actions = this._actions,
  39023. actionsByClip = this._actionsByClip;
  39024. let actionsForClip = actionsByClip[ clipUuid ];
  39025. if ( actionsForClip === undefined ) {
  39026. actionsForClip = {
  39027. knownActions: [ action ],
  39028. actionByRoot: {}
  39029. };
  39030. action._byClipCacheIndex = 0;
  39031. actionsByClip[ clipUuid ] = actionsForClip;
  39032. } else {
  39033. const knownActions = actionsForClip.knownActions;
  39034. action._byClipCacheIndex = knownActions.length;
  39035. knownActions.push( action );
  39036. }
  39037. action._cacheIndex = actions.length;
  39038. actions.push( action );
  39039. actionsForClip.actionByRoot[ rootUuid ] = action;
  39040. }
  39041. _removeInactiveAction( action ) {
  39042. const actions = this._actions,
  39043. lastInactiveAction = actions[ actions.length - 1 ],
  39044. cacheIndex = action._cacheIndex;
  39045. lastInactiveAction._cacheIndex = cacheIndex;
  39046. actions[ cacheIndex ] = lastInactiveAction;
  39047. actions.pop();
  39048. action._cacheIndex = null;
  39049. const clipUuid = action._clip.uuid,
  39050. actionsByClip = this._actionsByClip,
  39051. actionsForClip = actionsByClip[ clipUuid ],
  39052. knownActionsForClip = actionsForClip.knownActions,
  39053. lastKnownAction =
  39054. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39055. byClipCacheIndex = action._byClipCacheIndex;
  39056. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39057. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39058. knownActionsForClip.pop();
  39059. action._byClipCacheIndex = null;
  39060. const actionByRoot = actionsForClip.actionByRoot,
  39061. rootUuid = ( action._localRoot || this._root ).uuid;
  39062. delete actionByRoot[ rootUuid ];
  39063. if ( knownActionsForClip.length === 0 ) {
  39064. delete actionsByClip[ clipUuid ];
  39065. }
  39066. this._removeInactiveBindingsForAction( action );
  39067. }
  39068. _removeInactiveBindingsForAction( action ) {
  39069. const bindings = action._propertyBindings;
  39070. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39071. const binding = bindings[ i ];
  39072. if ( -- binding.referenceCount === 0 ) {
  39073. this._removeInactiveBinding( binding );
  39074. }
  39075. }
  39076. }
  39077. _lendAction( action ) {
  39078. // [ active actions | inactive actions ]
  39079. // [ active actions >| inactive actions ]
  39080. // s a
  39081. // <-swap->
  39082. // a s
  39083. const actions = this._actions,
  39084. prevIndex = action._cacheIndex,
  39085. lastActiveIndex = this._nActiveActions ++,
  39086. firstInactiveAction = actions[ lastActiveIndex ];
  39087. action._cacheIndex = lastActiveIndex;
  39088. actions[ lastActiveIndex ] = action;
  39089. firstInactiveAction._cacheIndex = prevIndex;
  39090. actions[ prevIndex ] = firstInactiveAction;
  39091. }
  39092. _takeBackAction( action ) {
  39093. // [ active actions | inactive actions ]
  39094. // [ active actions |< inactive actions ]
  39095. // a s
  39096. // <-swap->
  39097. // s a
  39098. const actions = this._actions,
  39099. prevIndex = action._cacheIndex,
  39100. firstInactiveIndex = -- this._nActiveActions,
  39101. lastActiveAction = actions[ firstInactiveIndex ];
  39102. action._cacheIndex = firstInactiveIndex;
  39103. actions[ firstInactiveIndex ] = action;
  39104. lastActiveAction._cacheIndex = prevIndex;
  39105. actions[ prevIndex ] = lastActiveAction;
  39106. }
  39107. // Memory management for PropertyMixer objects
  39108. _addInactiveBinding( binding, rootUuid, trackName ) {
  39109. const bindingsByRoot = this._bindingsByRootAndName,
  39110. bindings = this._bindings;
  39111. let bindingByName = bindingsByRoot[ rootUuid ];
  39112. if ( bindingByName === undefined ) {
  39113. bindingByName = {};
  39114. bindingsByRoot[ rootUuid ] = bindingByName;
  39115. }
  39116. bindingByName[ trackName ] = binding;
  39117. binding._cacheIndex = bindings.length;
  39118. bindings.push( binding );
  39119. }
  39120. _removeInactiveBinding( binding ) {
  39121. const bindings = this._bindings,
  39122. propBinding = binding.binding,
  39123. rootUuid = propBinding.rootNode.uuid,
  39124. trackName = propBinding.path,
  39125. bindingsByRoot = this._bindingsByRootAndName,
  39126. bindingByName = bindingsByRoot[ rootUuid ],
  39127. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39128. cacheIndex = binding._cacheIndex;
  39129. lastInactiveBinding._cacheIndex = cacheIndex;
  39130. bindings[ cacheIndex ] = lastInactiveBinding;
  39131. bindings.pop();
  39132. delete bindingByName[ trackName ];
  39133. if ( Object.keys( bindingByName ).length === 0 ) {
  39134. delete bindingsByRoot[ rootUuid ];
  39135. }
  39136. }
  39137. _lendBinding( binding ) {
  39138. const bindings = this._bindings,
  39139. prevIndex = binding._cacheIndex,
  39140. lastActiveIndex = this._nActiveBindings ++,
  39141. firstInactiveBinding = bindings[ lastActiveIndex ];
  39142. binding._cacheIndex = lastActiveIndex;
  39143. bindings[ lastActiveIndex ] = binding;
  39144. firstInactiveBinding._cacheIndex = prevIndex;
  39145. bindings[ prevIndex ] = firstInactiveBinding;
  39146. }
  39147. _takeBackBinding( binding ) {
  39148. const bindings = this._bindings,
  39149. prevIndex = binding._cacheIndex,
  39150. firstInactiveIndex = -- this._nActiveBindings,
  39151. lastActiveBinding = bindings[ firstInactiveIndex ];
  39152. binding._cacheIndex = firstInactiveIndex;
  39153. bindings[ firstInactiveIndex ] = binding;
  39154. lastActiveBinding._cacheIndex = prevIndex;
  39155. bindings[ prevIndex ] = lastActiveBinding;
  39156. }
  39157. // Memory management of Interpolants for weight and time scale
  39158. _lendControlInterpolant() {
  39159. const interpolants = this._controlInterpolants,
  39160. lastActiveIndex = this._nActiveControlInterpolants ++;
  39161. let interpolant = interpolants[ lastActiveIndex ];
  39162. if ( interpolant === undefined ) {
  39163. interpolant = new LinearInterpolant(
  39164. new Float32Array( 2 ), new Float32Array( 2 ),
  39165. 1, _controlInterpolantsResultBuffer );
  39166. interpolant.__cacheIndex = lastActiveIndex;
  39167. interpolants[ lastActiveIndex ] = interpolant;
  39168. }
  39169. return interpolant;
  39170. }
  39171. _takeBackControlInterpolant( interpolant ) {
  39172. const interpolants = this._controlInterpolants,
  39173. prevIndex = interpolant.__cacheIndex,
  39174. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39175. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39176. interpolant.__cacheIndex = firstInactiveIndex;
  39177. interpolants[ firstInactiveIndex ] = interpolant;
  39178. lastActiveInterpolant.__cacheIndex = prevIndex;
  39179. interpolants[ prevIndex ] = lastActiveInterpolant;
  39180. }
  39181. /**
  39182. * Returns an instance of {@link AnimationAction} for the passed clip.
  39183. *
  39184. * If an action fitting the clip and root parameters doesn't yet exist, it
  39185. * will be created by this method. Calling this method several times with the
  39186. * same clip and root parameters always returns the same action.
  39187. *
  39188. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39189. * @param {Object3D} [optionalRoot] - An alternative root object.
  39190. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39191. * @return {?AnimationAction} The animation action.
  39192. */
  39193. clipAction( clip, optionalRoot, blendMode ) {
  39194. const root = optionalRoot || this._root,
  39195. rootUuid = root.uuid;
  39196. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39197. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39198. const actionsForClip = this._actionsByClip[ clipUuid ];
  39199. let prototypeAction = null;
  39200. if ( blendMode === undefined ) {
  39201. if ( clipObject !== null ) {
  39202. blendMode = clipObject.blendMode;
  39203. } else {
  39204. blendMode = NormalAnimationBlendMode;
  39205. }
  39206. }
  39207. if ( actionsForClip !== undefined ) {
  39208. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39209. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39210. return existingAction;
  39211. }
  39212. // we know the clip, so we don't have to parse all
  39213. // the bindings again but can just copy
  39214. prototypeAction = actionsForClip.knownActions[ 0 ];
  39215. // also, take the clip from the prototype action
  39216. if ( clipObject === null )
  39217. clipObject = prototypeAction._clip;
  39218. }
  39219. // clip must be known when specified via string
  39220. if ( clipObject === null ) return null;
  39221. // allocate all resources required to run it
  39222. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39223. this._bindAction( newAction, prototypeAction );
  39224. // and make the action known to the memory manager
  39225. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39226. return newAction;
  39227. }
  39228. /**
  39229. * Returns an existing animation action for the passed clip.
  39230. *
  39231. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39232. * @param {Object3D} [optionalRoot] - An alternative root object.
  39233. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39234. */
  39235. existingAction( clip, optionalRoot ) {
  39236. const root = optionalRoot || this._root,
  39237. rootUuid = root.uuid,
  39238. clipObject = typeof clip === 'string' ?
  39239. AnimationClip.findByName( root, clip ) : clip,
  39240. clipUuid = clipObject ? clipObject.uuid : clip,
  39241. actionsForClip = this._actionsByClip[ clipUuid ];
  39242. if ( actionsForClip !== undefined ) {
  39243. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39244. }
  39245. return null;
  39246. }
  39247. /**
  39248. * Deactivates all previously scheduled actions on this mixer.
  39249. *
  39250. * @return {AnimationMixer} A reference to this animation mixer.
  39251. */
  39252. stopAllAction() {
  39253. const actions = this._actions,
  39254. nActions = this._nActiveActions;
  39255. for ( let i = nActions - 1; i >= 0; -- i ) {
  39256. actions[ i ].stop();
  39257. }
  39258. return this;
  39259. }
  39260. /**
  39261. * Advances the global mixer time and updates the animation.
  39262. *
  39263. * This is usually done in the render loop by passing the delta
  39264. * time from {@link Clock} or {@link Timer}.
  39265. *
  39266. * @param {number} deltaTime - The delta time in seconds.
  39267. * @return {AnimationMixer} A reference to this animation mixer.
  39268. */
  39269. update( deltaTime ) {
  39270. deltaTime *= this.timeScale;
  39271. const actions = this._actions,
  39272. nActions = this._nActiveActions,
  39273. time = this.time += deltaTime,
  39274. timeDirection = Math.sign( deltaTime ),
  39275. accuIndex = this._accuIndex ^= 1;
  39276. // run active actions
  39277. for ( let i = 0; i !== nActions; ++ i ) {
  39278. const action = actions[ i ];
  39279. action._update( time, deltaTime, timeDirection, accuIndex );
  39280. }
  39281. // update scene graph
  39282. const bindings = this._bindings,
  39283. nBindings = this._nActiveBindings;
  39284. for ( let i = 0; i !== nBindings; ++ i ) {
  39285. bindings[ i ].apply( accuIndex );
  39286. }
  39287. return this;
  39288. }
  39289. /**
  39290. * Sets the global mixer to a specific time and updates the animation accordingly.
  39291. *
  39292. * This is useful when you need to jump to an exact time in an animation. The
  39293. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39294. *
  39295. * @param {number} time - The time to set in seconds.
  39296. * @return {AnimationMixer} A reference to this animation mixer.
  39297. */
  39298. setTime( time ) {
  39299. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39300. for ( let i = 0; i < this._actions.length; i ++ ) {
  39301. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39302. }
  39303. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39304. }
  39305. /**
  39306. * Returns this mixer's root object.
  39307. *
  39308. * @return {Object3D} The mixer's root object.
  39309. */
  39310. getRoot() {
  39311. return this._root;
  39312. }
  39313. /**
  39314. * Deallocates all memory resources for a clip. Before using this method make
  39315. * sure to call {@link AnimationAction#stop} for all related actions.
  39316. *
  39317. * @param {AnimationClip} clip - The clip to uncache.
  39318. */
  39319. uncacheClip( clip ) {
  39320. const actions = this._actions,
  39321. clipUuid = clip.uuid,
  39322. actionsByClip = this._actionsByClip,
  39323. actionsForClip = actionsByClip[ clipUuid ];
  39324. if ( actionsForClip !== undefined ) {
  39325. // note: just calling _removeInactiveAction would mess up the
  39326. // iteration state and also require updating the state we can
  39327. // just throw away
  39328. const actionsToRemove = actionsForClip.knownActions;
  39329. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39330. const action = actionsToRemove[ i ];
  39331. this._deactivateAction( action );
  39332. const cacheIndex = action._cacheIndex,
  39333. lastInactiveAction = actions[ actions.length - 1 ];
  39334. action._cacheIndex = null;
  39335. action._byClipCacheIndex = null;
  39336. lastInactiveAction._cacheIndex = cacheIndex;
  39337. actions[ cacheIndex ] = lastInactiveAction;
  39338. actions.pop();
  39339. this._removeInactiveBindingsForAction( action );
  39340. }
  39341. delete actionsByClip[ clipUuid ];
  39342. }
  39343. }
  39344. /**
  39345. * Deallocates all memory resources for a root object. Before using this
  39346. * method make sure to call {@link AnimationAction#stop} for all related
  39347. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39348. * mixer operates on a single root.
  39349. *
  39350. * @param {Object3D} root - The root object to uncache.
  39351. */
  39352. uncacheRoot( root ) {
  39353. const rootUuid = root.uuid,
  39354. actionsByClip = this._actionsByClip;
  39355. for ( const clipUuid in actionsByClip ) {
  39356. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39357. action = actionByRoot[ rootUuid ];
  39358. if ( action !== undefined ) {
  39359. this._deactivateAction( action );
  39360. this._removeInactiveAction( action );
  39361. }
  39362. }
  39363. const bindingsByRoot = this._bindingsByRootAndName,
  39364. bindingByName = bindingsByRoot[ rootUuid ];
  39365. if ( bindingByName !== undefined ) {
  39366. for ( const trackName in bindingByName ) {
  39367. const binding = bindingByName[ trackName ];
  39368. binding.restoreOriginalState();
  39369. this._removeInactiveBinding( binding );
  39370. }
  39371. }
  39372. }
  39373. /**
  39374. * Deallocates all memory resources for an action. The action is identified by the
  39375. * given clip and an optional root object. Before using this method make
  39376. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39377. *
  39378. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39379. * @param {Object3D} [optionalRoot] - An alternative root object.
  39380. */
  39381. uncacheAction( clip, optionalRoot ) {
  39382. const action = this.existingAction( clip, optionalRoot );
  39383. if ( action !== null ) {
  39384. this._deactivateAction( action );
  39385. this._removeInactiveAction( action );
  39386. }
  39387. }
  39388. }
  39389. /**
  39390. * Represents a 3D render target.
  39391. *
  39392. * @augments RenderTarget
  39393. */
  39394. class RenderTarget3D extends RenderTarget {
  39395. /**
  39396. * Constructs a new 3D render target.
  39397. *
  39398. * @param {number} [width=1] - The width of the render target.
  39399. * @param {number} [height=1] - The height of the render target.
  39400. * @param {number} [depth=1] - The height of the render target.
  39401. * @param {RenderTarget~Options} [options] - The configuration object.
  39402. */
  39403. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39404. super( width, height, options );
  39405. /**
  39406. * This flag can be used for type testing.
  39407. *
  39408. * @type {boolean}
  39409. * @readonly
  39410. * @default true
  39411. */
  39412. this.isRenderTarget3D = true;
  39413. this.depth = depth;
  39414. /**
  39415. * Overwritten with a different texture type.
  39416. *
  39417. * @type {Data3DTexture}
  39418. */
  39419. this.texture = new Data3DTexture( null, width, height, depth );
  39420. this._setTextureOptions( options );
  39421. this.texture.isRenderTargetTexture = true;
  39422. }
  39423. }
  39424. /**
  39425. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39426. *
  39427. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39428. * ```js
  39429. * uniforms: {
  39430. * time: { value: 1.0 },
  39431. * resolution: new Uniform( new Vector2() )
  39432. * };
  39433. * ```
  39434. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39435. * in {@link WebGLRenderer}.
  39436. */
  39437. class Uniform {
  39438. /**
  39439. * Constructs a new uniform.
  39440. *
  39441. * @param {any} value - The uniform value.
  39442. */
  39443. constructor( value ) {
  39444. /**
  39445. * The uniform value.
  39446. *
  39447. * @type {any}
  39448. */
  39449. this.value = value;
  39450. }
  39451. /**
  39452. * Returns a new uniform with copied values from this instance.
  39453. * If the value has a `clone()` method, the value is cloned as well.
  39454. *
  39455. * @return {Uniform} A clone of this instance.
  39456. */
  39457. clone() {
  39458. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39459. }
  39460. }
  39461. let _id = 0;
  39462. /**
  39463. * A class for managing multiple uniforms in a single group. The renderer will process
  39464. * such a definition as a single UBO.
  39465. *
  39466. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39467. * in {@link WebGLRenderer}.
  39468. *
  39469. * @augments EventDispatcher
  39470. */
  39471. class UniformsGroup extends EventDispatcher {
  39472. /**
  39473. * Constructs a new uniforms group.
  39474. */
  39475. constructor() {
  39476. super();
  39477. /**
  39478. * This flag can be used for type testing.
  39479. *
  39480. * @type {boolean}
  39481. * @readonly
  39482. * @default true
  39483. */
  39484. this.isUniformsGroup = true;
  39485. /**
  39486. * The ID of the 3D object.
  39487. *
  39488. * @name UniformsGroup#id
  39489. * @type {number}
  39490. * @readonly
  39491. */
  39492. Object.defineProperty( this, 'id', { value: _id ++ } );
  39493. /**
  39494. * The name of the uniforms group.
  39495. *
  39496. * @type {string}
  39497. */
  39498. this.name = '';
  39499. /**
  39500. * The buffer usage.
  39501. *
  39502. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39503. * @default StaticDrawUsage
  39504. */
  39505. this.usage = StaticDrawUsage;
  39506. /**
  39507. * An array holding the uniforms.
  39508. *
  39509. * @type {Array<Uniform>}
  39510. */
  39511. this.uniforms = [];
  39512. }
  39513. /**
  39514. * Adds the given uniform to this uniforms group.
  39515. *
  39516. * @param {Uniform} uniform - The uniform to add.
  39517. * @return {UniformsGroup} A reference to this uniforms group.
  39518. */
  39519. add( uniform ) {
  39520. this.uniforms.push( uniform );
  39521. return this;
  39522. }
  39523. /**
  39524. * Removes the given uniform from this uniforms group.
  39525. *
  39526. * @param {Uniform} uniform - The uniform to remove.
  39527. * @return {UniformsGroup} A reference to this uniforms group.
  39528. */
  39529. remove( uniform ) {
  39530. const index = this.uniforms.indexOf( uniform );
  39531. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39532. return this;
  39533. }
  39534. /**
  39535. * Sets the name of this uniforms group.
  39536. *
  39537. * @param {string} name - The name to set.
  39538. * @return {UniformsGroup} A reference to this uniforms group.
  39539. */
  39540. setName( name ) {
  39541. this.name = name;
  39542. return this;
  39543. }
  39544. /**
  39545. * Sets the usage of this uniforms group.
  39546. *
  39547. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39548. * @return {UniformsGroup} A reference to this uniforms group.
  39549. */
  39550. setUsage( value ) {
  39551. this.usage = value;
  39552. return this;
  39553. }
  39554. /**
  39555. * Frees the GPU-related resources allocated by this instance. Call this
  39556. * method whenever this instance is no longer used in your app.
  39557. *
  39558. * @fires Texture#dispose
  39559. */
  39560. dispose() {
  39561. this.dispatchEvent( { type: 'dispose' } );
  39562. }
  39563. /**
  39564. * Copies the values of the given uniforms group to this instance.
  39565. *
  39566. * @param {UniformsGroup} source - The uniforms group to copy.
  39567. * @return {UniformsGroup} A reference to this uniforms group.
  39568. */
  39569. copy( source ) {
  39570. this.name = source.name;
  39571. this.usage = source.usage;
  39572. const uniformsSource = source.uniforms;
  39573. this.uniforms.length = 0;
  39574. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39575. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39576. for ( let j = 0; j < uniforms.length; j ++ ) {
  39577. this.uniforms.push( uniforms[ j ].clone() );
  39578. }
  39579. }
  39580. return this;
  39581. }
  39582. /**
  39583. * Returns a new uniforms group with copied values from this instance.
  39584. *
  39585. * @return {UniformsGroup} A clone of this instance.
  39586. */
  39587. clone() {
  39588. return new this.constructor().copy( this );
  39589. }
  39590. }
  39591. /**
  39592. * An instanced version of an interleaved buffer.
  39593. *
  39594. * @augments InterleavedBuffer
  39595. */
  39596. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39597. /**
  39598. * Constructs a new instanced interleaved buffer.
  39599. *
  39600. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39601. * @param {number} stride - The number of typed-array elements per vertex.
  39602. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39603. */
  39604. constructor( array, stride, meshPerAttribute = 1 ) {
  39605. super( array, stride );
  39606. /**
  39607. * This flag can be used for type testing.
  39608. *
  39609. * @type {boolean}
  39610. * @readonly
  39611. * @default true
  39612. */
  39613. this.isInstancedInterleavedBuffer = true;
  39614. /**
  39615. * Defines how often a value of this buffer attribute should be repeated,
  39616. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39617. *
  39618. * @type {number}
  39619. * @default 1
  39620. */
  39621. this.meshPerAttribute = meshPerAttribute;
  39622. }
  39623. copy( source ) {
  39624. super.copy( source );
  39625. this.meshPerAttribute = source.meshPerAttribute;
  39626. return this;
  39627. }
  39628. clone( data ) {
  39629. const ib = super.clone( data );
  39630. ib.meshPerAttribute = this.meshPerAttribute;
  39631. return ib;
  39632. }
  39633. toJSON( data ) {
  39634. const json = super.toJSON( data );
  39635. json.isInstancedInterleavedBuffer = true;
  39636. json.meshPerAttribute = this.meshPerAttribute;
  39637. return json;
  39638. }
  39639. }
  39640. /**
  39641. * An alternative version of a buffer attribute with more control over the VBO.
  39642. *
  39643. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39644. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39645. *
  39646. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39647. * or even produces the VBOs in question.
  39648. *
  39649. * Notice that this class can only be used with {@link WebGLRenderer}.
  39650. */
  39651. class GLBufferAttribute {
  39652. /**
  39653. * Constructs a new GL buffer attribute.
  39654. *
  39655. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39656. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39657. * @param {number} itemSize - The item size.
  39658. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39659. * @param {number} count - The expected number of vertices in VBO.
  39660. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39661. */
  39662. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39663. /**
  39664. * This flag can be used for type testing.
  39665. *
  39666. * @type {boolean}
  39667. * @readonly
  39668. * @default true
  39669. */
  39670. this.isGLBufferAttribute = true;
  39671. /**
  39672. * The name of the buffer attribute.
  39673. *
  39674. * @type {string}
  39675. */
  39676. this.name = '';
  39677. /**
  39678. * The native WebGL buffer.
  39679. *
  39680. * @type {WebGLBuffer}
  39681. */
  39682. this.buffer = buffer;
  39683. /**
  39684. * The native data type.
  39685. *
  39686. * @type {number}
  39687. */
  39688. this.type = type;
  39689. /**
  39690. * The item size, see {@link BufferAttribute#itemSize}.
  39691. *
  39692. * @type {number}
  39693. */
  39694. this.itemSize = itemSize;
  39695. /**
  39696. * The corresponding size (in bytes) for the given `type` parameter.
  39697. *
  39698. * @type {number}
  39699. */
  39700. this.elementSize = elementSize;
  39701. /**
  39702. * The expected number of vertices in VBO.
  39703. *
  39704. * @type {number}
  39705. */
  39706. this.count = count;
  39707. /**
  39708. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39709. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39710. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39711. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39712. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39713. *
  39714. * @type {boolean}
  39715. */
  39716. this.normalized = normalized;
  39717. /**
  39718. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39719. *
  39720. * @type {number}
  39721. */
  39722. this.version = 0;
  39723. }
  39724. /**
  39725. * Flag to indicate that this attribute has changed and should be re-sent to
  39726. * the GPU. Set this to `true` when you modify the value of the array.
  39727. *
  39728. * @type {number}
  39729. * @default false
  39730. * @param {boolean} value
  39731. */
  39732. set needsUpdate( value ) {
  39733. if ( value === true ) this.version ++;
  39734. }
  39735. /**
  39736. * Sets the given native WebGL buffer.
  39737. *
  39738. * @param {WebGLBuffer} buffer - The buffer to set.
  39739. * @return {BufferAttribute} A reference to this instance.
  39740. */
  39741. setBuffer( buffer ) {
  39742. this.buffer = buffer;
  39743. return this;
  39744. }
  39745. /**
  39746. * Sets the given native data type and element size.
  39747. *
  39748. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39749. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39750. * @return {BufferAttribute} A reference to this instance.
  39751. */
  39752. setType( type, elementSize ) {
  39753. this.type = type;
  39754. this.elementSize = elementSize;
  39755. return this;
  39756. }
  39757. /**
  39758. * Sets the item size.
  39759. *
  39760. * @param {number} itemSize - The item size.
  39761. * @return {BufferAttribute} A reference to this instance.
  39762. */
  39763. setItemSize( itemSize ) {
  39764. this.itemSize = itemSize;
  39765. return this;
  39766. }
  39767. /**
  39768. * Sets the count (the expected number of vertices in VBO).
  39769. *
  39770. * @param {number} count - The count.
  39771. * @return {BufferAttribute} A reference to this instance.
  39772. */
  39773. setCount( count ) {
  39774. this.count = count;
  39775. return this;
  39776. }
  39777. }
  39778. const _matrix = /*@__PURE__*/ new Matrix4();
  39779. /**
  39780. * This class is designed to assist with raycasting. Raycasting is used for
  39781. * mouse picking (working out what objects in the 3d space the mouse is over)
  39782. * amongst other things.
  39783. */
  39784. class Raycaster {
  39785. /**
  39786. * Constructs a new raycaster.
  39787. *
  39788. * @param {Vector3} origin - The origin vector where the ray casts from.
  39789. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39790. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39791. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39792. */
  39793. constructor( origin, direction, near = 0, far = Infinity ) {
  39794. /**
  39795. * The ray used for raycasting.
  39796. *
  39797. * @type {Ray}
  39798. */
  39799. this.ray = new Ray( origin, direction );
  39800. /**
  39801. * All results returned are further away than near. Near can't be negative.
  39802. *
  39803. * @type {number}
  39804. * @default 0
  39805. */
  39806. this.near = near;
  39807. /**
  39808. * All results returned are closer than far. Far can't be lower than near.
  39809. *
  39810. * @type {number}
  39811. * @default Infinity
  39812. */
  39813. this.far = far;
  39814. /**
  39815. * The camera to use when raycasting against view-dependent objects such as
  39816. * billboarded objects like sprites. This field can be set manually or
  39817. * is set when calling `setFromCamera()`.
  39818. *
  39819. * @type {?Camera}
  39820. * @default null
  39821. */
  39822. this.camera = null;
  39823. /**
  39824. * Allows to selectively ignore 3D objects when performing intersection tests.
  39825. * The following code example ensures that only 3D objects on layer `1` will be
  39826. * honored by raycaster.
  39827. * ```js
  39828. * raycaster.layers.set( 1 );
  39829. * object.layers.enable( 1 );
  39830. * ```
  39831. *
  39832. * @type {Layers}
  39833. */
  39834. this.layers = new Layers();
  39835. /**
  39836. * A parameter object that configures the raycasting. It has the structure:
  39837. *
  39838. * ```
  39839. * {
  39840. * Mesh: {},
  39841. * Line: { threshold: 1 },
  39842. * LOD: {},
  39843. * Points: { threshold: 1 },
  39844. * Sprite: {}
  39845. * }
  39846. * ```
  39847. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39848. *
  39849. * @type {Object}
  39850. */
  39851. this.params = {
  39852. Mesh: {},
  39853. Line: { threshold: 1 },
  39854. LOD: {},
  39855. Points: { threshold: 1 },
  39856. Sprite: {}
  39857. };
  39858. }
  39859. /**
  39860. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39861. *
  39862. * @param {Vector3} origin - The origin vector where the ray casts from.
  39863. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39864. */
  39865. set( origin, direction ) {
  39866. // direction is assumed to be normalized (for accurate distance calculations)
  39867. this.ray.set( origin, direction );
  39868. }
  39869. /**
  39870. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39871. *
  39872. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39873. * X and Y components should be between `-1` and `1`.
  39874. * @param {Camera} camera - The camera from which the ray should originate.
  39875. */
  39876. setFromCamera( coords, camera ) {
  39877. if ( camera.isPerspectiveCamera ) {
  39878. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39879. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39880. this.camera = camera;
  39881. } else if ( camera.isOrthographicCamera ) {
  39882. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39883. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39884. this.camera = camera;
  39885. } else {
  39886. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39887. }
  39888. }
  39889. /**
  39890. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39891. *
  39892. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39893. * @return {Raycaster} A reference to this raycaster.
  39894. */
  39895. setFromXRController( controller ) {
  39896. _matrix.identity().extractRotation( controller.matrixWorld );
  39897. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39898. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39899. return this;
  39900. }
  39901. /**
  39902. * The intersection point of a raycaster intersection test.
  39903. * @typedef {Object} Raycaster~Intersection
  39904. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39905. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39906. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39907. * @property {Vector3} point - The intersection point, in world coordinates.
  39908. * @property {Object} face - The face that has been intersected.
  39909. * @property {number} faceIndex - The face index.
  39910. * @property {Object3D} object - The 3D object that has been intersected.
  39911. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39912. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39913. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  39914. * @property {number} instanceId - The index number of the instance where the ray
  39915. * intersects the {@link InstancedMesh}.
  39916. */
  39917. /**
  39918. * Checks all intersection between the ray and the object with or without the
  39919. * descendants. Intersections are returned sorted by distance, closest first.
  39920. *
  39921. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39922. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39923. * differently to ray casting than lines or points.
  39924. *
  39925. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39926. * to be detected; intersections of the ray passing through the back of a face will not
  39927. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39928. * to `THREE.DoubleSide`.
  39929. *
  39930. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39931. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39932. * Otherwise it only checks intersection with the object.
  39933. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39934. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39935. */
  39936. intersectObject( object, recursive = true, intersects = [] ) {
  39937. intersect( object, this, intersects, recursive );
  39938. intersects.sort( ascSort );
  39939. return intersects;
  39940. }
  39941. /**
  39942. * Checks all intersection between the ray and the objects with or without
  39943. * the descendants. Intersections are returned sorted by distance, closest first.
  39944. *
  39945. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39946. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39947. * Otherwise it only checks intersection with the object.
  39948. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39949. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39950. */
  39951. intersectObjects( objects, recursive = true, intersects = [] ) {
  39952. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39953. intersect( objects[ i ], this, intersects, recursive );
  39954. }
  39955. intersects.sort( ascSort );
  39956. return intersects;
  39957. }
  39958. }
  39959. function ascSort( a, b ) {
  39960. return a.distance - b.distance;
  39961. }
  39962. function intersect( object, raycaster, intersects, recursive ) {
  39963. let propagate = true;
  39964. if ( object.layers.test( raycaster.layers ) ) {
  39965. const result = object.raycast( raycaster, intersects );
  39966. if ( result === false ) propagate = false;
  39967. }
  39968. if ( propagate === true && recursive === true ) {
  39969. const children = object.children;
  39970. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39971. intersect( children[ i ], raycaster, intersects, true );
  39972. }
  39973. }
  39974. }
  39975. /**
  39976. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39977. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39978. *
  39979. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39980. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39981. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39982. * is inactive (e.g. tab switched or browser hidden).
  39983. *
  39984. * ```js
  39985. * const timer = new Timer();
  39986. * timer.connect( document ); // use Page Visibility API
  39987. * ```
  39988. */
  39989. class Timer {
  39990. /**
  39991. * Constructs a new timer.
  39992. */
  39993. constructor() {
  39994. this._previousTime = 0;
  39995. this._currentTime = 0;
  39996. this._startTime = performance.now();
  39997. this._delta = 0;
  39998. this._elapsed = 0;
  39999. this._timescale = 1;
  40000. this._document = null;
  40001. this._pageVisibilityHandler = null;
  40002. }
  40003. /**
  40004. * Connect the timer to the given document.Calling this method is not mandatory to
  40005. * use the timer but enables the usage of the Page Visibility API to avoid large time
  40006. * delta values.
  40007. *
  40008. * @param {Document} document - The document.
  40009. */
  40010. connect( document ) {
  40011. this._document = document;
  40012. // use Page Visibility API to avoid large time delta values
  40013. if ( document.hidden !== undefined ) {
  40014. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  40015. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  40016. }
  40017. }
  40018. /**
  40019. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  40020. */
  40021. disconnect() {
  40022. if ( this._pageVisibilityHandler !== null ) {
  40023. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  40024. this._pageVisibilityHandler = null;
  40025. }
  40026. this._document = null;
  40027. }
  40028. /**
  40029. * Returns the time delta in seconds.
  40030. *
  40031. * @return {number} The time delta in second.
  40032. */
  40033. getDelta() {
  40034. return this._delta / 1000;
  40035. }
  40036. /**
  40037. * Returns the elapsed time in seconds.
  40038. *
  40039. * @return {number} The elapsed time in second.
  40040. */
  40041. getElapsed() {
  40042. return this._elapsed / 1000;
  40043. }
  40044. /**
  40045. * Returns the timescale.
  40046. *
  40047. * @return {number} The timescale.
  40048. */
  40049. getTimescale() {
  40050. return this._timescale;
  40051. }
  40052. /**
  40053. * Sets the given timescale which scale the time delta computation
  40054. * in `update()`.
  40055. *
  40056. * @param {number} timescale - The timescale to set.
  40057. * @return {Timer} A reference to this timer.
  40058. */
  40059. setTimescale( timescale ) {
  40060. this._timescale = timescale;
  40061. return this;
  40062. }
  40063. /**
  40064. * Resets the time computation for the current simulation step.
  40065. *
  40066. * @return {Timer} A reference to this timer.
  40067. */
  40068. reset() {
  40069. this._currentTime = performance.now() - this._startTime;
  40070. return this;
  40071. }
  40072. /**
  40073. * Can be used to free all internal resources. Usually called when
  40074. * the timer instance isn't required anymore.
  40075. */
  40076. dispose() {
  40077. this.disconnect();
  40078. }
  40079. /**
  40080. * Updates the internal state of the timer. This method should be called
  40081. * once per simulation step and before you perform queries against the timer
  40082. * (e.g. via `getDelta()`).
  40083. *
  40084. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  40085. * from the `requestAnimationFrame` callback argument. If not provided, the current
  40086. * time will be determined with `performance.now`.
  40087. * @return {Timer} A reference to this timer.
  40088. */
  40089. update( timestamp ) {
  40090. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  40091. this._delta = 0;
  40092. } else {
  40093. this._previousTime = this._currentTime;
  40094. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  40095. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  40096. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  40097. }
  40098. return this;
  40099. }
  40100. }
  40101. function handleVisibilityChange() {
  40102. if ( this._document.hidden === false ) this.reset();
  40103. }
  40104. /**
  40105. * This class can be used to represent points in 3D space as
  40106. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40107. */
  40108. class Spherical {
  40109. /**
  40110. * Constructs a new spherical.
  40111. *
  40112. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40113. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40114. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40115. */
  40116. constructor( radius = 1, phi = 0, theta = 0 ) {
  40117. /**
  40118. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40119. *
  40120. * @type {number}
  40121. * @default 1
  40122. */
  40123. this.radius = radius;
  40124. /**
  40125. * The polar angle in radians from the y (up) axis.
  40126. *
  40127. * @type {number}
  40128. * @default 0
  40129. */
  40130. this.phi = phi;
  40131. /**
  40132. * The equator/azimuthal angle in radians around the y (up) axis.
  40133. *
  40134. * @type {number}
  40135. * @default 0
  40136. */
  40137. this.theta = theta;
  40138. }
  40139. /**
  40140. * Sets the spherical components by copying the given values.
  40141. *
  40142. * @param {number} radius - The radius.
  40143. * @param {number} phi - The polar angle.
  40144. * @param {number} theta - The azimuthal angle.
  40145. * @return {Spherical} A reference to this spherical.
  40146. */
  40147. set( radius, phi, theta ) {
  40148. this.radius = radius;
  40149. this.phi = phi;
  40150. this.theta = theta;
  40151. return this;
  40152. }
  40153. /**
  40154. * Copies the values of the given spherical to this instance.
  40155. *
  40156. * @param {Spherical} other - The spherical to copy.
  40157. * @return {Spherical} A reference to this spherical.
  40158. */
  40159. copy( other ) {
  40160. this.radius = other.radius;
  40161. this.phi = other.phi;
  40162. this.theta = other.theta;
  40163. return this;
  40164. }
  40165. /**
  40166. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40167. * `0.000001`.
  40168. *
  40169. * @return {Spherical} A reference to this spherical.
  40170. */
  40171. makeSafe() {
  40172. const EPS = 0.000001;
  40173. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40174. return this;
  40175. }
  40176. /**
  40177. * Sets the spherical components from the given vector which is assumed to hold
  40178. * Cartesian coordinates.
  40179. *
  40180. * @param {Vector3} v - The vector to set.
  40181. * @return {Spherical} A reference to this spherical.
  40182. */
  40183. setFromVector3( v ) {
  40184. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40185. }
  40186. /**
  40187. * Sets the spherical components from the given Cartesian coordinates.
  40188. *
  40189. * @param {number} x - The x value.
  40190. * @param {number} y - The y value.
  40191. * @param {number} z - The z value.
  40192. * @return {Spherical} A reference to this spherical.
  40193. */
  40194. setFromCartesianCoords( x, y, z ) {
  40195. this.radius = Math.sqrt( x * x + y * y + z * z );
  40196. if ( this.radius === 0 ) {
  40197. this.theta = 0;
  40198. this.phi = 0;
  40199. } else {
  40200. this.theta = Math.atan2( x, z );
  40201. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40202. }
  40203. return this;
  40204. }
  40205. /**
  40206. * Returns a new spherical with copied values from this instance.
  40207. *
  40208. * @return {Spherical} A clone of this instance.
  40209. */
  40210. clone() {
  40211. return new this.constructor().copy( this );
  40212. }
  40213. }
  40214. /**
  40215. * This class can be used to represent points in 3D space as
  40216. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40217. */
  40218. class Cylindrical {
  40219. /**
  40220. * Constructs a new cylindrical.
  40221. *
  40222. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40223. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40224. * @param {number} [y=0] - The height above the x-z plane.
  40225. */
  40226. constructor( radius = 1, theta = 0, y = 0 ) {
  40227. /**
  40228. * The distance from the origin to a point in the x-z plane.
  40229. *
  40230. * @type {number}
  40231. * @default 1
  40232. */
  40233. this.radius = radius;
  40234. /**
  40235. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40236. *
  40237. * @type {number}
  40238. * @default 0
  40239. */
  40240. this.theta = theta;
  40241. /**
  40242. * The height above the x-z plane.
  40243. *
  40244. * @type {number}
  40245. * @default 0
  40246. */
  40247. this.y = y;
  40248. }
  40249. /**
  40250. * Sets the cylindrical components by copying the given values.
  40251. *
  40252. * @param {number} radius - The radius.
  40253. * @param {number} theta - The theta angle.
  40254. * @param {number} y - The height value.
  40255. * @return {Cylindrical} A reference to this cylindrical.
  40256. */
  40257. set( radius, theta, y ) {
  40258. this.radius = radius;
  40259. this.theta = theta;
  40260. this.y = y;
  40261. return this;
  40262. }
  40263. /**
  40264. * Copies the values of the given cylindrical to this instance.
  40265. *
  40266. * @param {Cylindrical} other - The cylindrical to copy.
  40267. * @return {Cylindrical} A reference to this cylindrical.
  40268. */
  40269. copy( other ) {
  40270. this.radius = other.radius;
  40271. this.theta = other.theta;
  40272. this.y = other.y;
  40273. return this;
  40274. }
  40275. /**
  40276. * Sets the cylindrical components from the given vector which is assumed to hold
  40277. * Cartesian coordinates.
  40278. *
  40279. * @param {Vector3} v - The vector to set.
  40280. * @return {Cylindrical} A reference to this cylindrical.
  40281. */
  40282. setFromVector3( v ) {
  40283. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40284. }
  40285. /**
  40286. * Sets the cylindrical components from the given Cartesian coordinates.
  40287. *
  40288. * @param {number} x - The x value.
  40289. * @param {number} y - The x value.
  40290. * @param {number} z - The x value.
  40291. * @return {Cylindrical} A reference to this cylindrical.
  40292. */
  40293. setFromCartesianCoords( x, y, z ) {
  40294. this.radius = Math.sqrt( x * x + z * z );
  40295. this.theta = Math.atan2( x, z );
  40296. this.y = y;
  40297. return this;
  40298. }
  40299. /**
  40300. * Returns a new cylindrical with copied values from this instance.
  40301. *
  40302. * @return {Cylindrical} A clone of this instance.
  40303. */
  40304. clone() {
  40305. return new this.constructor().copy( this );
  40306. }
  40307. }
  40308. /**
  40309. * Represents a 2x2 matrix.
  40310. *
  40311. * A Note on Row-Major and Column-Major Ordering:
  40312. *
  40313. * The constructor and {@link Matrix2#set} method take arguments in
  40314. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40315. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40316. * This means that calling:
  40317. * ```js
  40318. * const m = new THREE.Matrix2();
  40319. * m.set( 11, 12,
  40320. * 21, 22 );
  40321. * ```
  40322. * will result in the elements array containing:
  40323. * ```js
  40324. * m.elements = [ 11, 21,
  40325. * 12, 22 ];
  40326. * ```
  40327. * and internally all calculations are performed using column-major ordering.
  40328. * However, as the actual ordering makes no difference mathematically and
  40329. * most people are used to thinking about matrices in row-major order, the
  40330. * three.js documentation shows matrices in row-major order. Just bear in
  40331. * mind that if you are reading the source code, you'll have to take the
  40332. * transpose of any matrices outlined here to make sense of the calculations.
  40333. */
  40334. class Matrix2 {
  40335. /**
  40336. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40337. * in row-major order. If no arguments are provided, the constructor
  40338. * initializes the matrix as an identity matrix.
  40339. *
  40340. * @param {number} [n11] - 1-1 matrix element.
  40341. * @param {number} [n12] - 1-2 matrix element.
  40342. * @param {number} [n21] - 2-1 matrix element.
  40343. * @param {number} [n22] - 2-2 matrix element.
  40344. */
  40345. constructor( n11, n12, n21, n22 ) {
  40346. /**
  40347. * This flag can be used for type testing.
  40348. *
  40349. * @type {boolean}
  40350. * @readonly
  40351. * @default true
  40352. */
  40353. Matrix2.prototype.isMatrix2 = true;
  40354. /**
  40355. * A column-major list of matrix values.
  40356. *
  40357. * @type {Array<number>}
  40358. */
  40359. this.elements = [
  40360. 1, 0,
  40361. 0, 1,
  40362. ];
  40363. if ( n11 !== undefined ) {
  40364. this.set( n11, n12, n21, n22 );
  40365. }
  40366. }
  40367. /**
  40368. * Sets this matrix to the 2x2 identity matrix.
  40369. *
  40370. * @return {Matrix2} A reference to this matrix.
  40371. */
  40372. identity() {
  40373. this.set(
  40374. 1, 0,
  40375. 0, 1,
  40376. );
  40377. return this;
  40378. }
  40379. /**
  40380. * Sets the elements of the matrix from the given array.
  40381. *
  40382. * @param {Array<number>} array - The matrix elements in column-major order.
  40383. * @param {number} [offset=0] - Index of the first element in the array.
  40384. * @return {Matrix2} A reference to this matrix.
  40385. */
  40386. fromArray( array, offset = 0 ) {
  40387. for ( let i = 0; i < 4; i ++ ) {
  40388. this.elements[ i ] = array[ i + offset ];
  40389. }
  40390. return this;
  40391. }
  40392. /**
  40393. * Sets the elements of the matrix.The arguments are supposed to be
  40394. * in row-major order.
  40395. *
  40396. * @param {number} n11 - 1-1 matrix element.
  40397. * @param {number} n12 - 1-2 matrix element.
  40398. * @param {number} n21 - 2-1 matrix element.
  40399. * @param {number} n22 - 2-2 matrix element.
  40400. * @return {Matrix2} A reference to this matrix.
  40401. */
  40402. set( n11, n12, n21, n22 ) {
  40403. const te = this.elements;
  40404. te[ 0 ] = n11; te[ 2 ] = n12;
  40405. te[ 1 ] = n21; te[ 3 ] = n22;
  40406. return this;
  40407. }
  40408. }
  40409. const _vector$4 = /*@__PURE__*/ new Vector2();
  40410. /**
  40411. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40412. */
  40413. class Box2 {
  40414. /**
  40415. * Constructs a new bounding box.
  40416. *
  40417. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40418. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40419. */
  40420. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40421. /**
  40422. * This flag can be used for type testing.
  40423. *
  40424. * @type {boolean}
  40425. * @readonly
  40426. * @default true
  40427. */
  40428. this.isBox2 = true;
  40429. /**
  40430. * The lower boundary of the box.
  40431. *
  40432. * @type {Vector2}
  40433. */
  40434. this.min = min;
  40435. /**
  40436. * The upper boundary of the box.
  40437. *
  40438. * @type {Vector2}
  40439. */
  40440. this.max = max;
  40441. }
  40442. /**
  40443. * Sets the lower and upper boundaries of this box.
  40444. * Please note that this method only copies the values from the given objects.
  40445. *
  40446. * @param {Vector2} min - The lower boundary of the box.
  40447. * @param {Vector2} max - The upper boundary of the box.
  40448. * @return {Box2} A reference to this bounding box.
  40449. */
  40450. set( min, max ) {
  40451. this.min.copy( min );
  40452. this.max.copy( max );
  40453. return this;
  40454. }
  40455. /**
  40456. * Sets the upper and lower bounds of this box so it encloses the position data
  40457. * in the given array.
  40458. *
  40459. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40460. * @return {Box2} A reference to this bounding box.
  40461. */
  40462. setFromPoints( points ) {
  40463. this.makeEmpty();
  40464. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40465. this.expandByPoint( points[ i ] );
  40466. }
  40467. return this;
  40468. }
  40469. /**
  40470. * Centers this box on the given center vector and sets this box's width, height and
  40471. * depth to the given size values.
  40472. *
  40473. * @param {Vector2} center - The center of the box.
  40474. * @param {Vector2} size - The x and y dimensions of the box.
  40475. * @return {Box2} A reference to this bounding box.
  40476. */
  40477. setFromCenterAndSize( center, size ) {
  40478. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40479. this.min.copy( center ).sub( halfSize );
  40480. this.max.copy( center ).add( halfSize );
  40481. return this;
  40482. }
  40483. /**
  40484. * Returns a new box with copied values from this instance.
  40485. *
  40486. * @return {Box2} A clone of this instance.
  40487. */
  40488. clone() {
  40489. return new this.constructor().copy( this );
  40490. }
  40491. /**
  40492. * Copies the values of the given box to this instance.
  40493. *
  40494. * @param {Box2} box - The box to copy.
  40495. * @return {Box2} A reference to this bounding box.
  40496. */
  40497. copy( box ) {
  40498. this.min.copy( box.min );
  40499. this.max.copy( box.max );
  40500. return this;
  40501. }
  40502. /**
  40503. * Makes this box empty which means in encloses a zero space in 2D.
  40504. *
  40505. * @return {Box2} A reference to this bounding box.
  40506. */
  40507. makeEmpty() {
  40508. this.min.x = this.min.y = + Infinity;
  40509. this.max.x = this.max.y = - Infinity;
  40510. return this;
  40511. }
  40512. /**
  40513. * Returns true if this box includes zero points within its bounds.
  40514. * Note that a box with equal lower and upper bounds still includes one
  40515. * point, the one both bounds share.
  40516. *
  40517. * @return {boolean} Whether this box is empty or not.
  40518. */
  40519. isEmpty() {
  40520. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40521. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40522. }
  40523. /**
  40524. * Returns the center point of this box.
  40525. *
  40526. * @param {Vector2} target - The target vector that is used to store the method's result.
  40527. * @return {Vector2} The center point.
  40528. */
  40529. getCenter( target ) {
  40530. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40531. }
  40532. /**
  40533. * Returns the dimensions of this box.
  40534. *
  40535. * @param {Vector2} target - The target vector that is used to store the method's result.
  40536. * @return {Vector2} The size.
  40537. */
  40538. getSize( target ) {
  40539. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40540. }
  40541. /**
  40542. * Expands the boundaries of this box to include the given point.
  40543. *
  40544. * @param {Vector2} point - The point that should be included by the bounding box.
  40545. * @return {Box2} A reference to this bounding box.
  40546. */
  40547. expandByPoint( point ) {
  40548. this.min.min( point );
  40549. this.max.max( point );
  40550. return this;
  40551. }
  40552. /**
  40553. * Expands this box equilaterally by the given vector. The width of this
  40554. * box will be expanded by the x component of the vector in both
  40555. * directions. The height of this box will be expanded by the y component of
  40556. * the vector in both directions.
  40557. *
  40558. * @param {Vector2} vector - The vector that should expand the bounding box.
  40559. * @return {Box2} A reference to this bounding box.
  40560. */
  40561. expandByVector( vector ) {
  40562. this.min.sub( vector );
  40563. this.max.add( vector );
  40564. return this;
  40565. }
  40566. /**
  40567. * Expands each dimension of the box by the given scalar. If negative, the
  40568. * dimensions of the box will be contracted.
  40569. *
  40570. * @param {number} scalar - The scalar value that should expand the bounding box.
  40571. * @return {Box2} A reference to this bounding box.
  40572. */
  40573. expandByScalar( scalar ) {
  40574. this.min.addScalar( - scalar );
  40575. this.max.addScalar( scalar );
  40576. return this;
  40577. }
  40578. /**
  40579. * Returns `true` if the given point lies within or on the boundaries of this box.
  40580. *
  40581. * @param {Vector2} point - The point to test.
  40582. * @return {boolean} Whether the bounding box contains the given point or not.
  40583. */
  40584. containsPoint( point ) {
  40585. return point.x >= this.min.x && point.x <= this.max.x &&
  40586. point.y >= this.min.y && point.y <= this.max.y;
  40587. }
  40588. /**
  40589. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40590. * If this box and the given one are identical, this function also returns `true`.
  40591. *
  40592. * @param {Box2} box - The bounding box to test.
  40593. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40594. */
  40595. containsBox( box ) {
  40596. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40597. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40598. }
  40599. /**
  40600. * Returns a point as a proportion of this box's width and height.
  40601. *
  40602. * @param {Vector2} point - A point in 2D space.
  40603. * @param {Vector2} target - The target vector that is used to store the method's result.
  40604. * @return {Vector2} A point as a proportion of this box's width and height.
  40605. */
  40606. getParameter( point, target ) {
  40607. // This can potentially have a divide by zero if the box
  40608. // has a size dimension of 0.
  40609. return target.set(
  40610. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40611. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40612. );
  40613. }
  40614. /**
  40615. * Returns `true` if the given bounding box intersects with this bounding box.
  40616. *
  40617. * @param {Box2} box - The bounding box to test.
  40618. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40619. */
  40620. intersectsBox( box ) {
  40621. // using 4 splitting planes to rule out intersections
  40622. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40623. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40624. }
  40625. /**
  40626. * Clamps the given point within the bounds of this box.
  40627. *
  40628. * @param {Vector2} point - The point to clamp.
  40629. * @param {Vector2} target - The target vector that is used to store the method's result.
  40630. * @return {Vector2} The clamped point.
  40631. */
  40632. clampPoint( point, target ) {
  40633. return target.copy( point ).clamp( this.min, this.max );
  40634. }
  40635. /**
  40636. * Returns the euclidean distance from any edge of this box to the specified point. If
  40637. * the given point lies inside of this box, the distance will be `0`.
  40638. *
  40639. * @param {Vector2} point - The point to compute the distance to.
  40640. * @return {number} The euclidean distance.
  40641. */
  40642. distanceToPoint( point ) {
  40643. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40644. }
  40645. /**
  40646. * Computes the intersection of this bounding box and the given one, setting the upper
  40647. * bound of this box to the lesser of the two boxes' upper bounds and the
  40648. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40649. * there's no overlap, makes this box empty.
  40650. *
  40651. * @param {Box2} box - The bounding box to intersect with.
  40652. * @return {Box2} A reference to this bounding box.
  40653. */
  40654. intersect( box ) {
  40655. this.min.max( box.min );
  40656. this.max.min( box.max );
  40657. if ( this.isEmpty() ) this.makeEmpty();
  40658. return this;
  40659. }
  40660. /**
  40661. * Computes the union of this box and another and the given one, setting the upper
  40662. * bound of this box to the greater of the two boxes' upper bounds and the
  40663. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40664. *
  40665. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40666. * @return {Box2} A reference to this bounding box.
  40667. */
  40668. union( box ) {
  40669. this.min.min( box.min );
  40670. this.max.max( box.max );
  40671. return this;
  40672. }
  40673. /**
  40674. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40675. * effectively moving it in 2D space.
  40676. *
  40677. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40678. * @return {Box2} A reference to this bounding box.
  40679. */
  40680. translate( offset ) {
  40681. this.min.add( offset );
  40682. this.max.add( offset );
  40683. return this;
  40684. }
  40685. /**
  40686. * Returns `true` if this bounding box is equal with the given one.
  40687. *
  40688. * @param {Box2} box - The box to test for equality.
  40689. * @return {boolean} Whether this bounding box is equal with the given one.
  40690. */
  40691. equals( box ) {
  40692. return box.min.equals( this.min ) && box.max.equals( this.max );
  40693. }
  40694. }
  40695. const _startP = /*@__PURE__*/ new Vector3();
  40696. const _startEnd = /*@__PURE__*/ new Vector3();
  40697. const _d1 = /*@__PURE__*/ new Vector3();
  40698. const _d2 = /*@__PURE__*/ new Vector3();
  40699. const _r = /*@__PURE__*/ new Vector3();
  40700. const _c1 = /*@__PURE__*/ new Vector3();
  40701. const _c2 = /*@__PURE__*/ new Vector3();
  40702. /**
  40703. * An analytical line segment in 3D space represented by a start and end point.
  40704. */
  40705. class Line3 {
  40706. /**
  40707. * Constructs a new line segment.
  40708. *
  40709. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40710. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40711. */
  40712. constructor( start = new Vector3(), end = new Vector3() ) {
  40713. /**
  40714. * Start of the line segment.
  40715. *
  40716. * @type {Vector3}
  40717. */
  40718. this.start = start;
  40719. /**
  40720. * End of the line segment.
  40721. *
  40722. * @type {Vector3}
  40723. */
  40724. this.end = end;
  40725. }
  40726. /**
  40727. * Sets the start and end values by copying the given vectors.
  40728. *
  40729. * @param {Vector3} start - The start point.
  40730. * @param {Vector3} end - The end point.
  40731. * @return {Line3} A reference to this line segment.
  40732. */
  40733. set( start, end ) {
  40734. this.start.copy( start );
  40735. this.end.copy( end );
  40736. return this;
  40737. }
  40738. /**
  40739. * Copies the values of the given line segment to this instance.
  40740. *
  40741. * @param {Line3} line - The line segment to copy.
  40742. * @return {Line3} A reference to this line segment.
  40743. */
  40744. copy( line ) {
  40745. this.start.copy( line.start );
  40746. this.end.copy( line.end );
  40747. return this;
  40748. }
  40749. /**
  40750. * Returns the center of the line segment.
  40751. *
  40752. * @param {Vector3} target - The target vector that is used to store the method's result.
  40753. * @return {Vector3} The center point.
  40754. */
  40755. getCenter( target ) {
  40756. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40757. }
  40758. /**
  40759. * Returns the delta vector of the line segment's start and end point.
  40760. *
  40761. * @param {Vector3} target - The target vector that is used to store the method's result.
  40762. * @return {Vector3} The delta vector.
  40763. */
  40764. delta( target ) {
  40765. return target.subVectors( this.end, this.start );
  40766. }
  40767. /**
  40768. * Returns the squared Euclidean distance between the line' start and end point.
  40769. *
  40770. * @return {number} The squared Euclidean distance.
  40771. */
  40772. distanceSq() {
  40773. return this.start.distanceToSquared( this.end );
  40774. }
  40775. /**
  40776. * Returns the Euclidean distance between the line' start and end point.
  40777. *
  40778. * @return {number} The Euclidean distance.
  40779. */
  40780. distance() {
  40781. return this.start.distanceTo( this.end );
  40782. }
  40783. /**
  40784. * Returns a vector at a certain position along the line segment.
  40785. *
  40786. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40787. * @param {Vector3} target - The target vector that is used to store the method's result.
  40788. * @return {Vector3} The delta vector.
  40789. */
  40790. at( t, target ) {
  40791. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40792. }
  40793. /**
  40794. * Returns a point parameter based on the closest point as projected on the line segment.
  40795. *
  40796. * @param {Vector3} point - The point for which to return a point parameter.
  40797. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40798. * @return {number} The point parameter.
  40799. */
  40800. closestPointToPointParameter( point, clampToLine ) {
  40801. _startP.subVectors( point, this.start );
  40802. _startEnd.subVectors( this.end, this.start );
  40803. const startEnd2 = _startEnd.dot( _startEnd );
  40804. const startEnd_startP = _startEnd.dot( _startP );
  40805. let t = startEnd_startP / startEnd2;
  40806. if ( clampToLine ) {
  40807. t = clamp( t, 0, 1 );
  40808. }
  40809. return t;
  40810. }
  40811. /**
  40812. * Returns the closest point on the line for a given point.
  40813. *
  40814. * @param {Vector3} point - The point to compute the closest point on the line for.
  40815. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40816. * @param {Vector3} target - The target vector that is used to store the method's result.
  40817. * @return {Vector3} The closest point on the line.
  40818. */
  40819. closestPointToPoint( point, clampToLine, target ) {
  40820. const t = this.closestPointToPointParameter( point, clampToLine );
  40821. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40822. }
  40823. /**
  40824. * Returns the closest squared distance between this line segment and the given one.
  40825. *
  40826. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40827. * @param {Vector3} [c1] - The closest point on this line segment.
  40828. * @param {Vector3} [c2] - The closest point on the given line segment.
  40829. * @return {number} The squared distance between this line segment and the given one.
  40830. */
  40831. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40832. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40833. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40834. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40835. // distance between between S1(s) and S2(t)
  40836. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40837. let s, t;
  40838. const p1 = this.start;
  40839. const p2 = line.start;
  40840. const q1 = this.end;
  40841. const q2 = line.end;
  40842. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40843. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40844. _r.subVectors( p1, p2 );
  40845. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40846. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40847. const f = _d2.dot( _r );
  40848. // Check if either or both segments degenerate into points
  40849. if ( a <= EPSILON && e <= EPSILON ) {
  40850. // Both segments degenerate into points
  40851. c1.copy( p1 );
  40852. c2.copy( p2 );
  40853. c1.sub( c2 );
  40854. return c1.dot( c1 );
  40855. }
  40856. if ( a <= EPSILON ) {
  40857. // First segment degenerates into a point
  40858. s = 0;
  40859. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40860. t = clamp( t, 0, 1 );
  40861. } else {
  40862. const c = _d1.dot( _r );
  40863. if ( e <= EPSILON ) {
  40864. // Second segment degenerates into a point
  40865. t = 0;
  40866. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40867. } else {
  40868. // The general nondegenerate case starts here
  40869. const b = _d1.dot( _d2 );
  40870. const denom = a * e - b * b; // Always nonnegative
  40871. // If segments not parallel, compute closest point on L1 to L2 and
  40872. // clamp to segment S1. Else pick arbitrary s (here 0)
  40873. if ( denom !== 0 ) {
  40874. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40875. } else {
  40876. s = 0;
  40877. }
  40878. // Compute point on L2 closest to S1(s) using
  40879. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40880. t = ( b * s + f ) / e;
  40881. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40882. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40883. // and clamp s to [0, 1]
  40884. if ( t < 0 ) {
  40885. t = 0.;
  40886. s = clamp( - c / a, 0, 1 );
  40887. } else if ( t > 1 ) {
  40888. t = 1;
  40889. s = clamp( ( b - c ) / a, 0, 1 );
  40890. }
  40891. }
  40892. }
  40893. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40894. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40895. c1.sub( c2 );
  40896. return c1.dot( c1 );
  40897. }
  40898. /**
  40899. * Applies a 4x4 transformation matrix to this line segment.
  40900. *
  40901. * @param {Matrix4} matrix - The transformation matrix.
  40902. * @return {Line3} A reference to this line segment.
  40903. */
  40904. applyMatrix4( matrix ) {
  40905. this.start.applyMatrix4( matrix );
  40906. this.end.applyMatrix4( matrix );
  40907. return this;
  40908. }
  40909. /**
  40910. * Returns `true` if this line segment is equal with the given one.
  40911. *
  40912. * @param {Line3} line - The line segment to test for equality.
  40913. * @return {boolean} Whether this line segment is equal with the given one.
  40914. */
  40915. equals( line ) {
  40916. return line.start.equals( this.start ) && line.end.equals( this.end );
  40917. }
  40918. /**
  40919. * Returns a new line segment with copied values from this instance.
  40920. *
  40921. * @return {Line3} A clone of this instance.
  40922. */
  40923. clone() {
  40924. return new this.constructor().copy( this );
  40925. }
  40926. }
  40927. const _vector$3 = /*@__PURE__*/ new Vector3();
  40928. /**
  40929. * This displays a cone shaped helper object for a {@link SpotLight}.
  40930. *
  40931. * ```js
  40932. * const spotLight = new THREE.SpotLight( 0xffffff );
  40933. * spotLight.position.set( 10, 10, 10 );
  40934. * scene.add( spotLight );
  40935. *
  40936. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40937. * scene.add( spotLightHelper );
  40938. * ```
  40939. *
  40940. * @augments Object3D
  40941. */
  40942. class SpotLightHelper extends Object3D {
  40943. /**
  40944. * Constructs a new spot light helper.
  40945. *
  40946. * @param {HemisphereLight} light - The light to be visualized.
  40947. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40948. * the color of the light.
  40949. */
  40950. constructor( light, color ) {
  40951. super();
  40952. /**
  40953. * The light being visualized.
  40954. *
  40955. * @type {SpotLight}
  40956. */
  40957. this.light = light;
  40958. this.matrixAutoUpdate = false;
  40959. /**
  40960. * The color parameter passed in the constructor.
  40961. * If not set, the helper will take the color of the light.
  40962. *
  40963. * @type {number|Color|string}
  40964. */
  40965. this.color = color;
  40966. this.type = 'SpotLightHelper';
  40967. const geometry = new BufferGeometry();
  40968. const positions = [
  40969. 0, 0, 0, 0, 0, 1,
  40970. 0, 0, 0, 1, 0, 1,
  40971. 0, 0, 0, -1, 0, 1,
  40972. 0, 0, 0, 0, 1, 1,
  40973. 0, 0, 0, 0, -1, 1
  40974. ];
  40975. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40976. const p1 = ( i / l ) * Math.PI * 2;
  40977. const p2 = ( j / l ) * Math.PI * 2;
  40978. positions.push(
  40979. Math.cos( p1 ), Math.sin( p1 ), 1,
  40980. Math.cos( p2 ), Math.sin( p2 ), 1
  40981. );
  40982. }
  40983. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40984. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40985. this.cone = new LineSegments( geometry, material );
  40986. this.add( this.cone );
  40987. this.update();
  40988. }
  40989. /**
  40990. * Frees the GPU-related resources allocated by this instance. Call this
  40991. * method whenever this instance is no longer used in your app.
  40992. */
  40993. dispose() {
  40994. this.cone.geometry.dispose();
  40995. this.cone.material.dispose();
  40996. }
  40997. /**
  40998. * Updates the helper to match the position and direction of the
  40999. * light being visualized.
  41000. */
  41001. update() {
  41002. this.light.updateWorldMatrix( true, false );
  41003. this.light.target.updateWorldMatrix( true, false );
  41004. // update the local matrix based on the parent and light target transforms
  41005. if ( this.parent ) {
  41006. this.parent.updateWorldMatrix( true );
  41007. this.matrix
  41008. .copy( this.parent.matrixWorld )
  41009. .invert()
  41010. .multiply( this.light.matrixWorld );
  41011. } else {
  41012. this.matrix.copy( this.light.matrixWorld );
  41013. }
  41014. this.matrixWorld.copy( this.light.matrixWorld );
  41015. const coneLength = this.light.distance ? this.light.distance : 1000;
  41016. const coneWidth = coneLength * Math.tan( this.light.angle );
  41017. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41018. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41019. this.cone.lookAt( _vector$3 );
  41020. if ( this.color !== undefined ) {
  41021. this.cone.material.color.set( this.color );
  41022. } else {
  41023. this.cone.material.color.copy( this.light.color );
  41024. }
  41025. }
  41026. }
  41027. const _vector$2 = /*@__PURE__*/ new Vector3();
  41028. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41029. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41030. /**
  41031. * A helper object to assist with visualizing a {@link Skeleton}.
  41032. *
  41033. * ```js
  41034. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41035. * scene.add( helper );
  41036. * ```
  41037. *
  41038. * @augments LineSegments
  41039. */
  41040. class SkeletonHelper extends LineSegments {
  41041. /**
  41042. * Constructs a new skeleton helper.
  41043. *
  41044. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41045. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41046. */
  41047. constructor( object ) {
  41048. const bones = getBoneList( object );
  41049. const geometry = new BufferGeometry();
  41050. const vertices = [];
  41051. const colors = [];
  41052. for ( let i = 0; i < bones.length; i ++ ) {
  41053. const bone = bones[ i ];
  41054. if ( bone.parent && bone.parent.isBone ) {
  41055. vertices.push( 0, 0, 0 );
  41056. vertices.push( 0, 0, 0 );
  41057. colors.push( 0, 0, 0 );
  41058. colors.push( 0, 0, 0 );
  41059. }
  41060. }
  41061. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41062. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41063. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41064. super( geometry, material );
  41065. /**
  41066. * This flag can be used for type testing.
  41067. *
  41068. * @type {boolean}
  41069. * @readonly
  41070. * @default true
  41071. */
  41072. this.isSkeletonHelper = true;
  41073. this.type = 'SkeletonHelper';
  41074. /**
  41075. * The object being visualized.
  41076. *
  41077. * @type {Object3D}
  41078. */
  41079. this.root = object;
  41080. /**
  41081. * The list of bones that the helper visualizes.
  41082. *
  41083. * @type {Array<Bone>}
  41084. */
  41085. this.bones = bones;
  41086. this.matrix = object.matrixWorld;
  41087. this.matrixAutoUpdate = false;
  41088. // colors
  41089. const color1 = new Color( 0x0000ff );
  41090. const color2 = new Color( 0x00ff00 );
  41091. this.setColors( color1, color2 );
  41092. }
  41093. updateMatrixWorld( force ) {
  41094. const bones = this.bones;
  41095. const geometry = this.geometry;
  41096. const position = geometry.getAttribute( 'position' );
  41097. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41098. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41099. const bone = bones[ i ];
  41100. if ( bone.parent && bone.parent.isBone ) {
  41101. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41102. _vector$2.setFromMatrixPosition( _boneMatrix );
  41103. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41104. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41105. _vector$2.setFromMatrixPosition( _boneMatrix );
  41106. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41107. j += 2;
  41108. }
  41109. }
  41110. geometry.getAttribute( 'position' ).needsUpdate = true;
  41111. super.updateMatrixWorld( force );
  41112. }
  41113. /**
  41114. * Defines the colors of the helper.
  41115. *
  41116. * @param {Color} color1 - The first line color for each bone.
  41117. * @param {Color} color2 - The second line color for each bone.
  41118. * @return {SkeletonHelper} A reference to this helper.
  41119. */
  41120. setColors( color1, color2 ) {
  41121. const geometry = this.geometry;
  41122. const colorAttribute = geometry.getAttribute( 'color' );
  41123. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41124. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41125. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41126. }
  41127. colorAttribute.needsUpdate = true;
  41128. return this;
  41129. }
  41130. /**
  41131. * Frees the GPU-related resources allocated by this instance. Call this
  41132. * method whenever this instance is no longer used in your app.
  41133. */
  41134. dispose() {
  41135. this.geometry.dispose();
  41136. this.material.dispose();
  41137. }
  41138. }
  41139. function getBoneList( object ) {
  41140. const boneList = [];
  41141. if ( object.isBone === true ) {
  41142. boneList.push( object );
  41143. }
  41144. for ( let i = 0; i < object.children.length; i ++ ) {
  41145. boneList.push( ...getBoneList( object.children[ i ] ) );
  41146. }
  41147. return boneList;
  41148. }
  41149. /**
  41150. * This displays a helper object consisting of a spherical mesh for
  41151. * visualizing an instance of {@link PointLight}.
  41152. *
  41153. * ```js
  41154. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41155. * pointLight.position.set( 10, 10, 10 );
  41156. * scene.add( pointLight );
  41157. *
  41158. * const sphereSize = 1;
  41159. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41160. * scene.add( pointLightHelper );
  41161. * ```
  41162. *
  41163. * @augments Mesh
  41164. */
  41165. class PointLightHelper extends Mesh {
  41166. /**
  41167. * Constructs a new point light helper.
  41168. *
  41169. * @param {PointLight} light - The light to be visualized.
  41170. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41171. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41172. * the color of the light.
  41173. */
  41174. constructor( light, sphereSize, color ) {
  41175. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41176. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41177. super( geometry, material );
  41178. /**
  41179. * The light being visualized.
  41180. *
  41181. * @type {PointLight}
  41182. */
  41183. this.light = light;
  41184. /**
  41185. * The color parameter passed in the constructor.
  41186. * If not set, the helper will take the color of the light.
  41187. *
  41188. * @type {number|Color|string}
  41189. */
  41190. this.color = color;
  41191. this.type = 'PointLightHelper';
  41192. this.matrix = this.light.matrixWorld;
  41193. this.matrixAutoUpdate = false;
  41194. this.update();
  41195. /*
  41196. // TODO: delete this comment?
  41197. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41198. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41199. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41200. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41201. const d = light.distance;
  41202. if ( d === 0.0 ) {
  41203. this.lightDistance.visible = false;
  41204. } else {
  41205. this.lightDistance.scale.set( d, d, d );
  41206. }
  41207. this.add( this.lightDistance );
  41208. */
  41209. }
  41210. /**
  41211. * Frees the GPU-related resources allocated by this instance. Call this
  41212. * method whenever this instance is no longer used in your app.
  41213. */
  41214. dispose() {
  41215. this.geometry.dispose();
  41216. this.material.dispose();
  41217. }
  41218. /**
  41219. * Updates the helper to match the position of the
  41220. * light being visualized.
  41221. */
  41222. update() {
  41223. this.light.updateWorldMatrix( true, false );
  41224. if ( this.color !== undefined ) {
  41225. this.material.color.set( this.color );
  41226. } else {
  41227. this.material.color.copy( this.light.color );
  41228. }
  41229. /*
  41230. const d = this.light.distance;
  41231. if ( d === 0.0 ) {
  41232. this.lightDistance.visible = false;
  41233. } else {
  41234. this.lightDistance.visible = true;
  41235. this.lightDistance.scale.set( d, d, d );
  41236. }
  41237. */
  41238. }
  41239. }
  41240. const _vector$1 = /*@__PURE__*/ new Vector3();
  41241. const _color1 = /*@__PURE__*/ new Color();
  41242. const _color2 = /*@__PURE__*/ new Color();
  41243. /**
  41244. * Creates a visual aid consisting of a spherical mesh for a
  41245. * given {@link HemisphereLight}.
  41246. *
  41247. * ```js
  41248. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41249. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41250. * scene.add( helper );
  41251. * ```
  41252. *
  41253. * @augments Object3D
  41254. */
  41255. class HemisphereLightHelper extends Object3D {
  41256. /**
  41257. * Constructs a new hemisphere light helper.
  41258. *
  41259. * @param {HemisphereLight} light - The light to be visualized.
  41260. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41261. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41262. * the color of the light.
  41263. */
  41264. constructor( light, size, color ) {
  41265. super();
  41266. /**
  41267. * The light being visualized.
  41268. *
  41269. * @type {HemisphereLight}
  41270. */
  41271. this.light = light;
  41272. this.matrix = light.matrixWorld;
  41273. this.matrixAutoUpdate = false;
  41274. /**
  41275. * The color parameter passed in the constructor.
  41276. * If not set, the helper will take the color of the light.
  41277. *
  41278. * @type {number|Color|string}
  41279. */
  41280. this.color = color;
  41281. this.type = 'HemisphereLightHelper';
  41282. const geometry = new OctahedronGeometry( size );
  41283. geometry.rotateY( Math.PI * 0.5 );
  41284. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41285. if ( this.color === undefined ) this.material.vertexColors = true;
  41286. const position = geometry.getAttribute( 'position' );
  41287. const colors = new Float32Array( position.count * 3 );
  41288. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41289. this.add( new Mesh( geometry, this.material ) );
  41290. this.update();
  41291. }
  41292. /**
  41293. * Frees the GPU-related resources allocated by this instance. Call this
  41294. * method whenever this instance is no longer used in your app.
  41295. */
  41296. dispose() {
  41297. this.children[ 0 ].geometry.dispose();
  41298. this.children[ 0 ].material.dispose();
  41299. }
  41300. /**
  41301. * Updates the helper to match the position and direction of the
  41302. * light being visualized.
  41303. */
  41304. update() {
  41305. const mesh = this.children[ 0 ];
  41306. if ( this.color !== undefined ) {
  41307. this.material.color.set( this.color );
  41308. } else {
  41309. const colors = mesh.geometry.getAttribute( 'color' );
  41310. _color1.copy( this.light.color );
  41311. _color2.copy( this.light.groundColor );
  41312. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41313. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41314. colors.setXYZ( i, color.r, color.g, color.b );
  41315. }
  41316. colors.needsUpdate = true;
  41317. }
  41318. this.light.updateWorldMatrix( true, false );
  41319. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41320. }
  41321. }
  41322. /**
  41323. * The helper is an object to define grids. Grids are two-dimensional
  41324. * arrays of lines.
  41325. *
  41326. * ```js
  41327. * const size = 10;
  41328. * const divisions = 10;
  41329. *
  41330. * const gridHelper = new THREE.GridHelper( size, divisions );
  41331. * scene.add( gridHelper );
  41332. * ```
  41333. *
  41334. * @augments LineSegments
  41335. */
  41336. class GridHelper extends LineSegments {
  41337. /**
  41338. * Constructs a new grid helper.
  41339. *
  41340. * @param {number} [size=10] - The size of the grid.
  41341. * @param {number} [divisions=10] - The number of divisions across the grid.
  41342. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41343. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41344. */
  41345. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41346. color1 = new Color( color1 );
  41347. color2 = new Color( color2 );
  41348. const center = divisions / 2;
  41349. const step = size / divisions;
  41350. const halfSize = size / 2;
  41351. const vertices = [], colors = [];
  41352. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41353. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41354. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41355. const color = i === center ? color1 : color2;
  41356. color.toArray( colors, j ); j += 3;
  41357. color.toArray( colors, j ); j += 3;
  41358. color.toArray( colors, j ); j += 3;
  41359. color.toArray( colors, j ); j += 3;
  41360. }
  41361. const geometry = new BufferGeometry();
  41362. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41363. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41364. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41365. super( geometry, material );
  41366. this.type = 'GridHelper';
  41367. }
  41368. /**
  41369. * Frees the GPU-related resources allocated by this instance. Call this
  41370. * method whenever this instance is no longer used in your app.
  41371. */
  41372. dispose() {
  41373. this.geometry.dispose();
  41374. this.material.dispose();
  41375. }
  41376. }
  41377. /**
  41378. * This helper is an object to define polar grids. Grids are
  41379. * two-dimensional arrays of lines.
  41380. *
  41381. * ```js
  41382. * const radius = 10;
  41383. * const sectors = 16;
  41384. * const rings = 8;
  41385. * const divisions = 64;
  41386. *
  41387. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41388. * scene.add( helper );
  41389. * ```
  41390. *
  41391. * @augments LineSegments
  41392. */
  41393. class PolarGridHelper extends LineSegments {
  41394. /**
  41395. * Constructs a new polar grid helper.
  41396. *
  41397. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41398. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41399. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41400. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41401. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41402. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41403. */
  41404. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41405. color1 = new Color( color1 );
  41406. color2 = new Color( color2 );
  41407. const vertices = [];
  41408. const colors = [];
  41409. // create the sectors
  41410. if ( sectors > 1 ) {
  41411. for ( let i = 0; i < sectors; i ++ ) {
  41412. const v = ( i / sectors ) * ( Math.PI * 2 );
  41413. const x = Math.sin( v ) * radius;
  41414. const z = Math.cos( v ) * radius;
  41415. vertices.push( 0, 0, 0 );
  41416. vertices.push( x, 0, z );
  41417. const color = ( i & 1 ) ? color1 : color2;
  41418. colors.push( color.r, color.g, color.b );
  41419. colors.push( color.r, color.g, color.b );
  41420. }
  41421. }
  41422. // create the rings
  41423. for ( let i = 0; i < rings; i ++ ) {
  41424. const color = ( i & 1 ) ? color1 : color2;
  41425. const r = radius - ( radius / rings * i );
  41426. for ( let j = 0; j < divisions; j ++ ) {
  41427. // first vertex
  41428. let v = ( j / divisions ) * ( Math.PI * 2 );
  41429. let x = Math.sin( v ) * r;
  41430. let z = Math.cos( v ) * r;
  41431. vertices.push( x, 0, z );
  41432. colors.push( color.r, color.g, color.b );
  41433. // second vertex
  41434. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41435. x = Math.sin( v ) * r;
  41436. z = Math.cos( v ) * r;
  41437. vertices.push( x, 0, z );
  41438. colors.push( color.r, color.g, color.b );
  41439. }
  41440. }
  41441. const geometry = new BufferGeometry();
  41442. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41443. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41444. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41445. super( geometry, material );
  41446. this.type = 'PolarGridHelper';
  41447. }
  41448. /**
  41449. * Frees the GPU-related resources allocated by this instance. Call this
  41450. * method whenever this instance is no longer used in your app.
  41451. */
  41452. dispose() {
  41453. this.geometry.dispose();
  41454. this.material.dispose();
  41455. }
  41456. }
  41457. const _v1 = /*@__PURE__*/ new Vector3();
  41458. const _v2 = /*@__PURE__*/ new Vector3();
  41459. const _v3 = /*@__PURE__*/ new Vector3();
  41460. /**
  41461. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41462. * effect on the scene. This consists of plane and a line representing the
  41463. * light's position and direction.
  41464. *
  41465. * ```js
  41466. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41467. * scene.add( light );
  41468. *
  41469. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41470. * scene.add( helper );
  41471. * ```
  41472. *
  41473. * @augments Object3D
  41474. */
  41475. class DirectionalLightHelper extends Object3D {
  41476. /**
  41477. * Constructs a new directional light helper.
  41478. *
  41479. * @param {DirectionalLight} light - The light to be visualized.
  41480. * @param {number} [size=1] - The dimensions of the plane.
  41481. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41482. * the color of the light.
  41483. */
  41484. constructor( light, size, color ) {
  41485. super();
  41486. /**
  41487. * The light being visualized.
  41488. *
  41489. * @type {DirectionalLight}
  41490. */
  41491. this.light = light;
  41492. this.matrix = light.matrixWorld;
  41493. this.matrixAutoUpdate = false;
  41494. /**
  41495. * The color parameter passed in the constructor.
  41496. * If not set, the helper will take the color of the light.
  41497. *
  41498. * @type {number|Color|string}
  41499. */
  41500. this.color = color;
  41501. this.type = 'DirectionalLightHelper';
  41502. if ( size === undefined ) size = 1;
  41503. let geometry = new BufferGeometry();
  41504. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41505. - size, size, 0,
  41506. size, size, 0,
  41507. size, - size, 0,
  41508. - size, - size, 0,
  41509. - size, size, 0
  41510. ], 3 ) );
  41511. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41512. /**
  41513. * Contains the line showing the location of the directional light.
  41514. *
  41515. * @type {Line}
  41516. */
  41517. this.lightPlane = new Line( geometry, material );
  41518. this.add( this.lightPlane );
  41519. geometry = new BufferGeometry();
  41520. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41521. /**
  41522. * Represents the target line of the directional light.
  41523. *
  41524. * @type {Line}
  41525. */
  41526. this.targetLine = new Line( geometry, material );
  41527. this.add( this.targetLine );
  41528. this.update();
  41529. }
  41530. /**
  41531. * Frees the GPU-related resources allocated by this instance. Call this
  41532. * method whenever this instance is no longer used in your app.
  41533. */
  41534. dispose() {
  41535. this.lightPlane.geometry.dispose();
  41536. this.lightPlane.material.dispose();
  41537. this.targetLine.geometry.dispose();
  41538. this.targetLine.material.dispose();
  41539. }
  41540. /**
  41541. * Updates the helper to match the position and direction of the
  41542. * light being visualized.
  41543. */
  41544. update() {
  41545. this.light.updateWorldMatrix( true, false );
  41546. this.light.target.updateWorldMatrix( true, false );
  41547. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41548. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41549. _v3.subVectors( _v2, _v1 );
  41550. this.lightPlane.lookAt( _v2 );
  41551. if ( this.color !== undefined ) {
  41552. this.lightPlane.material.color.set( this.color );
  41553. this.targetLine.material.color.set( this.color );
  41554. } else {
  41555. this.lightPlane.material.color.copy( this.light.color );
  41556. this.targetLine.material.color.copy( this.light.color );
  41557. }
  41558. this.targetLine.lookAt( _v2 );
  41559. this.targetLine.scale.z = _v3.length();
  41560. }
  41561. }
  41562. const _vector = /*@__PURE__*/ new Vector3();
  41563. const _camera = /*@__PURE__*/ new Camera();
  41564. /**
  41565. * This helps with visualizing what a camera contains in its frustum. It
  41566. * visualizes the frustum of a camera using a line segments.
  41567. *
  41568. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41569. *
  41570. * `CameraHelper` must be a child of the scene.
  41571. *
  41572. * ```js
  41573. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41574. * const helper = new THREE.CameraHelper( camera );
  41575. * scene.add( helper );
  41576. * ```
  41577. *
  41578. * @augments LineSegments
  41579. */
  41580. class CameraHelper extends LineSegments {
  41581. /**
  41582. * Constructs a new arrow helper.
  41583. *
  41584. * @param {Camera} camera - The camera to visualize.
  41585. */
  41586. constructor( camera ) {
  41587. const geometry = new BufferGeometry();
  41588. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41589. const vertices = [];
  41590. const colors = [];
  41591. const pointMap = {};
  41592. // near
  41593. addLine( 'n1', 'n2' );
  41594. addLine( 'n2', 'n4' );
  41595. addLine( 'n4', 'n3' );
  41596. addLine( 'n3', 'n1' );
  41597. // far
  41598. addLine( 'f1', 'f2' );
  41599. addLine( 'f2', 'f4' );
  41600. addLine( 'f4', 'f3' );
  41601. addLine( 'f3', 'f1' );
  41602. // sides
  41603. addLine( 'n1', 'f1' );
  41604. addLine( 'n2', 'f2' );
  41605. addLine( 'n3', 'f3' );
  41606. addLine( 'n4', 'f4' );
  41607. // cone
  41608. addLine( 'p', 'n1' );
  41609. addLine( 'p', 'n2' );
  41610. addLine( 'p', 'n3' );
  41611. addLine( 'p', 'n4' );
  41612. // up
  41613. addLine( 'u1', 'u2' );
  41614. addLine( 'u2', 'u3' );
  41615. addLine( 'u3', 'u1' );
  41616. // target
  41617. addLine( 'c', 't' );
  41618. addLine( 'p', 'c' );
  41619. // cross
  41620. addLine( 'cn1', 'cn2' );
  41621. addLine( 'cn3', 'cn4' );
  41622. addLine( 'cf1', 'cf2' );
  41623. addLine( 'cf3', 'cf4' );
  41624. function addLine( a, b ) {
  41625. addPoint( a );
  41626. addPoint( b );
  41627. }
  41628. function addPoint( id ) {
  41629. vertices.push( 0, 0, 0 );
  41630. colors.push( 0, 0, 0 );
  41631. if ( pointMap[ id ] === undefined ) {
  41632. pointMap[ id ] = [];
  41633. }
  41634. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41635. }
  41636. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41637. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41638. super( geometry, material );
  41639. this.type = 'CameraHelper';
  41640. /**
  41641. * The camera being visualized.
  41642. *
  41643. * @type {Camera}
  41644. */
  41645. this.camera = camera;
  41646. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41647. this.matrix = camera.matrixWorld;
  41648. this.matrixAutoUpdate = false;
  41649. /**
  41650. * This contains the points used to visualize the camera.
  41651. *
  41652. * @type {Object<string,Array<number>>}
  41653. */
  41654. this.pointMap = pointMap;
  41655. this.update();
  41656. // colors
  41657. const colorFrustum = new Color( 0xffaa00 );
  41658. const colorCone = new Color( 0xff0000 );
  41659. const colorUp = new Color( 0x00aaff );
  41660. const colorTarget = new Color( 0xffffff );
  41661. const colorCross = new Color( 0x333333 );
  41662. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41663. }
  41664. /**
  41665. * Defines the colors of the helper.
  41666. *
  41667. * @param {Color} frustum - The frustum line color.
  41668. * @param {Color} cone - The cone line color.
  41669. * @param {Color} up - The up line color.
  41670. * @param {Color} target - The target line color.
  41671. * @param {Color} cross - The cross line color.
  41672. * @return {CameraHelper} A reference to this helper.
  41673. */
  41674. setColors( frustum, cone, up, target, cross ) {
  41675. const geometry = this.geometry;
  41676. const colorAttribute = geometry.getAttribute( 'color' );
  41677. // near
  41678. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41679. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41680. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41681. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41682. // far
  41683. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41684. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41685. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41686. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41687. // sides
  41688. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41689. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41690. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41691. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41692. // cone
  41693. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41694. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41695. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41696. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41697. // up
  41698. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41699. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41700. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41701. // target
  41702. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41703. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41704. // cross
  41705. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41706. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41707. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41708. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41709. colorAttribute.needsUpdate = true;
  41710. return this;
  41711. }
  41712. /**
  41713. * Updates the helper based on the projection matrix of the camera.
  41714. */
  41715. update() {
  41716. const geometry = this.geometry;
  41717. const pointMap = this.pointMap;
  41718. const w = 1, h = 1;
  41719. let nearZ, farZ;
  41720. // we need just camera projection matrix inverse
  41721. // world matrix must be identity
  41722. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41723. // Adjust z values based on coordinate system
  41724. if ( this.camera.reversedDepth === true ) {
  41725. nearZ = 1;
  41726. farZ = 0;
  41727. } else {
  41728. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41729. nearZ = -1;
  41730. farZ = 1;
  41731. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41732. nearZ = 0;
  41733. farZ = 1;
  41734. } else {
  41735. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41736. }
  41737. }
  41738. // center / target
  41739. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41740. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41741. // near
  41742. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41743. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41744. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41745. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41746. // far
  41747. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41748. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41749. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41750. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41751. // up
  41752. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41753. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41754. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41755. // cross
  41756. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41757. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41758. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41759. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41760. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41761. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41762. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41763. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41764. geometry.getAttribute( 'position' ).needsUpdate = true;
  41765. }
  41766. /**
  41767. * Frees the GPU-related resources allocated by this instance. Call this
  41768. * method whenever this instance is no longer used in your app.
  41769. */
  41770. dispose() {
  41771. this.geometry.dispose();
  41772. this.material.dispose();
  41773. }
  41774. }
  41775. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41776. _vector.set( x, y, z ).unproject( camera );
  41777. const points = pointMap[ point ];
  41778. if ( points !== undefined ) {
  41779. const position = geometry.getAttribute( 'position' );
  41780. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41781. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41782. }
  41783. }
  41784. }
  41785. const _box = /*@__PURE__*/ new Box3();
  41786. /**
  41787. * Helper object to graphically show the world-axis-aligned bounding box
  41788. * around an object. The actual bounding box is handled with {@link Box3},
  41789. * this is just a visual helper for debugging. It can be automatically
  41790. * resized with {@link BoxHelper#update} when the object it's created from
  41791. * is transformed. Note that the object must have a geometry for this to work,
  41792. * so it won't work with sprites.
  41793. *
  41794. * ```js
  41795. * const sphere = new THREE.SphereGeometry();
  41796. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41797. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41798. * scene.add( box );
  41799. * ```
  41800. *
  41801. * @augments LineSegments
  41802. */
  41803. class BoxHelper extends LineSegments {
  41804. /**
  41805. * Constructs a new box helper.
  41806. *
  41807. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41808. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41809. */
  41810. constructor( object, color = 0xffff00 ) {
  41811. 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 ] );
  41812. const positions = new Float32Array( 8 * 3 );
  41813. const geometry = new BufferGeometry();
  41814. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41815. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41816. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41817. /**
  41818. * The 3D object being visualized.
  41819. *
  41820. * @type {Object3D}
  41821. */
  41822. this.object = object;
  41823. this.type = 'BoxHelper';
  41824. this.matrixAutoUpdate = false;
  41825. this.update();
  41826. }
  41827. /**
  41828. * Updates the helper's geometry to match the dimensions of the object,
  41829. * including any children.
  41830. */
  41831. update() {
  41832. if ( this.object !== undefined ) {
  41833. _box.setFromObject( this.object );
  41834. }
  41835. if ( _box.isEmpty() ) return;
  41836. const min = _box.min;
  41837. const max = _box.max;
  41838. /*
  41839. 5____4
  41840. 1/___0/|
  41841. | 6__|_7
  41842. 2/___3/
  41843. 0: max.x, max.y, max.z
  41844. 1: min.x, max.y, max.z
  41845. 2: min.x, min.y, max.z
  41846. 3: max.x, min.y, max.z
  41847. 4: max.x, max.y, min.z
  41848. 5: min.x, max.y, min.z
  41849. 6: min.x, min.y, min.z
  41850. 7: max.x, min.y, min.z
  41851. */
  41852. const position = this.geometry.attributes.position;
  41853. const array = position.array;
  41854. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41855. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41856. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41857. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41858. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41859. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41860. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41861. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41862. position.needsUpdate = true;
  41863. this.geometry.computeBoundingSphere();
  41864. }
  41865. /**
  41866. * Updates the wireframe box for the passed object.
  41867. *
  41868. * @param {Object3D} object - The 3D object to create the helper for.
  41869. * @return {BoxHelper} A reference to this instance.
  41870. */
  41871. setFromObject( object ) {
  41872. this.object = object;
  41873. this.update();
  41874. return this;
  41875. }
  41876. copy( source, recursive ) {
  41877. super.copy( source, recursive );
  41878. this.object = source.object;
  41879. return this;
  41880. }
  41881. /**
  41882. * Frees the GPU-related resources allocated by this instance. Call this
  41883. * method whenever this instance is no longer used in your app.
  41884. */
  41885. dispose() {
  41886. this.geometry.dispose();
  41887. this.material.dispose();
  41888. }
  41889. }
  41890. /**
  41891. * A helper object to visualize an instance of {@link Box3}.
  41892. *
  41893. * ```js
  41894. * const box = new THREE.Box3();
  41895. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41896. *
  41897. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41898. * scene.add( helper )
  41899. * ```
  41900. *
  41901. * @augments LineSegments
  41902. */
  41903. class Box3Helper extends LineSegments {
  41904. /**
  41905. * Constructs a new box3 helper.
  41906. *
  41907. * @param {Box3} box - The box to visualize.
  41908. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41909. */
  41910. constructor( box, color = 0xffff00 ) {
  41911. 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 ] );
  41912. 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 ];
  41913. const geometry = new BufferGeometry();
  41914. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41915. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41916. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41917. /**
  41918. * The box being visualized.
  41919. *
  41920. * @type {Box3}
  41921. */
  41922. this.box = box;
  41923. this.type = 'Box3Helper';
  41924. this.geometry.computeBoundingSphere();
  41925. }
  41926. updateMatrixWorld( force ) {
  41927. const box = this.box;
  41928. if ( box.isEmpty() ) return;
  41929. box.getCenter( this.position );
  41930. box.getSize( this.scale );
  41931. this.scale.multiplyScalar( 0.5 );
  41932. super.updateMatrixWorld( force );
  41933. }
  41934. /**
  41935. * Frees the GPU-related resources allocated by this instance. Call this
  41936. * method whenever this instance is no longer used in your app.
  41937. */
  41938. dispose() {
  41939. this.geometry.dispose();
  41940. this.material.dispose();
  41941. }
  41942. }
  41943. /**
  41944. * A helper object to visualize an instance of {@link Plane}.
  41945. *
  41946. * ```js
  41947. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41948. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41949. * scene.add( helper );
  41950. * ```
  41951. *
  41952. * @augments Line
  41953. */
  41954. class PlaneHelper extends Line {
  41955. /**
  41956. * Constructs a new plane helper.
  41957. *
  41958. * @param {Plane} plane - The plane to be visualized.
  41959. * @param {number} [size=1] - The side length of plane helper.
  41960. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41961. */
  41962. constructor( plane, size = 1, hex = 0xffff00 ) {
  41963. const color = hex;
  41964. 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 ];
  41965. const geometry = new BufferGeometry();
  41966. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41967. geometry.computeBoundingSphere();
  41968. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41969. this.type = 'PlaneHelper';
  41970. /**
  41971. * The plane being visualized.
  41972. *
  41973. * @type {Plane}
  41974. */
  41975. this.plane = plane;
  41976. /**
  41977. * The side length of plane helper.
  41978. *
  41979. * @type {number}
  41980. * @default 1
  41981. */
  41982. this.size = size;
  41983. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41984. const geometry2 = new BufferGeometry();
  41985. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41986. geometry2.computeBoundingSphere();
  41987. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41988. }
  41989. updateMatrixWorld( force ) {
  41990. this.position.set( 0, 0, 0 );
  41991. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41992. this.lookAt( this.plane.normal );
  41993. this.translateZ( - this.plane.constant );
  41994. super.updateMatrixWorld( force );
  41995. }
  41996. /**
  41997. * Updates the helper to match the position and direction of the
  41998. * light being visualized.
  41999. */
  42000. dispose() {
  42001. this.geometry.dispose();
  42002. this.material.dispose();
  42003. this.children[ 0 ].geometry.dispose();
  42004. this.children[ 0 ].material.dispose();
  42005. }
  42006. }
  42007. const _axis = /*@__PURE__*/ new Vector3();
  42008. let _lineGeometry, _coneGeometry;
  42009. /**
  42010. * An 3D arrow object for visualizing directions.
  42011. *
  42012. * ```js
  42013. * const dir = new THREE.Vector3( 1, 2, 0 );
  42014. *
  42015. * //normalize the direction vector (convert to vector of length 1)
  42016. * dir.normalize();
  42017. *
  42018. * const origin = new THREE.Vector3( 0, 0, 0 );
  42019. * const length = 1;
  42020. * const hex = 0xffff00;
  42021. *
  42022. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42023. * scene.add( arrowHelper );
  42024. * ```
  42025. *
  42026. * @augments Object3D
  42027. */
  42028. class ArrowHelper extends Object3D {
  42029. /**
  42030. * Constructs a new arrow helper.
  42031. *
  42032. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42033. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42034. * @param {number} [length=1] - Length of the arrow in world units.
  42035. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42036. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42037. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42038. */
  42039. 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 ) {
  42040. super();
  42041. this.type = 'ArrowHelper';
  42042. if ( _lineGeometry === undefined ) {
  42043. _lineGeometry = new BufferGeometry();
  42044. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42045. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42046. _coneGeometry.translate( 0, -0.5, 0 );
  42047. }
  42048. this.position.copy( origin );
  42049. /**
  42050. * The line part of the arrow helper.
  42051. *
  42052. * @type {Line}
  42053. */
  42054. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42055. this.line.matrixAutoUpdate = false;
  42056. this.add( this.line );
  42057. /**
  42058. * The cone part of the arrow helper.
  42059. *
  42060. * @type {Mesh}
  42061. */
  42062. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42063. this.cone.matrixAutoUpdate = false;
  42064. this.add( this.cone );
  42065. this.setDirection( dir );
  42066. this.setLength( length, headLength, headWidth );
  42067. }
  42068. /**
  42069. * Sets the direction of the helper.
  42070. *
  42071. * @param {Vector3} dir - The normalized direction vector.
  42072. */
  42073. setDirection( dir ) {
  42074. // dir is assumed to be normalized
  42075. if ( dir.y > 0.99999 ) {
  42076. this.quaternion.set( 0, 0, 0, 1 );
  42077. } else if ( dir.y < -0.99999 ) {
  42078. this.quaternion.set( 1, 0, 0, 0 );
  42079. } else {
  42080. _axis.set( dir.z, 0, - dir.x ).normalize();
  42081. const radians = Math.acos( dir.y );
  42082. this.quaternion.setFromAxisAngle( _axis, radians );
  42083. }
  42084. }
  42085. /**
  42086. * Sets the length of the helper.
  42087. *
  42088. * @param {number} length - Length of the arrow in world units.
  42089. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42090. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42091. */
  42092. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42093. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42094. this.line.updateMatrix();
  42095. this.cone.scale.set( headWidth, headLength, headWidth );
  42096. this.cone.position.y = length;
  42097. this.cone.updateMatrix();
  42098. }
  42099. /**
  42100. * Sets the color of the helper.
  42101. *
  42102. * @param {number|Color|string} color - The color to set.
  42103. */
  42104. setColor( color ) {
  42105. this.line.material.color.set( color );
  42106. this.cone.material.color.set( color );
  42107. }
  42108. copy( source ) {
  42109. super.copy( source, false );
  42110. this.line.copy( source.line );
  42111. this.cone.copy( source.cone );
  42112. return this;
  42113. }
  42114. /**
  42115. * Frees the GPU-related resources allocated by this instance. Call this
  42116. * method whenever this instance is no longer used in your app.
  42117. */
  42118. dispose() {
  42119. this.line.geometry.dispose();
  42120. this.line.material.dispose();
  42121. this.cone.geometry.dispose();
  42122. this.cone.material.dispose();
  42123. }
  42124. }
  42125. /**
  42126. * An axis object to visualize the 3 axes in a simple way.
  42127. * The X axis is red. The Y axis is green. The Z axis is blue.
  42128. *
  42129. * ```js
  42130. * const axesHelper = new THREE.AxesHelper( 5 );
  42131. * scene.add( axesHelper );
  42132. * ```
  42133. *
  42134. * @augments LineSegments
  42135. */
  42136. class AxesHelper extends LineSegments {
  42137. /**
  42138. * Constructs a new axes helper.
  42139. *
  42140. * @param {number} [size=1] - Size of the lines representing the axes.
  42141. */
  42142. constructor( size = 1 ) {
  42143. const vertices = [
  42144. 0, 0, 0, size, 0, 0,
  42145. 0, 0, 0, 0, size, 0,
  42146. 0, 0, 0, 0, 0, size
  42147. ];
  42148. const colors = [
  42149. 1, 0, 0, 1, 0.6, 0,
  42150. 0, 1, 0, 0.6, 1, 0,
  42151. 0, 0, 1, 0, 0.6, 1
  42152. ];
  42153. const geometry = new BufferGeometry();
  42154. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42155. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42156. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42157. super( geometry, material );
  42158. this.type = 'AxesHelper';
  42159. }
  42160. /**
  42161. * Defines the colors of the axes helper.
  42162. *
  42163. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42164. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42165. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42166. * @return {AxesHelper} A reference to this axes helper.
  42167. */
  42168. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42169. const color = new Color();
  42170. const array = this.geometry.attributes.color.array;
  42171. color.set( xAxisColor );
  42172. color.toArray( array, 0 );
  42173. color.toArray( array, 3 );
  42174. color.set( yAxisColor );
  42175. color.toArray( array, 6 );
  42176. color.toArray( array, 9 );
  42177. color.set( zAxisColor );
  42178. color.toArray( array, 12 );
  42179. color.toArray( array, 15 );
  42180. this.geometry.attributes.color.needsUpdate = true;
  42181. return this;
  42182. }
  42183. /**
  42184. * Frees the GPU-related resources allocated by this instance. Call this
  42185. * method whenever this instance is no longer used in your app.
  42186. */
  42187. dispose() {
  42188. this.geometry.dispose();
  42189. this.material.dispose();
  42190. }
  42191. }
  42192. /**
  42193. * This class is used to convert a series of paths to an array of
  42194. * shapes. It is specifically used in context of fonts and SVG.
  42195. */
  42196. class ShapePath {
  42197. /**
  42198. * Constructs a new shape path.
  42199. */
  42200. constructor() {
  42201. this.type = 'ShapePath';
  42202. /**
  42203. * The color of the shape.
  42204. *
  42205. * @type {Color}
  42206. */
  42207. this.color = new Color();
  42208. /**
  42209. * The paths that have been generated for this shape.
  42210. *
  42211. * @type {Array<Path>}
  42212. * @default null
  42213. */
  42214. this.subPaths = [];
  42215. /**
  42216. * The current path that is being generated.
  42217. *
  42218. * @type {?Path}
  42219. * @default null
  42220. */
  42221. this.currentPath = null;
  42222. }
  42223. /**
  42224. * Creates a new path and moves it current point to the given one.
  42225. *
  42226. * @param {number} x - The x coordinate.
  42227. * @param {number} y - The y coordinate.
  42228. * @return {ShapePath} A reference to this shape path.
  42229. */
  42230. moveTo( x, y ) {
  42231. this.currentPath = new Path();
  42232. this.subPaths.push( this.currentPath );
  42233. this.currentPath.moveTo( x, y );
  42234. return this;
  42235. }
  42236. /**
  42237. * Adds an instance of {@link LineCurve} to the path by connecting
  42238. * the current point with the given one.
  42239. *
  42240. * @param {number} x - The x coordinate of the end point.
  42241. * @param {number} y - The y coordinate of the end point.
  42242. * @return {ShapePath} A reference to this shape path.
  42243. */
  42244. lineTo( x, y ) {
  42245. this.currentPath.lineTo( x, y );
  42246. return this;
  42247. }
  42248. /**
  42249. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42250. * the current point with the given one.
  42251. *
  42252. * @param {number} aCPx - The x coordinate of the control point.
  42253. * @param {number} aCPy - The y coordinate of the control point.
  42254. * @param {number} aX - The x coordinate of the end point.
  42255. * @param {number} aY - The y coordinate of the end point.
  42256. * @return {ShapePath} A reference to this shape path.
  42257. */
  42258. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42259. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42260. return this;
  42261. }
  42262. /**
  42263. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42264. * the current point with the given one.
  42265. *
  42266. * @param {number} aCP1x - The x coordinate of the first control point.
  42267. * @param {number} aCP1y - The y coordinate of the first control point.
  42268. * @param {number} aCP2x - The x coordinate of the second control point.
  42269. * @param {number} aCP2y - The y coordinate of the second control point.
  42270. * @param {number} aX - The x coordinate of the end point.
  42271. * @param {number} aY - The y coordinate of the end point.
  42272. * @return {ShapePath} A reference to this shape path.
  42273. */
  42274. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42275. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42276. return this;
  42277. }
  42278. /**
  42279. * Adds an instance of {@link SplineCurve} to the path by connecting
  42280. * the current point with the given list of points.
  42281. *
  42282. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42283. * @return {ShapePath} A reference to this shape path.
  42284. */
  42285. splineThru( pts ) {
  42286. this.currentPath.splineThru( pts );
  42287. return this;
  42288. }
  42289. /**
  42290. * Converts the paths into an array of shapes.
  42291. *
  42292. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42293. * If this flag is set to `true`, then those are flipped.
  42294. * @return {Array<Shape>} An array of shapes.
  42295. */
  42296. toShapes( isCCW ) {
  42297. function toShapesNoHoles( inSubpaths ) {
  42298. const shapes = [];
  42299. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42300. const tmpPath = inSubpaths[ i ];
  42301. const tmpShape = new Shape();
  42302. tmpShape.curves = tmpPath.curves;
  42303. shapes.push( tmpShape );
  42304. }
  42305. return shapes;
  42306. }
  42307. function isPointInsidePolygon( inPt, inPolygon ) {
  42308. const polyLen = inPolygon.length;
  42309. // inPt on polygon contour => immediate success or
  42310. // toggling of inside/outside at every single! intersection point of an edge
  42311. // with the horizontal line through inPt, left of inPt
  42312. // not counting lowerY endpoints of edges and whole edges on that line
  42313. let inside = false;
  42314. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42315. let edgeLowPt = inPolygon[ p ];
  42316. let edgeHighPt = inPolygon[ q ];
  42317. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42318. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42319. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42320. // not parallel
  42321. if ( edgeDy < 0 ) {
  42322. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42323. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42324. }
  42325. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42326. if ( inPt.y === edgeLowPt.y ) {
  42327. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42328. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42329. } else {
  42330. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42331. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42332. if ( perpEdge < 0 ) continue;
  42333. inside = ! inside; // true intersection left of inPt
  42334. }
  42335. } else {
  42336. // parallel or collinear
  42337. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42338. // edge lies on the same horizontal line as inPt
  42339. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42340. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42341. // continue;
  42342. }
  42343. }
  42344. return inside;
  42345. }
  42346. const isClockWise = ShapeUtils.isClockWise;
  42347. const subPaths = this.subPaths;
  42348. if ( subPaths.length === 0 ) return [];
  42349. let solid, tmpPath, tmpShape;
  42350. const shapes = [];
  42351. if ( subPaths.length === 1 ) {
  42352. tmpPath = subPaths[ 0 ];
  42353. tmpShape = new Shape();
  42354. tmpShape.curves = tmpPath.curves;
  42355. shapes.push( tmpShape );
  42356. return shapes;
  42357. }
  42358. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42359. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42360. // log("Holes first", holesFirst);
  42361. const betterShapeHoles = [];
  42362. const newShapes = [];
  42363. let newShapeHoles = [];
  42364. let mainIdx = 0;
  42365. let tmpPoints;
  42366. newShapes[ mainIdx ] = undefined;
  42367. newShapeHoles[ mainIdx ] = [];
  42368. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42369. tmpPath = subPaths[ i ];
  42370. tmpPoints = tmpPath.getPoints();
  42371. solid = isClockWise( tmpPoints );
  42372. solid = isCCW ? ! solid : solid;
  42373. if ( solid ) {
  42374. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42375. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42376. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42377. if ( holesFirst ) mainIdx ++;
  42378. newShapeHoles[ mainIdx ] = [];
  42379. //log('cw', i);
  42380. } else {
  42381. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42382. //log('ccw', i);
  42383. }
  42384. }
  42385. // only Holes? -> probably all Shapes with wrong orientation
  42386. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42387. if ( newShapes.length > 1 ) {
  42388. let ambiguous = false;
  42389. let toChange = 0;
  42390. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42391. betterShapeHoles[ sIdx ] = [];
  42392. }
  42393. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42394. const sho = newShapeHoles[ sIdx ];
  42395. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42396. const ho = sho[ hIdx ];
  42397. let hole_unassigned = true;
  42398. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42399. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42400. if ( sIdx !== s2Idx ) toChange ++;
  42401. if ( hole_unassigned ) {
  42402. hole_unassigned = false;
  42403. betterShapeHoles[ s2Idx ].push( ho );
  42404. } else {
  42405. ambiguous = true;
  42406. }
  42407. }
  42408. }
  42409. if ( hole_unassigned ) {
  42410. betterShapeHoles[ sIdx ].push( ho );
  42411. }
  42412. }
  42413. }
  42414. if ( toChange > 0 && ambiguous === false ) {
  42415. newShapeHoles = betterShapeHoles;
  42416. }
  42417. }
  42418. let tmpHoles;
  42419. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42420. tmpShape = newShapes[ i ].s;
  42421. shapes.push( tmpShape );
  42422. tmpHoles = newShapeHoles[ i ];
  42423. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42424. tmpShape.holes.push( tmpHoles[ j ].h );
  42425. }
  42426. }
  42427. //log("shape", shapes);
  42428. return shapes;
  42429. }
  42430. }
  42431. /**
  42432. * Abstract base class for controls.
  42433. *
  42434. * @abstract
  42435. * @augments EventDispatcher
  42436. */
  42437. class Controls extends EventDispatcher {
  42438. /**
  42439. * Constructs a new controls instance.
  42440. *
  42441. * @param {Object3D} object - The object that is managed by the controls.
  42442. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42443. */
  42444. constructor( object, domElement = null ) {
  42445. super();
  42446. /**
  42447. * The object that is managed by the controls.
  42448. *
  42449. * @type {Object3D}
  42450. */
  42451. this.object = object;
  42452. /**
  42453. * The HTML element used for event listeners.
  42454. *
  42455. * @type {?HTMLElement}
  42456. * @default null
  42457. */
  42458. this.domElement = domElement;
  42459. /**
  42460. * Whether the controls responds to user input or not.
  42461. *
  42462. * @type {boolean}
  42463. * @default true
  42464. */
  42465. this.enabled = true;
  42466. /**
  42467. * The internal state of the controls.
  42468. *
  42469. * @type {number}
  42470. * @default -1
  42471. */
  42472. this.state = -1;
  42473. /**
  42474. * This object defines the keyboard input of the controls.
  42475. *
  42476. * @type {Object}
  42477. */
  42478. this.keys = {};
  42479. /**
  42480. * This object defines what type of actions are assigned to the available mouse buttons.
  42481. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42482. *
  42483. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42484. */
  42485. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42486. /**
  42487. * This object defines what type of actions are assigned to what kind of touch interaction.
  42488. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42489. *
  42490. * @type {{ONE: ?number, TWO: ?number}}
  42491. */
  42492. this.touches = { ONE: null, TWO: null };
  42493. }
  42494. /**
  42495. * Connects the controls to the DOM. This method has so called "side effects" since
  42496. * it adds the module's event listeners to the DOM.
  42497. *
  42498. * @param {HTMLElement} element - The DOM element to connect to.
  42499. */
  42500. connect( element ) {
  42501. if ( element === undefined ) {
  42502. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42503. return;
  42504. }
  42505. if ( this.domElement !== null ) this.disconnect();
  42506. this.domElement = element;
  42507. }
  42508. /**
  42509. * Disconnects the controls from the DOM.
  42510. */
  42511. disconnect() {}
  42512. /**
  42513. * Call this method if you no longer want use to the controls. It frees all internal
  42514. * resources and removes all event listeners.
  42515. */
  42516. dispose() {}
  42517. /**
  42518. * Controls should implement this method if they have to update their internal state
  42519. * per simulation step.
  42520. *
  42521. * @param {number} [delta] - The time delta in seconds.
  42522. */
  42523. update( /* delta */ ) {}
  42524. }
  42525. /**
  42526. * Scales the texture as large as possible within its surface without cropping
  42527. * or stretching the texture. The method preserves the original aspect ratio of
  42528. * the texture. Akin to CSS `object-fit: contain`
  42529. *
  42530. * @param {Texture} texture - The texture.
  42531. * @param {number} aspect - The texture's aspect ratio.
  42532. * @return {Texture} The updated texture.
  42533. */
  42534. function contain( texture, aspect ) {
  42535. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42536. if ( imageAspect > aspect ) {
  42537. texture.repeat.x = 1;
  42538. texture.repeat.y = imageAspect / aspect;
  42539. texture.offset.x = 0;
  42540. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42541. } else {
  42542. texture.repeat.x = aspect / imageAspect;
  42543. texture.repeat.y = 1;
  42544. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42545. texture.offset.y = 0;
  42546. }
  42547. return texture;
  42548. }
  42549. /**
  42550. * Scales the texture to the smallest possible size to fill the surface, leaving
  42551. * no empty space. The method preserves the original aspect ratio of the texture.
  42552. * Akin to CSS `object-fit: cover`.
  42553. *
  42554. * @param {Texture} texture - The texture.
  42555. * @param {number} aspect - The texture's aspect ratio.
  42556. * @return {Texture} The updated texture.
  42557. */
  42558. function cover( texture, aspect ) {
  42559. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42560. if ( imageAspect > aspect ) {
  42561. texture.repeat.x = aspect / imageAspect;
  42562. texture.repeat.y = 1;
  42563. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42564. texture.offset.y = 0;
  42565. } else {
  42566. texture.repeat.x = 1;
  42567. texture.repeat.y = imageAspect / aspect;
  42568. texture.offset.x = 0;
  42569. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42570. }
  42571. return texture;
  42572. }
  42573. /**
  42574. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42575. *
  42576. * @param {Texture} texture - The texture.
  42577. * @return {Texture} The updated texture.
  42578. */
  42579. function fill( texture ) {
  42580. texture.repeat.x = 1;
  42581. texture.repeat.y = 1;
  42582. texture.offset.x = 0;
  42583. texture.offset.y = 0;
  42584. return texture;
  42585. }
  42586. /**
  42587. * Determines how many bytes must be used to represent the texture.
  42588. *
  42589. * @param {number} width - The width of the texture.
  42590. * @param {number} height - The height of the texture.
  42591. * @param {number} format - The texture's format.
  42592. * @param {number} type - The texture's type.
  42593. * @return {number} The byte length.
  42594. */
  42595. function getByteLength( width, height, format, type ) {
  42596. const typeByteLength = getTextureTypeByteLength( type );
  42597. switch ( format ) {
  42598. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42599. case AlphaFormat:
  42600. return width * height;
  42601. case RedFormat:
  42602. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42603. case RedIntegerFormat:
  42604. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42605. case RGFormat:
  42606. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42607. case RGIntegerFormat:
  42608. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42609. case RGBFormat:
  42610. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42611. case RGBAFormat:
  42612. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42613. case RGBAIntegerFormat:
  42614. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42615. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42616. case RGB_S3TC_DXT1_Format:
  42617. case RGBA_S3TC_DXT1_Format:
  42618. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42619. case RGBA_S3TC_DXT3_Format:
  42620. case RGBA_S3TC_DXT5_Format:
  42621. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42622. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42623. case RGB_PVRTC_2BPPV1_Format:
  42624. case RGBA_PVRTC_2BPPV1_Format:
  42625. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42626. case RGB_PVRTC_4BPPV1_Format:
  42627. case RGBA_PVRTC_4BPPV1_Format:
  42628. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42629. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42630. case RGB_ETC1_Format:
  42631. case RGB_ETC2_Format:
  42632. case R11_EAC_Format:
  42633. case SIGNED_R11_EAC_Format:
  42634. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42635. case RGBA_ETC2_EAC_Format:
  42636. case RG11_EAC_Format:
  42637. case SIGNED_RG11_EAC_Format:
  42638. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42639. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42640. case RGBA_ASTC_4x4_Format:
  42641. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42642. case RGBA_ASTC_5x4_Format:
  42643. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42644. case RGBA_ASTC_5x5_Format:
  42645. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42646. case RGBA_ASTC_6x5_Format:
  42647. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42648. case RGBA_ASTC_6x6_Format:
  42649. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42650. case RGBA_ASTC_8x5_Format:
  42651. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42652. case RGBA_ASTC_8x6_Format:
  42653. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42654. case RGBA_ASTC_8x8_Format:
  42655. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42656. case RGBA_ASTC_10x5_Format:
  42657. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42658. case RGBA_ASTC_10x6_Format:
  42659. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42660. case RGBA_ASTC_10x8_Format:
  42661. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42662. case RGBA_ASTC_10x10_Format:
  42663. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42664. case RGBA_ASTC_12x10_Format:
  42665. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42666. case RGBA_ASTC_12x12_Format:
  42667. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42668. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42669. case RGBA_BPTC_Format:
  42670. case RGB_BPTC_SIGNED_Format:
  42671. case RGB_BPTC_UNSIGNED_Format:
  42672. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42673. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42674. case RED_RGTC1_Format:
  42675. case SIGNED_RED_RGTC1_Format:
  42676. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42677. case RED_GREEN_RGTC2_Format:
  42678. case SIGNED_RED_GREEN_RGTC2_Format:
  42679. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42680. }
  42681. throw new Error(
  42682. `Unable to determine texture byte length for ${format} format.`,
  42683. );
  42684. }
  42685. function getTextureTypeByteLength( type ) {
  42686. switch ( type ) {
  42687. case UnsignedByteType:
  42688. case ByteType:
  42689. return { byteLength: 1, components: 1 };
  42690. case UnsignedShortType:
  42691. case ShortType:
  42692. case HalfFloatType:
  42693. return { byteLength: 2, components: 1 };
  42694. case UnsignedShort4444Type:
  42695. case UnsignedShort5551Type:
  42696. return { byteLength: 2, components: 4 };
  42697. case UnsignedIntType:
  42698. case IntType:
  42699. case FloatType:
  42700. return { byteLength: 4, components: 1 };
  42701. case UnsignedInt5999Type:
  42702. case UnsignedInt101111Type:
  42703. return { byteLength: 4, components: 3 };
  42704. }
  42705. throw new Error( `Unknown texture type ${type}.` );
  42706. }
  42707. /**
  42708. * A class containing utility functions for textures.
  42709. *
  42710. * @hideconstructor
  42711. */
  42712. class TextureUtils {
  42713. /**
  42714. * Scales the texture as large as possible within its surface without cropping
  42715. * or stretching the texture. The method preserves the original aspect ratio of
  42716. * the texture. Akin to CSS `object-fit: contain`
  42717. *
  42718. * @param {Texture} texture - The texture.
  42719. * @param {number} aspect - The texture's aspect ratio.
  42720. * @return {Texture} The updated texture.
  42721. */
  42722. static contain( texture, aspect ) {
  42723. return contain( texture, aspect );
  42724. }
  42725. /**
  42726. * Scales the texture to the smallest possible size to fill the surface, leaving
  42727. * no empty space. The method preserves the original aspect ratio of the texture.
  42728. * Akin to CSS `object-fit: cover`.
  42729. *
  42730. * @param {Texture} texture - The texture.
  42731. * @param {number} aspect - The texture's aspect ratio.
  42732. * @return {Texture} The updated texture.
  42733. */
  42734. static cover( texture, aspect ) {
  42735. return cover( texture, aspect );
  42736. }
  42737. /**
  42738. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42739. *
  42740. * @param {Texture} texture - The texture.
  42741. * @return {Texture} The updated texture.
  42742. */
  42743. static fill( texture ) {
  42744. return fill( texture );
  42745. }
  42746. /**
  42747. * Determines how many bytes must be used to represent the texture.
  42748. *
  42749. * @param {number} width - The width of the texture.
  42750. * @param {number} height - The height of the texture.
  42751. * @param {number} format - The texture's format.
  42752. * @param {number} type - The texture's type.
  42753. * @return {number} The byte length.
  42754. */
  42755. static getByteLength( width, height, format, type ) {
  42756. return getByteLength( width, height, format, type );
  42757. }
  42758. }
  42759. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42760. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42761. revision: REVISION,
  42762. } } ) );
  42763. }
  42764. if ( typeof window !== 'undefined' ) {
  42765. if ( window.__THREE__ ) {
  42766. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42767. } else {
  42768. window.__THREE__ = REVISION;
  42769. }
  42770. }
  42771. 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, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, 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, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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